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CLK/Outputs/OpenGL/ScanTargetGLSLFragments.cpp

352 lines
12 KiB
C++

//
// ScanTargetVertexArrayAttributs.cpp
// Clock Signal
//
// Created by Thomas Harte on 11/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#include "ScanTarget.hpp"
#include "../../SignalProcessing/FIRFilter.hpp"
using namespace Outputs::Display::OpenGL;
std::string ScanTarget::glsl_globals(ShaderType type) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
return
"#version 150\n"
"uniform vec2 scale;"
"uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;"
"uniform float rowHeight;"
"uniform float processingWidth;"
"in vec2 startPoint;"
"in float startDataX;"
"in float startCompositeAngle;"
"in vec2 endPoint;"
"in float endDataX;"
"in float endCompositeAngle;"
"in float dataY;"
"in float lineY;"
"in float compositeAmplitude;"
"uniform usampler2D textureName;";
case ShaderType::Line:
return
"#version 150\n"
"uniform vec2 scale;"
"uniform float rowHeight;"
"uniform float processingWidth;"
"in vec2 startPoint;"
"in vec2 endPoint;"
"in float lineY;"
"uniform sampler2D textureName;"
"uniform vec2 origin;"
"uniform vec2 size;";
}
}
std::vector<Shader::AttributeBinding> ScanTarget::attribute_bindings(ShaderType type) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
return {
{"startPoint", 0},
{"startDataX", 1},
{"startCompositeAngle", 2},
{"endPoint", 3},
{"endDataX", 4},
{"endCompositeAngle", 5},
{"dataY", 6},
{"lineY", 7},
{"compositeAmplitude", 8},
};
case ShaderType::Line:
return {
{"startPoint", 0},
{"endPoint", 1},
{"lineY", 2},
};
}
}
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan: {
std::string result;
if(type == ShaderType::InputScan) {
result += "out vec2 textureCoordinate;";
} else {
result += "out vec2 textureCoordinates[11];";
}
result +=
"out float compositeAngle;"
"out float compositeAmplitudeOut;"
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
"compositeAmplitudeOut = compositeAmplitude / 255.0;";
if(type == ShaderType::InputScan) {
result +=
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);";
} else {
result +=
"vec2 sourcePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + 0.5);"
"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
"sourcePosition /= vec2(scale.x, 2048.0);"
"textureCoordinates[0] = sourcePosition + vec2(-5.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[1] = sourcePosition + vec2(-4.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[2] = sourcePosition + vec2(-3.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[3] = sourcePosition + vec2(-2.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[4] = sourcePosition + vec2(-1.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[5] = sourcePosition;"
"textureCoordinates[6] = sourcePosition + vec2(1.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[7] = sourcePosition + vec2(2.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[8] = sourcePosition + vec2(3.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[9] = sourcePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[10] = sourcePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);"
"eyePosition = eyePosition;";
}
return result +
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
"}";
}
case ShaderType::Line:
return
"out vec2 textureCoordinate;"
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"textureCoordinate = vec2(lateral * processingWidth, lineY + 0.5) / vec2(1.0, textureSize(textureName, 0).y);"
"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
"}";
}
}
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
target.enable_vertex_attribute_with_pointer(
prefix + "Point",
2, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].x)),
1);
target.enable_vertex_attribute_with_pointer(
prefix + "DataX",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
1);
target.enable_vertex_attribute_with_pointer(
prefix + "CompositeAngle",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].composite_angle)),
1);
}
target.enable_vertex_attribute_with_pointer(
"dataY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, data_y)),
1);
target.enable_vertex_attribute_with_pointer(
"lineY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, line)),
1);
target.enable_vertex_attribute_with_pointer(
"compositeAmplitude",
1, GL_UNSIGNED_BYTE, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, scan.composite_amplitude)),
1);
break;
case ShaderType::Line:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
target.enable_vertex_attribute_with_pointer(
prefix + "Point",
2, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
1);
}
target.enable_vertex_attribute_with_pointer(
"lineY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(offsetof(Line, line)),
1);
break;
}
}
std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
std::string fragment_shader =
"#version 150\n"
"out vec3 fragColour;"
"in vec2 textureCoordinate;"
"in float compositeAngle;"
"in float compositeAmplitudeOut;"
"uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;"
"uniform usampler2D textureName;"
"void main(void) {";
DisplayType computed_display_type;
switch(input_data_type) {
case InputDataType::Luminance1:
computed_display_type = DisplayType::CompositeMonochrome;
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrr;";
break;
case InputDataType::Luminance8:
computed_display_type = DisplayType::CompositeMonochrome;
fragment_shader += "fragColour = vec3(texture(textureName, textureCoordinate).r / 255.0);";
break;
case InputDataType::Luminance8Phase8:
computed_display_type = DisplayType::SVideo;
fragment_shader +=
"vec2 yc = texture(textureName, textureCoordinate).rg / vec2(255.0);"
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
"float chroma = step(yc.y, 0.75) * cos(compositeAngle + phaseOffset);"
"fragColour = vec3(yc.x, chroma, 0.0);";
break;
case InputDataType::Red1Green1Blue1:
computed_display_type = DisplayType::RGB;
fragment_shader +=
"uint textureValue = texture(textureName, textureCoordinate).r;"
"fragColour = uvec3(textureValue) & uvec3(4u, 2u, 1u);";
break;
case InputDataType::Red2Green2Blue2:
computed_display_type = DisplayType::RGB;
fragment_shader +=
"uint textureValue = texture(textureName, textureCoordinate).r;"
"fragColour = vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0;";
break;
case InputDataType::Red4Green4Blue4:
computed_display_type = DisplayType::RGB;
fragment_shader +=
"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
"fragColour = vec3(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0);";
break;
case InputDataType::Red8Green8Blue8:
computed_display_type = DisplayType::RGB;
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
break;
}
if(computed_display_type != display_type) {
// If the input type is RGB but the output type isn't then
// there'll definitely be an RGB to SVideo step.
if(computed_display_type == DisplayType::RGB) {
fragment_shader +=
"vec3 composite_colour = rgbToLumaChroma * fragColour;"
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
"fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
}
// If the output type isn't SVideo, add an SVideo to composite step.
if(display_type != DisplayType::SVideo) {
fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), compositeAmplitudeOut));";
}
}
return std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
fragment_shader + "}",
attribute_bindings(ShaderType::InputScan)
));
}
std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
/*
Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
from the original to get chrominance.
(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
*/
const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line);
const auto coefficients = filter.get_coefficients();
auto shader = std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
"#version 150\n"
"in vec2 textureCoordinates[11];"
"uniform float textureWeights[11];"
"uniform usampler2D textureName;"
"out vec3 fragColour;"
"void main(void) {"
"vec3 textureSample = vec3(texture(textureName, textureCoordinates[5]).rgb) / vec3(65536.0 * 16384.0);"
"fragColour = textureSample;"
"}",
attribute_bindings(ShaderType::ProcessedScan)
));
shader->set_uniform("textureWeights", GLint(sizeof(GLfloat)), GLsizei(coefficients.size()), coefficients.data());
return shader;
}
std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line * 0.5f);
const auto coefficients = filter.get_coefficients();
return nullptr;
}