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mirror of https://github.com/TomHarte/CLK.git synced 2025-04-08 08:43:42 +00:00

Put lateral lookup table directly into the shader.

This commit is contained in:
Thomas Harte 2016-05-05 21:21:27 -04:00
parent 8284b272ad
commit a74f081aa9
3 changed files with 6 additions and 21 deletions

View File

@ -124,17 +124,6 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
// create and populate a buffer for the lateral attributes
glGenBuffers(1, &lateral_array_buffer);
glBindBuffer(GL_ARRAY_BUFFER, lateral_array_buffer);
size_t number_of_vertices = OutputVertexBufferDataSize/OutputVertexSize;
uint8_t lateral_pattern[] = {0, 0, 1, 0, 1, 1};
uint8_t *laterals = new uint8_t[number_of_vertices];
for(size_t c = 0; c < number_of_vertices; c++)
laterals[c] = lateral_pattern[c%6];
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)number_of_vertices, laterals, GL_STATIC_DRAW);
delete[] laterals;
// map that buffer too, for any CRT activity that may occur before the first draw
_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
@ -157,7 +146,6 @@ OpenGLOutputBuilder::~OpenGLOutputBuilder()
glDeleteTextures(1, &textureName);
glDeleteBuffers(1, &output_array_buffer);
glDeleteBuffers(1, &source_array_buffer);
glDeleteBuffers(1, &lateral_array_buffer);
glDeleteVertexArrays(1, &output_vertex_array);
free(_composite_shader);
@ -374,8 +362,8 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glClear(GL_COLOR_BUFFER_BIT);
// framebuffer->draw((float)output_width / (float)output_height);
compositeTexture->draw((float)output_width / (float)output_height);
framebuffer->draw((float)output_width / (float)output_height);
// compositeTexture->draw((float)output_width / (float)output_height);
// drawing commands having been issued, reclaim the array buffer pointer
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
@ -483,11 +471,6 @@ void OpenGLOutputBuilder::prepare_output_vertex_array()
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
GLint lateralAttribute = output_shader_program->get_attrib_location("lateral");
glEnableVertexAttribArray((GLuint)lateralAttribute);
glBindBuffer(GL_ARRAY_BUFFER, lateral_array_buffer);
glVertexAttribPointer((GLuint)lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, (void *)0);
}
}

View File

@ -73,7 +73,7 @@ class OpenGLOutputBuilder {
std::unique_ptr<OpenGL::TextureTarget> framebuffer; // the current pixel output
GLuint output_array_buffer, lateral_array_buffer, output_vertex_array;
GLuint output_array_buffer, output_vertex_array;
GLuint source_array_buffer, source_vertex_array;
unsigned int _last_output_width, _last_output_height;

View File

@ -33,7 +33,7 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
"in vec2 position;"
"in vec2 srcCoordinates;"
"in float lateral;"
// "in float lateral;"
"uniform vec2 boundsOrigin;"
"uniform vec2 boundsSize;"
@ -47,6 +47,8 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
"void main(void)"
"{"
"float laterals[] = float[](0, 0, 1, 0, 1, 1);"
"float lateral = laterals[gl_VertexID %% 6];"
"lateralVarying = lateral - 0.5;"
"ivec2 textureSize = textureSize(texID, 0);"