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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:
Thomas Harte 2016-02-04 22:57:46 -05:00
parent e0d51408e4
commit 8bc3f8046d
5 changed files with 260 additions and 390 deletions

View File

@ -185,44 +185,7 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
// self.frameBounds = CGRectMake(0.0, 0.0, 1.0, 1.0);
}
/*- (GLint)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;
}
}
- (BOOL)pushFrame:(nonnull CRTFrame *)crtFrame
{
[[self openGLContext] makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
BOOL hadFrame = _crtFrame ? YES : NO;
_crtFrame = crtFrame;
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_crtFrame->number_of_vertices * _crtFrame->size_per_vertex), _crtFrame->vertices, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, _textureName);
if(_textureSize.width != _crtFrame->size.width || _textureSize.height != _crtFrame->size.height)
{
GLint format = [self formatForDepth:_crtFrame->buffers[0].depth];
glTexImage2D(GL_TEXTURE_2D, 0, format, _crtFrame->size.width, _crtFrame->size.height, 0, (GLenum)format, GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
_textureSize = _crtFrame->size;
}
else
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);
[self drawView];
CGLUnlockContext([[self openGLContext] CGLContextObj]);
return hadFrame;
}
/*
#pragma mark - Frame output
@ -265,138 +228,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
OSAtomicIncrement32(&_signalDecoderGeneration);
}
- (nonnull NSString *)vertexShaderForType:(CSCathodeRayViewSignalType)type
{
// 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.
NSString *const ntscVertexShaderGlobals =
@"out vec2 srcCoordinatesVarying[4];\n"
"out float phase;\n";
NSString *const ntscVertexShaderBody =
@"phase = srcCoordinates.x * 6.283185308;\n"
"\n"
"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.5 / textureSize.x, 0.0);\n"
"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] - vec2(0.25 / textureSize.x, 0.0);\n";
NSString *const rgbVertexShaderGlobals =
@"out vec2 srcCoordinatesVarying[5];\n";
NSString *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";
NSString *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";
// + mappedPosition.x / 131.0
switch(_signalType)
{
case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
}
}
- (nonnull NSString *)fragmentShaderForType:(CSCathodeRayViewSignalType)type
{
NSString *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"
"%@\n"
"%%@\n"
"\n"
"void main(void)\n"
"{\n"
"%@\n"
"}\n";
NSString *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";
NSString *const ntscFragmentShaderBody =
@"vec3 angles = vec3(phase) + vec3(0.0, -3.141592654, -1.570796327);\n"
"vec3 samples = vec3("
" sample(srcCoordinatesVarying[0], angles.x),"
" sample(srcCoordinatesVarying[1], angles.y),"
" sample(srcCoordinatesVarying[2], angles.z)"
");\n"
"\n"
"float y = dot(vec2(0.5), samples.xy);\n"
"samples -= vec3(y);\n"
"\n"
"float i = dot(vec3(0.75), cos(angles) * samples);\n"
"float q = dot(vec3(0.75), sin(angles) * samples);\n"
"\n"
"fragColour = vec4(yiqToRGB * vec3(y, i, q), 1.0);\n"; //sin(lateralVarying));
// 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) *
// "float y2 = dot(vec2(0.5), samples.zw);\n"
NSString *const rgbFragmentShaderGlobals =
@"in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
NSString *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";
switch(_signalType)
{
case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
}
}
- (void)prepareShader
{
if(_shaderProgram)
@ -427,10 +258,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
// [self logErrorForObject:_shaderProgram];
#endif
glGenVertexArrays(1, &_vertexArray);
glBindVertexArray(_vertexArray);
glGenBuffers(1, &_arrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _arrayBuffer);
glUseProgram(_shaderProgram);
@ -460,12 +287,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
glVertexAttribPointer((GLuint)_textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
glVertexAttribPointer((GLuint)_lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
glGenTextures(1, &_textureName);
glBindTexture(GL_TEXTURE_2D, _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);
}*/
- (void)drawRect:(NSRect)dirtyRect
@ -478,20 +299,7 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
[self.openGLContext makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
glClear(GL_COLOR_BUFFER_BIT);
[self.delegate openGLViewDrawView:self];
// while((!_shaderProgram || (_signalDecoderGeneration != _compiledSignalDecoderGeneration)) && _signalDecoder) {
// _compiledSignalDecoderGeneration = _signalDecoderGeneration;
// [self prepareShader];
// }
//
// glClear(GL_COLOR_BUFFER_BIT);
//
// if (_crtFrame)
// {
// if(_textureSizeUniform >= 0) glUniform2f(_textureSizeUniform, _crtFrame->size.width, _crtFrame->size.height);
// glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_crtFrame->number_of_vertices);
// }
CGLFlushDrawable([[self openGLContext] CGLContextObj]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);

View File

@ -33,7 +33,7 @@
}
- (void)drawViewForPixelSize:(CGSize)pixelSize {
_electron.get_crt()->draw_frame((int)pixelSize.width, (int)pixelSize.height);
_electron.get_crt()->draw_frame((int)pixelSize.width, (int)pixelSize.height, false);
}
- (BOOL)openUEFAtURL:(NSURL *)URL {

View File

@ -105,10 +105,11 @@ CRT::CRT() :
_is_receiving_sync(false),
_is_in_hsync(false),
_is_in_vsync(false),
_current_frame(nullptr),
_current_frame_mutex(new std::mutex),
_rasterPosition({.x = 0, .y = 0})
{}
{
construct_openGL();
}
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()
{
@ -136,6 +137,7 @@ CRT::~CRT()
{
delete _frame_builders[frame];
}
destruct_openGL();
}
#pragma mark - Sync loop
@ -434,149 +436,3 @@ uint8_t *CRT::get_write_target_for_buffer(int buffer)
if (!_current_frame_builder) return nullptr;
return _current_frame_builder->get_write_target_for_buffer(buffer);
}
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(const char *sample_function)
{
// 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];
// }
}

View File

@ -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();
};
}

View File

@ -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];
// }
}