// CRTOpenGL.cpp // Clock Signal // // Created by Thomas Harte on 03/02/2016. // Copyright © 2016 Thomas Harte. All rights reserved. // #include "CRT.hpp" #include #include "OpenGL.hpp" #include "TextureTarget.hpp" #include "Shader.hpp" using namespace Outputs; struct CRT::OpenGLState { OpenGL::Shader *shaderProgram; GLuint arrayBuffer, vertexArray; GLint positionAttribute; GLint textureCoordinatesAttribute; GLint lateralAttribute; GLint textureSizeUniform, windowSizeUniform; GLint boundsOriginUniform, boundsSizeUniform; GLint alphaUniform; GLuint textureName, shadowMaskTextureName; CRTSize textureSize; OpenGL::TextureTarget *compositeTexture; OpenGL::TextureTarget *colourTexture; OpenGL::TextureTarget *filteredTexture; OpenGLState() : shaderProgram(nullptr) {} ~OpenGLState() { delete shaderProgram; } }; static GLenum formatForDepth(unsigned int depth) { switch(depth) { default: return GL_FALSE; case 1: return GL_RED; case 2: return GL_RG; case 3: return GL_RGB; case 4: return GL_RGBA; } } void CRT::construct_openGL() { _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(); GLint defaultFramebuffer; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFramebuffer); if(!_current_frame && !only_if_dirty) { glClear(GL_COLOR_BUFFER_BIT); } if(_current_frame && (_current_frame != _last_drawn_frame || !only_if_dirty)) { glClear(GL_COLOR_BUFFER_BIT); 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); prepare_shader(); } push_size_uniforms(output_width, output_height); 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->size.width, _current_frame->dirty_size.height, formatForDepth(_current_frame->buffers[0].depth), GL_UNSIGNED_BYTE, _current_frame->buffers[0].data); 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) { } void CRT::push_size_uniforms(unsigned int output_width, unsigned int output_height) { if(_openGL_state->windowSizeUniform >= 0) { glUniform2f(_openGL_state->windowSizeUniform, output_width, output_height); } // GLfloat outputAspectRatioMultiplier = 1.0;//(viewSize.x / viewSize.y) / (4.0 / 3.0); // _aspectRatioCorrectedBounds = _frameBounds; // CGFloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _frameBounds.size.width; // _aspectRatioCorrectedBounds.origin.x -= bonusWidth * 0.5f * _aspectRatioCorrectedBounds.size.width; // _aspectRatioCorrectedBounds.size.width *= outputAspectRatioMultiplier; if(_openGL_state->boundsOriginUniform >= 0) glUniform2f(_openGL_state->boundsOriginUniform, 0.0, 0.0); //(GLfloat)_aspectRatioCorrectedBounds.origin.x, (GLfloat)_aspectRatioCorrectedBounds.origin.y); if(_openGL_state->boundsSizeUniform >= 0) glUniform2f(_openGL_state->boundsSizeUniform, 1.0, 1.0);//(GLfloat)_aspectRatioCorrectedBounds.size.width, (GLfloat)_aspectRatioCorrectedBounds.size.height); } void CRT::set_composite_sampling_function(const char *shader) { _composite_shader = strdup(shader); } void CRT::set_rgb_sampling_function(const char *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"; return strdup( "#version 150\n" "in vec2 position;" "in vec2 srcCoordinates;" "in float lateral;" "uniform vec2 boundsOrigin;" "uniform vec2 boundsSize;" "out float lateralVarying;" "out vec2 shadowMaskCoordinates;" "uniform vec2 textureSize;" "const float shadowMaskMultiple = 600;" "out vec2 srcCoordinatesVarying;" "void main(void)" "{" "lateralVarying = lateral + 1.0707963267949;" "shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);" "srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\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);" "}"); } 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 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"; // 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 get_compound_shader( "#version 150\n" "in float lateralVarying;" "in vec2 shadowMaskCoordinates;" "out vec4 fragColour;" "uniform sampler2D texID;" "uniform sampler2D shadowMaskTexID;" "uniform float alpha;" "in vec2 srcCoordinatesVarying;" "in float phase;\n" "%s\n" "void main(void)" "{" "fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, 1.0);" "}" , _rgb_shader); } char *CRT::get_compound_shader(const char *base, const char *insert) { size_t totalLength = strlen(base) + strlen(insert) + 1; char *text = new char[totalLength]; snprintf(text, totalLength, base, insert); return text; } void CRT::prepare_shader() { char *vertex_shader = get_vertex_shader(); char *fragment_shader = get_fragment_shader(); _openGL_state->shaderProgram = new OpenGL::Shader(vertex_shader, fragment_shader); _openGL_state->shaderProgram->bind(); _openGL_state->positionAttribute = _openGL_state->shaderProgram->get_attrib_location("position"); _openGL_state->textureCoordinatesAttribute = _openGL_state->shaderProgram->get_attrib_location("srcCoordinates"); _openGL_state->lateralAttribute = _openGL_state->shaderProgram->get_attrib_location("lateral"); _openGL_state->alphaUniform = _openGL_state->shaderProgram->get_uniform_location("alpha"); _openGL_state->textureSizeUniform = _openGL_state->shaderProgram->get_uniform_location("textureSize"); _openGL_state->windowSizeUniform = _openGL_state->shaderProgram->get_uniform_location("windowSize"); _openGL_state->boundsSizeUniform = _openGL_state->shaderProgram->get_uniform_location("boundsSize"); _openGL_state->boundsOriginUniform = _openGL_state->shaderProgram->get_uniform_location("boundsOrigin"); GLint texIDUniform = _openGL_state->shaderProgram->get_uniform_location("texID"); GLint shadowMaskTexIDUniform = _openGL_state->shaderProgram->get_uniform_location("shadowMaskTexID"); glUniform1i(texIDUniform, 0); glUniform1i(shadowMaskTexIDUniform, 1); glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute); glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute); glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute); const GLsizei vertexStride = kCRTSizeOfVertex; glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition); glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord); glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral); } void CRT::set_output_device(OutputDevice output_device) { _output_device = output_device; }