mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-27 01:31:42 +00:00
Got rigorous on exceptions, started working towards having a working 'composite' shader at the same time as having a working RGB shader.
This commit is contained in:
parent
bcc784bda9
commit
6c9bcfa637
@ -232,7 +232,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
|
||||
// transfer to screen
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
|
||||
compositeTexture->bind_texture();
|
||||
perform_output_stage(output_width, output_height, rgb_shader_program.get());
|
||||
perform_output_stage(output_width, output_height, composite_output_shader_program.get());
|
||||
}
|
||||
else
|
||||
perform_output_stage(output_width, output_height, rgb_shader_program.get());
|
||||
@ -463,32 +463,17 @@ char *OpenGLOutputBuilder::get_output_vertex_shader()
|
||||
|
||||
char *OpenGLOutputBuilder::get_rgb_output_fragment_shader()
|
||||
{
|
||||
return get_output_fragment_shader(_rgb_shader);
|
||||
return get_output_fragment_shader(_rgb_shader, "uniform usampler2D texID;", "rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying)");
|
||||
}
|
||||
|
||||
char *OpenGLOutputBuilder::get_composite_output_fragment_shader()
|
||||
{
|
||||
return strdup(
|
||||
"#version 150\n"
|
||||
|
||||
"in float lateralVarying;"
|
||||
"in float alpha;"
|
||||
"in vec2 srcCoordinatesVarying;"
|
||||
|
||||
"out vec4 fragColour;"
|
||||
|
||||
"uniform sampler2D texID;"
|
||||
|
||||
"void main(void)"
|
||||
"{"
|
||||
"fragColour = vec4(texture(texID, srcCoordinatesVarying).rgb, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
|
||||
"}"
|
||||
);
|
||||
return get_output_fragment_shader("", "uniform sampler2D texID;", "texture(texID, srcCoordinatesVarying).rgb");
|
||||
}
|
||||
|
||||
char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function)
|
||||
char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function)
|
||||
{
|
||||
return get_compound_shader(
|
||||
char *complete_header = get_compound_shader(
|
||||
"#version 150\n"
|
||||
|
||||
"in float lateralVarying;"
|
||||
@ -499,20 +484,25 @@ char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_funct
|
||||
|
||||
"out vec4 fragColour;"
|
||||
|
||||
// "uniform usampler2D texID;"
|
||||
"uniform sampler2D texID;"
|
||||
// "uniform sampler2D shadowMaskTexID;"
|
||||
|
||||
"\n%s\n"
|
||||
// "uniform sampler2D shadowMaskTexID;",
|
||||
"%s\n%%s\n",
|
||||
header);
|
||||
|
||||
char *complete_body = get_compound_shader(
|
||||
"%%s\n"
|
||||
"void main(void)"
|
||||
"{"
|
||||
// "fragColour = vec4(srcCoordinatesVarying.rg, 0.0, 1.0);" //
|
||||
"fragColour = vec4(texture(texID, srcCoordinatesVarying).rgb, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
|
||||
// "fragColour = vec4(srcCoordinatesVarying.y / 4.0, 0.0, 0.0, 1.0);"//texture(texID, srcCoordinatesVarying).rgba;" //
|
||||
// "fragColour = vec4(rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying), clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
|
||||
"}"
|
||||
, sampling_function);
|
||||
"fragColour = vec4(%s, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));"
|
||||
"}",
|
||||
fragColour_function);
|
||||
|
||||
char *top = get_compound_shader(complete_header, sampling_function);
|
||||
free(complete_header);
|
||||
|
||||
char *result = get_compound_shader(complete_body, top);
|
||||
free(complete_body);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#pragma mark - Shader utilities
|
||||
@ -621,7 +611,15 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_output_shader(char
|
||||
|
||||
if(vertex_shader && fragment_shader)
|
||||
{
|
||||
shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, nullptr));
|
||||
OpenGL::Shader::AttributeBinding bindings[] =
|
||||
{
|
||||
{"position", 0},
|
||||
{"srcCoordinates", 1},
|
||||
{"lateralAndTimestampBaseOffset", 2},
|
||||
{"timestamp", 3},
|
||||
{nullptr}
|
||||
};
|
||||
shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, bindings));
|
||||
shader_program->bind();
|
||||
|
||||
windowSizeUniform = shader_program->get_uniform_location("windowSize");
|
||||
@ -659,7 +657,6 @@ void OpenGLOutputBuilder::prepare_rgb_output_shader()
|
||||
|
||||
void OpenGLOutputBuilder::prepare_composite_output_shader()
|
||||
{
|
||||
// rgb_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
|
||||
composite_output_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
|
||||
}
|
||||
|
||||
|
@ -65,7 +65,7 @@ class OpenGLOutputBuilder {
|
||||
|
||||
char *get_output_vertex_shader();
|
||||
|
||||
char *get_output_fragment_shader(const char *sampling_function);
|
||||
char *get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function);
|
||||
char *get_rgb_output_fragment_shader();
|
||||
char *get_composite_output_fragment_shader();
|
||||
|
||||
|
@ -32,6 +32,8 @@ GLuint Shader::compile_shader(const char *source, GLenum type)
|
||||
printf("Compile log:\n%s\n", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -71,6 +73,7 @@ Shader::Shader(const char *vertex_shader, const char *fragment_shader, const Att
|
||||
printf("Link log:\n%s\n", log);
|
||||
free(log);
|
||||
}
|
||||
throw ProgramLinkageError;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -14,13 +14,19 @@
|
||||
namespace OpenGL {
|
||||
class Shader {
|
||||
public:
|
||||
enum {
|
||||
VertexShaderCompilationError,
|
||||
FragmentShaderCompilationError,
|
||||
ProgramLinkageError
|
||||
};
|
||||
|
||||
struct AttributeBinding {
|
||||
const GLchar *name;
|
||||
GLuint index;
|
||||
};
|
||||
|
||||
/*!
|
||||
Constructs a shader, comprised of:
|
||||
Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
|
||||
@param vertex_shader The vertex shader source code.
|
||||
@param fragment_shader The fragment shader source code.
|
||||
@param attribute_bindings Either @c nullptr or an array terminated by an entry with a @c nullptr-name of attribute bindings.
|
||||
@ -47,6 +53,7 @@ namespace OpenGL {
|
||||
*/
|
||||
GLint get_uniform_location(const GLchar *name);
|
||||
|
||||
|
||||
private:
|
||||
GLuint compile_shader(const char *source, GLenum type);
|
||||
GLuint _shader_program;
|
||||
|
Loading…
Reference in New Issue
Block a user