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150 lines
5.3 KiB
C++
150 lines
5.3 KiB
C++
//
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// IntermediateShader.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 28/04/2016.
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// Copyright 2016 Thomas Harte. All rights reserved.
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//
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#ifndef IntermediateShader_hpp
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#define IntermediateShader_hpp
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#include "Shader.hpp"
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#include <cstdio>
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#include <memory>
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namespace OpenGL {
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class IntermediateShader: public Shader {
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public:
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using Shader::Shader;
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enum class Input {
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/// Contains the 2d start position of this run's input data.
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InputStart,
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/// Contains the 2d start position of this run's output position.
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OutputStart,
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/// A 2d vector comprised of (the final x position for input, the final x position for output).
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Ends,
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/// A 3d vector recording the colour subcarrier's (phase, time, amplitude) at the start of this span of data.
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PhaseTimeAndAmplitude
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};
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/*!
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Obtains the name of a designated input. Designated inputs are guaranteed to have the same attribute location
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across multiple instances of IntermediateShader. So binding a vertex array to these inputs for any instance of
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IntermediateShader allows that array to work with all instances of IntermediateShader.
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@param input The input to query.
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@returns The name used in this shader's source for the nominated input.
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*/
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static std::string get_input_name(Input input);
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to single-channel composite values using @c composite_shader if non-empty
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or a reference composite conversion of @c svideo_shader (first preference) or
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@c rgb_shader (second preference) otherwise.
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[input format] => one-channel composite.
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*/
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static std::unique_ptr<IntermediateShader> make_composite_source_shader(const std::string &composite_shader, const std::string &svideo_shader, const std::string &rgb_shader);
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to two-channel svideo values using @c svideo_shader if non-empty
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or a reference svideo conversion of @c rgb_shader otherwise.
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[input format] => three-channel Y, noisy (m, n).
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*/
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static std::unique_ptr<IntermediateShader> make_svideo_source_shader(const std::string &svideo_shader, const std::string &rgb_shader);
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to RGB values using @c rgb_shader.
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[input format] => three-channel RGB.
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*/
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static std::unique_ptr<IntermediateShader> make_rgb_source_shader(const std::string &rgb_shader);
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/*!
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Constructs and returns an intermediate shader that will read composite samples from the R channel,
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filter then to obtain luminance, stored to R, and to separate out unfiltered chrominance, store to G and B.
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one-channel composite => three-channel Y, noisy (m, n).
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*/
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static std::unique_ptr<IntermediateShader> make_chroma_luma_separation_shader();
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/*!
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Constructs and returns an intermediate shader that will pass R through unchanged while filtering G and B.
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three-channel Y, noisy (m, n) => three-channel RGB.
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*/
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static std::unique_ptr<IntermediateShader> make_chroma_filter_shader();
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/*!
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Constructs and returns an intermediate shader that will filter R, G and B.
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three-channel RGB => frequency-limited three-channel RGB.
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*/
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static std::unique_ptr<IntermediateShader> make_rgb_filter_shader();
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/*!
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Queues the configuration of this shader for output to an area of `output_width` and `output_height` pixels
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to occur upon the next `bind`.
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*/
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void set_output_size(unsigned int output_width, unsigned int output_height);
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/*!
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Queues setting the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data to occur upon the next `bind`.
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*/
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void set_source_texture_unit(GLenum unit);
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/*!
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Queues setting filtering coefficients for a lowpass filter based on the cutoff frequency to occur upon the next `bind`.
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*/
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void set_filter_coefficients(float sampling_rate, float cutoff_frequency);
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/*!
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Queues configuration of filtering to separate luminance and chrominance based on a colour
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subcarrier of the given frequency to occur upon the next `bind`.
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*/
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void set_separation_frequency(float sampling_rate, float colour_burst_frequency);
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/*!
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Queues setting of the number of colour phase cycles per sample, indicating whether output
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geometry should be extended so that a complete colour cycle is included at both the beginning and end,
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to occur upon the next `bind`.
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*/
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void set_extension(float extension);
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/*!
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Queues setting the matrices that convert between RGB and chrominance/luminance to occur on the next `bind`.
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*/
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void set_colour_conversion_matrices(float *fromRGB, float *toRGB);
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/*!
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Sets the proportions of the input and output areas that should be considered the whole width: 1.0 means use all available
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space, 0.5 means use half, etc.
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*/
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void set_width_scalers(float input_scaler, float output_scaler);
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/*!
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Sets source and target vertical offsets.
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*/
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void set_is_double_height(bool is_double_height, float input_offset = 0.0f, float output_offset = 0.0f);
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/*!
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Sets the multiplier applied in the vertex shader to iCoordinates.
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*/
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void set_integer_coordinate_multiplier(float);
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private:
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static std::unique_ptr<IntermediateShader> make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition);
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};
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}
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#endif /* IntermediateShader_hpp */
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