mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-25 03:32:01 +00:00
This endeavours to move everything into the CRT class except the final version of shader building.
This commit is contained in:
parent
e0d51408e4
commit
8bc3f8046d
@ -185,44 +185,7 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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// self.frameBounds = CGRectMake(0.0, 0.0, 1.0, 1.0);
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}
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/*- (GLint)formatForDepth:(unsigned int)depth
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{
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switch(depth)
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{
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default: return -1;
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case 1: return GL_RED;
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case 2: return GL_RG;
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case 3: return GL_RGB;
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case 4: return GL_RGBA;
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}
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}
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- (BOOL)pushFrame:(nonnull CRTFrame *)crtFrame
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{
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[[self openGLContext] makeCurrentContext];
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CGLLockContext([[self openGLContext] CGLContextObj]);
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BOOL hadFrame = _crtFrame ? YES : NO;
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_crtFrame = crtFrame;
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_crtFrame->number_of_vertices * _crtFrame->size_per_vertex), _crtFrame->vertices, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, _textureName);
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if(_textureSize.width != _crtFrame->size.width || _textureSize.height != _crtFrame->size.height)
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{
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GLint format = [self formatForDepth:_crtFrame->buffers[0].depth];
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glTexImage2D(GL_TEXTURE_2D, 0, format, _crtFrame->size.width, _crtFrame->size.height, 0, (GLenum)format, GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
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_textureSize = _crtFrame->size;
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}
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _crtFrame->size.width, _crtFrame->dirty_size.height, (GLenum)[self formatForDepth:_crtFrame->buffers[0].depth], GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
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[self drawView];
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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return hadFrame;
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}
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/*
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#pragma mark - Frame output
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@ -265,138 +228,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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OSAtomicIncrement32(&_signalDecoderGeneration);
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}
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- (nonnull NSString *)vertexShaderForType:(CSCathodeRayViewSignalType)type
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{
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// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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NSString *const ntscVertexShaderGlobals =
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@"out vec2 srcCoordinatesVarying[4];\n"
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"out float phase;\n";
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NSString *const ntscVertexShaderBody =
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@"phase = srcCoordinates.x * 6.283185308;\n"
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"\n"
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"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.5 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] - vec2(0.25 / textureSize.x, 0.0);\n";
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NSString *const rgbVertexShaderGlobals =
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@"out vec2 srcCoordinatesVarying[5];\n";
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NSString *const rgbVertexShaderBody =
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@"srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
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NSString *const vertexShader =
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@"#version 150\n"
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"\n"
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"in vec2 position;\n"
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"in vec2 srcCoordinates;\n"
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"in float lateral;\n"
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"\n"
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"uniform vec2 boundsOrigin;\n"
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"uniform vec2 boundsSize;\n"
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"\n"
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"out float lateralVarying;\n"
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"out vec2 shadowMaskCoordinates;\n"
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"\n"
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"uniform vec2 textureSize;\n"
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"\n"
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"const float shadowMaskMultiple = 600;\n"
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"\n"
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"%@\n"
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"void main (void)\n"
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"{\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"\n"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
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"\n"
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"%@\n"
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"\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
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"}\n";
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// + mappedPosition.x / 131.0
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switch(_signalType)
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{
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case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
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case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
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}
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}
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- (nonnull NSString *)fragmentShaderForType:(CSCathodeRayViewSignalType)type
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{
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NSString *const fragmentShader =
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@"#version 150\n"
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"\n"
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"in float lateralVarying;\n"
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"in vec2 shadowMaskCoordinates;\n"
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"out vec4 fragColour;\n"
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"\n"
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"uniform sampler2D texID;\n"
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"uniform sampler2D shadowMaskTexID;\n"
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"uniform float alpha;\n"
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"\n"
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"%@\n"
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"%%@\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"%@\n"
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"}\n";
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NSString *const ntscFragmentShaderGlobals =
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@"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"\n"
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"// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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NSString *const ntscFragmentShaderBody =
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@"vec3 angles = vec3(phase) + vec3(0.0, -3.141592654, -1.570796327);\n"
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"vec3 samples = vec3("
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" sample(srcCoordinatesVarying[0], angles.x),"
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" sample(srcCoordinatesVarying[1], angles.y),"
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" sample(srcCoordinatesVarying[2], angles.z)"
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");\n"
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"\n"
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"float y = dot(vec2(0.5), samples.xy);\n"
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"samples -= vec3(y);\n"
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"\n"
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"float i = dot(vec3(0.75), cos(angles) * samples);\n"
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"float q = dot(vec3(0.75), sin(angles) * samples);\n"
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"\n"
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"fragColour = vec4(yiqToRGB * vec3(y, i, q), 1.0);\n"; //sin(lateralVarying));
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// 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) *
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// "float y2 = dot(vec2(0.5), samples.zw);\n"
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NSString *const rgbFragmentShaderGlobals =
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@"in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
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NSString *const rgbFragmentShaderBody =
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@"fragColour = sample(srcCoordinatesVarying[2]);";
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// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
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// (sample(srcCoordinatesVarying[1]) * 0.3) + \
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// (sample(srcCoordinatesVarying[2]) * 0.6) + \
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// (sample(srcCoordinatesVarying[3]) * 0.3) + \
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// (sample(srcCoordinatesVarying[4]) * -0.1);";
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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switch(_signalType)
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{
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case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
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case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
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}
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}
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- (void)prepareShader
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{
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if(_shaderProgram)
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@ -427,10 +258,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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// [self logErrorForObject:_shaderProgram];
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#endif
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glGenVertexArrays(1, &_vertexArray);
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glBindVertexArray(_vertexArray);
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glGenBuffers(1, &_arrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _arrayBuffer);
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glUseProgram(_shaderProgram);
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@ -460,12 +287,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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glVertexAttribPointer((GLuint)_textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
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glVertexAttribPointer((GLuint)_lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
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glGenTextures(1, &_textureName);
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glBindTexture(GL_TEXTURE_2D, _textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}*/
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- (void)drawRect:(NSRect)dirtyRect
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@ -478,20 +299,7 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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[self.openGLContext makeCurrentContext];
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CGLLockContext([[self openGLContext] CGLContextObj]);
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glClear(GL_COLOR_BUFFER_BIT);
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[self.delegate openGLViewDrawView:self];
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// while((!_shaderProgram || (_signalDecoderGeneration != _compiledSignalDecoderGeneration)) && _signalDecoder) {
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// _compiledSignalDecoderGeneration = _signalDecoderGeneration;
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// [self prepareShader];
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// }
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//
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// glClear(GL_COLOR_BUFFER_BIT);
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//
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// if (_crtFrame)
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// {
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// if(_textureSizeUniform >= 0) glUniform2f(_textureSizeUniform, _crtFrame->size.width, _crtFrame->size.height);
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// glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_crtFrame->number_of_vertices);
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// }
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CGLFlushDrawable([[self openGLContext] CGLContextObj]);
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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@ -33,7 +33,7 @@
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}
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- (void)drawViewForPixelSize:(CGSize)pixelSize {
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_electron.get_crt()->draw_frame((int)pixelSize.width, (int)pixelSize.height);
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_electron.get_crt()->draw_frame((int)pixelSize.width, (int)pixelSize.height, false);
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}
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- (BOOL)openUEFAtURL:(NSURL *)URL {
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@ -105,10 +105,11 @@ CRT::CRT() :
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_is_receiving_sync(false),
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_is_in_hsync(false),
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_is_in_vsync(false),
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_current_frame(nullptr),
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_current_frame_mutex(new std::mutex),
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_rasterPosition({.x = 0, .y = 0})
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{}
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{
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construct_openGL();
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}
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CRT::CRT(unsigned int cycles_per_line, unsigned int height_of_display, unsigned int colour_cycle_numerator, unsigned int colour_cycle_denominator, unsigned int number_of_buffers, ...) : CRT()
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{
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@ -136,6 +137,7 @@ CRT::~CRT()
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{
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delete _frame_builders[frame];
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}
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destruct_openGL();
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}
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#pragma mark - Sync loop
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@ -434,149 +436,3 @@ uint8_t *CRT::get_write_target_for_buffer(int buffer)
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if (!_current_frame_builder) return nullptr;
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return _current_frame_builder->get_write_target_for_buffer(buffer);
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}
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char *CRT::get_vertex_shader()
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{
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// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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const char *const ntscVertexShaderGlobals =
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"out vec2 srcCoordinatesVarying[4];\n"
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"out float phase;\n";
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const char *const ntscVertexShaderBody =
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"phase = srcCoordinates.x * 6.283185308;\n"
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"\n"
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"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// const char *const rgbVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[5];\n";
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// const char *const rgbVertexShaderBody =
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// "srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
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const char *const vertexShader =
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"#version 150\n"
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"\n"
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"in vec2 position;\n"
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"in vec2 srcCoordinates;\n"
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"in float lateral;\n"
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"\n"
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"uniform vec2 boundsOrigin;\n"
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"uniform vec2 boundsSize;\n"
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"\n"
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"out float lateralVarying;\n"
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"out vec2 shadowMaskCoordinates;\n"
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"\n"
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"uniform vec2 textureSize;\n"
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"\n"
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"const float shadowMaskMultiple = 600;\n"
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"\n"
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"%@\n"
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"void main (void)\n"
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"{\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"\n"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
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"\n"
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"%@\n"
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"\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
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"}\n";
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return nullptr;
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// + mappedPosition.x / 131.0
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// switch(_signalType)
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// {
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// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
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// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
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// }
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}
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char *CRT::get_fragment_shader(const char *sample_function)
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{
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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const char *const fragmentShader =
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"#version 150\n"
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"\n"
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"in float lateralVarying;\n"
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"in vec2 shadowMaskCoordinates;\n"
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"out vec4 fragColour;\n"
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"\n"
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"uniform sampler2D texID;\n"
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"uniform sampler2D shadowMaskTexID;\n"
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"uniform float alpha;\n"
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"\n"
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"%@\n"
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"%@\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"%@\n"
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"}\n";
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const char *const ntscFragmentShaderGlobals =
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"\n"
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"// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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const char *const ntscFragmentShaderBody =
|
||||
"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
|
||||
"vec4 samples = vec4("
|
||||
" sample(srcCoordinatesVarying[0], angles.x),"
|
||||
" sample(srcCoordinatesVarying[1], angles.y),"
|
||||
" sample(srcCoordinatesVarying[2], angles.z),"
|
||||
" sample(srcCoordinatesVarying[3], angles.w)"
|
||||
");\n"
|
||||
"\n"
|
||||
"float y = dot(vec4(0.25), samples);\n"
|
||||
"samples -= vec4(y);\n"
|
||||
"\n"
|
||||
"float i = dot(cos(angles), samples);\n"
|
||||
"float q = dot(sin(angles), samples);\n"
|
||||
"\n"
|
||||
"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
|
||||
|
||||
// const char *const rgbFragmentShaderGlobals =
|
||||
// "in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
|
||||
|
||||
// const char *const rgbFragmentShaderBody =
|
||||
// "fragColour = sample(srcCoordinatesVarying[2]);";
|
||||
// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
|
||||
// (sample(srcCoordinatesVarying[1]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[2]) * 0.6) + \
|
||||
// (sample(srcCoordinatesVarying[3]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[4]) * -0.1);";
|
||||
|
||||
// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
|
||||
|
||||
return nullptr;
|
||||
|
||||
// switch(_signalType)
|
||||
// {
|
||||
// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
|
||||
// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
|
||||
// }
|
||||
}
|
||||
|
@ -140,7 +140,7 @@ class CRT {
|
||||
/*! Causes appropriate OpenGL or OpenGL ES calls to be issued in order to draw the current CRT state.
|
||||
The caller is responsible for ensuring that a valid OpenGL context exists for the duration of this call.
|
||||
*/
|
||||
void draw_frame(int output_width, int output_height);
|
||||
void draw_frame(int output_width, int output_height, bool only_if_dirty);
|
||||
|
||||
/*! Tells the CRT that the next call to draw_frame will occur on a different OpenGL context than
|
||||
the previous.
|
||||
@ -251,34 +251,6 @@ class CRT {
|
||||
int _next_scan;
|
||||
void output_scan();
|
||||
|
||||
// MARK: shader storage and information.
|
||||
/*! Gets the vertex shader for display of vended CRTFrames.
|
||||
|
||||
@returns A vertex shader, allocated using a C function. The caller then owns the memory
|
||||
and is responsible for free'ing it.
|
||||
*/
|
||||
char *get_vertex_shader();
|
||||
|
||||
/*! Gets a fragment shader for display of vended CRTFrames based on the supplied sampling function.
|
||||
|
||||
@param sample_function A GLSL fragment including a function with the signature
|
||||
`float sample(vec2 coordinate, float phase)` that evaluates to the composite signal level
|
||||
as a function of a source buffer sampling location and the current colour carrier phase.
|
||||
|
||||
@returns A complete fragment shader.
|
||||
*/
|
||||
char *get_fragment_shader(const char *sample_function);
|
||||
|
||||
/*! Gets a fragment shader for composite display of vended CRTFrames based on a default encoding
|
||||
of the supplied sampling function.
|
||||
|
||||
@param sample_function A GLSL fragent including a function with the signature
|
||||
`vec3 rgb_sample(vec2 coordinate)` that evaluates to an RGB colour as a function of
|
||||
the source buffer sampling location.
|
||||
|
||||
@returns A complete fragment shader.
|
||||
*/
|
||||
char *get_rgb_encoding_fragment_shader(const char *sample_function);
|
||||
|
||||
struct CRTFrameBuilder {
|
||||
CRTFrame frame;
|
||||
@ -310,10 +282,21 @@ class CRT {
|
||||
// the triple buffer and OpenGL state
|
||||
CRTFrameBuilder *_frame_builders[kCRTNumberOfFrames];
|
||||
CRTFrameBuilder *_current_frame_builder;
|
||||
CRTFrame *_current_frame;
|
||||
CRTFrame *_current_frame, *_last_drawn_frame;
|
||||
std::shared_ptr<std::mutex> _current_frame_mutex;
|
||||
int _frame_read_pointer;
|
||||
void *openGLState;
|
||||
|
||||
struct OpenGLState;
|
||||
OpenGLState *_openGL_state;
|
||||
|
||||
char *_composite_shader;
|
||||
char *_rgb_shader;
|
||||
|
||||
void construct_openGL();
|
||||
void destruct_openGL();
|
||||
|
||||
char *get_vertex_shader();
|
||||
char *get_fragment_shader();
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
//
|
||||
|
||||
// CRTOpenGL.cpp
|
||||
// Clock Signal
|
||||
//
|
||||
@ -7,33 +7,111 @@
|
||||
//
|
||||
|
||||
#include "CRT.hpp"
|
||||
#include <stdlib.h>
|
||||
|
||||
// TODO: figure out correct include paths for other platforms.
|
||||
#include <OpenGL/OpenGL.h>
|
||||
#include <OpenGL/gl3.h>
|
||||
|
||||
using namespace Outputs;
|
||||
|
||||
namespace {
|
||||
struct OpenGLState {
|
||||
GLuint _vertexShader, _fragmentShader;
|
||||
GLuint _shaderProgram;
|
||||
GLuint _arrayBuffer, _vertexArray;
|
||||
struct CRT::OpenGLState {
|
||||
GLuint vertexShader, fragmentShader;
|
||||
GLuint shaderProgram;
|
||||
GLuint arrayBuffer, vertexArray;
|
||||
|
||||
GLint _positionAttribute;
|
||||
GLint _textureCoordinatesAttribute;
|
||||
GLint _lateralAttribute;
|
||||
GLint positionAttribute;
|
||||
GLint textureCoordinatesAttribute;
|
||||
GLint lateralAttribute;
|
||||
|
||||
GLint _textureSizeUniform, _windowSizeUniform;
|
||||
GLint _boundsOriginUniform, _boundsSizeUniform;
|
||||
GLint _alphaUniform;
|
||||
GLint textureSizeUniform, windowSizeUniform;
|
||||
GLint boundsOriginUniform, boundsSizeUniform;
|
||||
GLint alphaUniform;
|
||||
|
||||
GLuint _textureName, _shadowMaskTextureName;
|
||||
};
|
||||
GLuint textureName, shadowMaskTextureName;
|
||||
|
||||
CRTSize textureSize;
|
||||
};
|
||||
|
||||
static GLenum formatForDepth(unsigned int depth)
|
||||
{
|
||||
switch(depth)
|
||||
{
|
||||
default: return -1;
|
||||
case 1: return GL_RED;
|
||||
case 2: return GL_RG;
|
||||
case 3: return GL_RGB;
|
||||
case 4: return GL_RGBA;
|
||||
}
|
||||
}
|
||||
|
||||
void CRT::draw_frame(int output_width, int output_height)
|
||||
|
||||
void CRT::construct_openGL()
|
||||
{
|
||||
printf("%d %d\n", output_width, output_height);
|
||||
_openGL_state = nullptr;
|
||||
_current_frame = _last_drawn_frame = nullptr;
|
||||
_composite_shader = _rgb_shader = nullptr;
|
||||
}
|
||||
|
||||
void CRT::destruct_openGL()
|
||||
{
|
||||
delete (OpenGLState *)_openGL_state;
|
||||
if(_composite_shader) free(_composite_shader);
|
||||
if(_rgb_shader) free(_rgb_shader);
|
||||
}
|
||||
|
||||
void CRT::draw_frame(int output_width, int output_height, bool only_if_dirty)
|
||||
{
|
||||
_current_frame_mutex->lock();
|
||||
|
||||
if(!_current_frame)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(_current_frame != _last_drawn_frame)
|
||||
{
|
||||
if(!_openGL_state)
|
||||
{
|
||||
_openGL_state = new OpenGLState;
|
||||
|
||||
glGenTextures(1, &_openGL_state->textureName);
|
||||
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glGenVertexArrays(1, &_openGL_state->vertexArray);
|
||||
glBindVertexArray(_openGL_state->vertexArray);
|
||||
glGenBuffers(1, &_openGL_state->arrayBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
|
||||
}
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_current_frame->number_of_vertices * _current_frame->size_per_vertex), _current_frame->vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
|
||||
if(_openGL_state->textureSize.width != _current_frame->size.width || _openGL_state->textureSize.height != _current_frame->size.height)
|
||||
{
|
||||
GLenum format = formatForDepth(_current_frame->buffers[0].depth);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, _current_frame->size.width, _current_frame->size.height, 0, format, GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
|
||||
_openGL_state->textureSize = _current_frame->size;
|
||||
|
||||
if(_openGL_state->textureSizeUniform >= 0) glUniform2f(_openGL_state->textureSizeUniform, _current_frame->size.width, _current_frame->size.height);
|
||||
}
|
||||
else
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _current_frame->dirty_size.width, _current_frame->dirty_size.height, formatForDepth(_current_frame->buffers[0].depth), GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
|
||||
}
|
||||
}
|
||||
|
||||
if(_current_frame != _last_drawn_frame || only_if_dirty)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_current_frame->number_of_vertices);
|
||||
}
|
||||
|
||||
_current_frame_mutex->unlock();
|
||||
}
|
||||
|
||||
void CRT::set_openGL_context_will_change(bool should_delete_resources)
|
||||
@ -42,9 +120,154 @@ void CRT::set_openGL_context_will_change(bool should_delete_resources)
|
||||
|
||||
void CRT::set_composite_sampling_function(const char *shader)
|
||||
{
|
||||
_composite_shader = strdup(shader);
|
||||
}
|
||||
|
||||
void CRT::set_rgb_sampling_function(const char *shader)
|
||||
{
|
||||
printf("%s\n", shader);
|
||||
_rgb_shader = strdup(shader);
|
||||
}
|
||||
|
||||
char *CRT::get_vertex_shader()
|
||||
{
|
||||
// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
|
||||
// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
|
||||
// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
|
||||
|
||||
const char *const ntscVertexShaderGlobals =
|
||||
"out vec2 srcCoordinatesVarying[4];\n"
|
||||
"out float phase;\n";
|
||||
|
||||
const char *const ntscVertexShaderBody =
|
||||
"phase = srcCoordinates.x * 6.283185308;\n"
|
||||
"\n"
|
||||
"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
|
||||
"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
|
||||
"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
|
||||
"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
|
||||
"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
|
||||
|
||||
// const char *const rgbVertexShaderGlobals =
|
||||
// "out vec2 srcCoordinatesVarying[5];\n";
|
||||
|
||||
// const char *const rgbVertexShaderBody =
|
||||
// "srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
|
||||
// "srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
|
||||
// "srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
|
||||
// "srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
|
||||
// "srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
|
||||
|
||||
const char *const vertexShader =
|
||||
"#version 150\n"
|
||||
"\n"
|
||||
"in vec2 position;\n"
|
||||
"in vec2 srcCoordinates;\n"
|
||||
"in float lateral;\n"
|
||||
"\n"
|
||||
"uniform vec2 boundsOrigin;\n"
|
||||
"uniform vec2 boundsSize;\n"
|
||||
"\n"
|
||||
"out float lateralVarying;\n"
|
||||
"out vec2 shadowMaskCoordinates;\n"
|
||||
"\n"
|
||||
"uniform vec2 textureSize;\n"
|
||||
"\n"
|
||||
"const float shadowMaskMultiple = 600;\n"
|
||||
"\n"
|
||||
"%@\n"
|
||||
"void main (void)\n"
|
||||
"{\n"
|
||||
"lateralVarying = lateral + 1.0707963267949;\n"
|
||||
"\n"
|
||||
"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
|
||||
"\n"
|
||||
"%@\n"
|
||||
"\n"
|
||||
"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
|
||||
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
return nullptr;
|
||||
// + mappedPosition.x / 131.0
|
||||
|
||||
// switch(_signalType)
|
||||
// {
|
||||
// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
|
||||
// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
|
||||
// }
|
||||
}
|
||||
|
||||
char *CRT::get_fragment_shader()
|
||||
{
|
||||
// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
|
||||
const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
|
||||
|
||||
// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
|
||||
const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
|
||||
|
||||
const char *const fragmentShader =
|
||||
"#version 150\n"
|
||||
"\n"
|
||||
"in float lateralVarying;\n"
|
||||
"in vec2 shadowMaskCoordinates;\n"
|
||||
"out vec4 fragColour;\n"
|
||||
"\n"
|
||||
"uniform sampler2D texID;\n"
|
||||
"uniform sampler2D shadowMaskTexID;\n"
|
||||
"uniform float alpha;\n"
|
||||
"\n"
|
||||
"in vec2 srcCoordinatesVarying[4];\n"
|
||||
"in float phase;\n"
|
||||
"%@\n"
|
||||
"%@\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
"%@\n"
|
||||
"}\n";
|
||||
|
||||
const char *const ntscFragmentShaderGlobals =
|
||||
"in vec2 srcCoordinatesVarying[4];\n"
|
||||
"in float phase;\n"
|
||||
"\n"
|
||||
"// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
|
||||
"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
|
||||
|
||||
const char *const ntscFragmentShaderBody =
|
||||
"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
|
||||
"vec4 samples = vec4("
|
||||
" sample(srcCoordinatesVarying[0], angles.x),"
|
||||
" sample(srcCoordinatesVarying[1], angles.y),"
|
||||
" sample(srcCoordinatesVarying[2], angles.z),"
|
||||
" sample(srcCoordinatesVarying[3], angles.w)"
|
||||
");\n"
|
||||
"\n"
|
||||
"float y = dot(vec4(0.25), samples);\n"
|
||||
"samples -= vec4(y);\n"
|
||||
"\n"
|
||||
"float i = dot(cos(angles), samples);\n"
|
||||
"float q = dot(sin(angles), samples);\n"
|
||||
"\n"
|
||||
"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
|
||||
|
||||
// const char *const rgbFragmentShaderGlobals =
|
||||
// "in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
|
||||
|
||||
// const char *const rgbFragmentShaderBody =
|
||||
// "fragColour = sample(srcCoordinatesVarying[2]);";
|
||||
// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
|
||||
// (sample(srcCoordinatesVarying[1]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[2]) * 0.6) + \
|
||||
// (sample(srcCoordinatesVarying[3]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[4]) * -0.1);";
|
||||
|
||||
// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
|
||||
|
||||
return nullptr;
|
||||
|
||||
// switch(_signalType)
|
||||
// {
|
||||
// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
|
||||
// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
|
||||
// }
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user