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496 lines
16 KiB
C++
496 lines
16 KiB
C++
//
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// ScanTargetVertexArrayAttributs.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 11/11/2018.
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// Copyright © 2018 Thomas Harte. All rights reserved.
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//
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#include "ScanTarget.hpp"
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using namespace Outputs::Display::OpenGL;
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// pixels are painted only exactly once per field.
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target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
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}
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void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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switch(type) {
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "DataX",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "Clock",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].cycles_since_end_of_horizontal_retrace)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"dataY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, data_y)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, line)),
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1);
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break;
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case ShaderType::Line:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "Clock",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, end_points[c].cycles_since_end_of_horizontal_retrace)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "CompositeAngle",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, end_points[c].composite_angle)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, line)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"lineCompositeAmplitude",
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1, GL_UNSIGNED_BYTE, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, composite_amplitude)),
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1);
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break;
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}
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}
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std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
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const std::string vertex_shader =
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"#version 150\n"
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"in float startDataX;"
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"in float startClock;"
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"in float endDataX;"
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"in float endClock;"
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"in float dataY;"
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"in float lineY;"
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"}";
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std::string fragment_shader =
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"uniform usampler2D textureName;"
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"void main(void) {";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr;";
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break;
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case InputDataType::Luminance8:
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fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr / vec4(255.0);";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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case InputDataType::Luminance8Phase8:
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case InputDataType::Red8Green8Blue8:
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fragment_shader += "fragColour = texture(textureName, textureCoordinate) / vec4(255.0);";
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break;
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case InputDataType::Red1Green1Blue1:
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr & uvec3(4u, 2u, 1u), 1.0);";
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break;
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case InputDataType::Red2Green2Blue2:
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fragment_shader +=
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;";
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break;
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case InputDataType::Red4Green4Blue4:
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fragment_shader +=
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"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
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"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
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break;
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}
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return std::unique_ptr<Shader>(new Shader(
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vertex_shader,
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fragment_shader + "}",
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{
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{"startDataX", 0},
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{"startClock", 1},
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{"endDataX", 2},
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{"endClock", 3},
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{"dataY", 4},
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{"lineY", 5},
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}
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));
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}
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std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space) {
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// Compose a vertex shader. If the display type is RGB, generate just the proper
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// geometry position, plus a solitary textureCoordinate.
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//
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// If the display type is anything other than RGB, also produce composite
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// angle and 1/composite amplitude as outputs.
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//
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// If the display type is composite colour, generate four textureCoordinates,
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// spanning a range of -135, -45, +45, +135 degrees.
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//
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// If the display type is S-Video, generate three textureCoordinates, at
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// -45, 0, +45.
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std::string vertex_shader =
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"in vec2 startPoint;"
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"in vec2 endPoint;"
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"in float startClock;"
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"in float startCompositeAngle;"
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"in float endClock;"
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"in float endCompositeAngle;"
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"in float lineY;"
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"in float lineCompositeAmplitude;"
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"uniform sampler2D textureName;"
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"uniform vec2 origin;"
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"uniform vec2 size;";
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std::string fragment_shader =
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"#version 150\n"
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"uniform sampler2D textureName;"
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"out vec4 fragColour;";
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if(display_type != DisplayType::RGB) {
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vertex_shader +=
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"out float compositeAngle;"
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"out float compositeAmplitude;"
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"out float oneOverCompositeAmplitude;";
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fragment_shader +=
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"in float compositeAngle;"
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"in float compositeAmplitude;"
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"in float oneOverCompositeAmplitude;";
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}
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switch(display_type){
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case DisplayType::RGB:
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case DisplayType::CompositeMonochrome:
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vertex_shader += "out vec2 textureCoordinate;";
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fragment_shader += "in vec2 textureCoordinate;";
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break;
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case DisplayType::CompositeColour:
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case DisplayType::SVideo:
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vertex_shader += "out vec2 textureCoordinates[4];";
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fragment_shader += "in vec2 textureCoordinates[4];";
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break;
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}
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// Add the code to generate a proper output position; this applies to all display types.
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vertex_shader +=
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
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"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
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"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);";
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// For everything other than RGB, calculate the two composite outputs.
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if(display_type != DisplayType::RGB) {
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vertex_shader +=
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAmplitude = lineCompositeAmplitude / 255.0;"
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
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}
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// For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three
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// or four depending on the type of decoding to apply.
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switch(display_type){
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case DisplayType::RGB:
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case DisplayType::CompositeMonochrome:
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vertex_shader +=
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"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
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break;
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case DisplayType::CompositeColour:
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case DisplayType::SVideo:
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vertex_shader +=
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"float centreClock = mix(startClock, endClock, lateral);"
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"float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);"
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"textureCoordinates[0] = vec2(centreClock - 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[1] = vec2(centreClock - 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
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break;
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}
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vertex_shader += "}";
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// Compose a fragment shader.
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//
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// For an RGB display ... [TODO]
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if(display_type != DisplayType::RGB) {
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fragment_shader +=
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;";
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}
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if(display_type == DisplayType::SVideo) {
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fragment_shader +=
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return vec2(texture(textureName, coordinate).r, 0.0);";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return vec2(texture(textureName, coordinate)[iPhase], 0.0);";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = texture(textureName, coordinate).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return vec2(yc.x, rawChroma);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return vec2(colour.r, dot(quadrature, colour.gb));";
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break;
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}
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fragment_shader += "}";
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}
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if(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) {
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fragment_shader +=
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"float composite_sample(vec2 coordinate, float angle) {";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return texture(textureName, coordinate).r;";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return texture(textureName, coordinate)[iPhase];";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = texture(textureName, coordinate).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return mix(yc.x, rawChroma, compositeAmplitude);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
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break;
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}
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fragment_shader += "}";
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}
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fragment_shader +=
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"void main(void) {"
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"vec3 fragColour3;";
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if(display_type == DisplayType::CompositeColour || display_type == DisplayType::SVideo) {
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fragment_shader +=
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// Figure out the four composite angles.
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"vec4 angles = vec4("
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"compositeAngle - 2.356194490192345,"
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"compositeAngle - 0.785398163397448,"
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"compositeAngle + 0.785398163397448,"
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"compositeAngle + 2.356194490192345"
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");";
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}
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switch(display_type) {
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case DisplayType::RGB:
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fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;";
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break;
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case DisplayType::SVideo:
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fragment_shader +=
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// Sample four times over, at proper angle offsets.
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"vec2 samples[4] = vec2[4]("
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"svideo_sample(textureCoordinates[0], angles[0]),"
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"svideo_sample(textureCoordinates[1], angles[1]),"
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"svideo_sample(textureCoordinates[2], angles[2]),"
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"svideo_sample(textureCoordinates[3], angles[3])"
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");"
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"vec4 chrominances = vec4("
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"samples[0].y,"
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"samples[1].y,"
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"samples[2].y,"
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"samples[3].y"
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");"
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// Split and average chrominance.
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"vec2 channels = vec2("
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"dot(cos(angles), chrominances),"
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"dot(sin(angles), chrominances)"
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") * vec2(0.25);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = lumaChromaToRGB * vec3(samples[1].x, channels);";
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break;
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case DisplayType::CompositeColour:
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fragment_shader +=
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// Sample four times over, at proper angle offsets.
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"vec4 samples = vec4("
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"composite_sample(textureCoordinates[0], angles[0]),"
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"composite_sample(textureCoordinates[1], angles[1]),"
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"composite_sample(textureCoordinates[2], angles[2]),"
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"composite_sample(textureCoordinates[3], angles[3])"
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");"
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// Take the average to calculate luminance, then subtract that from all four samples to
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// give chrominance.
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"float luminance = dot(samples, vec4(0.25 / (1.0 - compositeAmplitude)));"
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"samples -= vec4(luminance);"
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// Split and average chrominance.
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"vec2 channels = vec2("
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"dot(cos(angles), samples),"
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"dot(sin(angles), samples)"
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") * vec2(0.125 * oneOverCompositeAmplitude);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
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break;
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case DisplayType::CompositeMonochrome:
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fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
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break;
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}
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// TODO gamma and range corrections.
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fragment_shader +=
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"fragColour = vec4(fragColour3, 0.64);"
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"}";
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const auto shader = new Shader(
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vertex_shader,
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fragment_shader,
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{
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{"startPoint", 0},
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{"endPoint", 1},
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{"startClock", 2},
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{"endClock", 3},
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{"lineY", 4},
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{"lineCompositeAmplitude", 5},
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{"startCompositeAngle", 6},
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{"endCompositeAngle", 7},
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}
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);
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// If this isn't an RGB or composite colour shader, set the proper colour space.
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if(display_type != DisplayType::RGB) {
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switch(colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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|
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return std::unique_ptr<Shader>(shader);
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}
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