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https://github.com/TomHarte/CLK.git
synced 2024-12-26 09:29:45 +00:00
Introduced the second filtering stage, albeit that it presently does nothing whatsoever.
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@ -248,26 +248,38 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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glBindVertexArray(source_vertex_array);
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glDisable(GL_BLEND);
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// switch to the initial texture
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compositeTexture->bind_framebuffer();
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composite_input_shader_program->bind();
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// clear as desired
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if(number_of_clearing_zones)
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OpenGL::TextureTarget *targets[] = {
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compositeTexture.get(),
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filteredYTexture.get(),
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filteredTexture.get()
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};
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OpenGL::Shader *shaders[] = {
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composite_input_shader_program.get(),
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composite_y_filter_shader_program.get()
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};
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for(int stage = 0; stage < 2; stage++)
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{
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glEnable(GL_SCISSOR_TEST);
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for(int c = 0; c < number_of_clearing_zones; c++)
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// switch to the initial texture
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targets[stage]->bind_framebuffer();
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shaders[stage]->bind();
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// clear as desired
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if(number_of_clearing_zones)
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{
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glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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for(int c = 0; c < number_of_clearing_zones; c++)
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{
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glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// draw as desired
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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// draw as desired
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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}
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// switch back to screen output
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@ -381,7 +393,7 @@ void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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#pragma mark - Input vertex shader (i.e. from source data to intermediate line layout)
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char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position)
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char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, const char *header)
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{
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char *result;
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asprintf(&result,
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@ -393,10 +405,11 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position)
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"in float phaseTime;"
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"uniform float phaseCyclesPerTick;"
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"uniform usampler2D texID;"
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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"\n%s\n"
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"out vec2 inputPositionVarying;"
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"out vec2 iInputPositionVarying;"
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"out float phaseVarying;"
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@ -417,7 +430,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position)
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}", input_position);
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"}", header, input_position);
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return result;
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}
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@ -466,6 +479,26 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
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return result;
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}
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char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
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{
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return strdup(
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"#version 150\n"
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"in vec2 inputPositionVarying;"
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"in vec2 iInputPositionVarying;"
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"in float phaseVarying;"
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"in float amplitudeVarying;"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"void main(void)"
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"{"
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"fragColour = texture(texID, inputPositionVarying);"
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"}");
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}
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#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
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#pragma mark - Output vertex shader
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@ -574,10 +607,10 @@ char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_funct
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#pragma mark - Program compilation
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std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, char *fragment_shader, GLenum texture_unit, bool extends)
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std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends)
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{
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std::unique_ptr<OpenGL::Shader> shader;
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char *vertex_shader = get_input_vertex_shader(input_position);
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char *vertex_shader = get_input_vertex_shader(input_position, header);
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if(vertex_shader && fragment_shader)
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{
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OpenGL::Shader::AttributeBinding bindings[] =
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@ -611,7 +644,8 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader
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void OpenGLOutputBuilder::prepare_composite_input_shader()
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{
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composite_input_shader_program = prepare_intermediate_shader("inputPosition", get_input_fragment_shader(), source_data_texture_unit, false);
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composite_input_shader_program = prepare_intermediate_shader("inputPosition", "uniform usampler2D texID;", get_input_fragment_shader(), source_data_texture_unit, false);
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composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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@ -731,7 +765,7 @@ void OpenGLOutputBuilder::prepare_rgb_output_shader()
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void OpenGLOutputBuilder::prepare_composite_output_shader()
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{
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composite_output_shader_program = prepare_output_shader(get_composite_output_vertex_shader(), get_composite_output_fragment_shader(), composite_texture_unit);
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composite_output_shader_program = prepare_output_shader(get_composite_output_vertex_shader(), get_composite_output_fragment_shader(), filtered_y_texture_unit);
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}
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void OpenGLOutputBuilder::prepare_output_vertex_array()
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@ -50,7 +50,7 @@ class OpenGLOutputBuilder {
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std::unique_ptr<OpenGL::Shader> prepare_output_shader(char *vertex_shader, char *fragment_shader, GLint source_texture_unit);
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void prepare_composite_input_shader();
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std::unique_ptr<OpenGL::Shader> prepare_intermediate_shader(const char *input_position, char *fragment_shader, GLenum texture_unit, bool extends);
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std::unique_ptr<OpenGL::Shader> prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends);
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void prepare_output_vertex_array();
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void prepare_source_vertex_array();
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@ -73,11 +73,12 @@ class OpenGLOutputBuilder {
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char *get_rgb_output_fragment_shader();
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char *get_composite_output_fragment_shader();
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char *get_input_vertex_shader(const char *input_position);
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char *get_input_vertex_shader(const char *input_position, const char *header);
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char *get_input_fragment_shader();
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char *get_y_filter_fragment_shader();
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std::unique_ptr<OpenGL::Shader> rgb_shader_program;
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std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_output_shader_program;
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std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_y_filter_shader_program, composite_output_shader_program;
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GLuint output_array_buffer, output_vertex_array;
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GLuint source_array_buffer, source_vertex_array;
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