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CLK/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp

104 lines
3.5 KiB
C++

//
// IntermediateShader.hpp
// Clock Signal
//
// Created by Thomas Harte on 28/04/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#ifndef IntermediateShader_hpp
#define IntermediateShader_hpp
#include "Shader.hpp"
#include <cstdio>
#include <memory>
namespace OpenGL {
class IntermediateShader: public Shader {
public:
using Shader::Shader;
/*!
Constructs and returns an intermediate shader that will take runs from the inputPositions,
converting them to single-channel composite values using @c composite_shader if supplied
or @c rgb_shader and a reference composite conversion if @c composite_shader is @c nullptr.
*/
static std::unique_ptr<IntermediateShader> make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader);
/*!
Constructs and returns an intermediate shader that will take runs from the inputPositions,
converting them to RGB values using @c rgb_shader.
*/
static std::unique_ptr<IntermediateShader> make_rgb_source_shader(const std::string &rgb_shader);
/*!
Constructs and returns an intermediate shader that will read composite samples from the R channel,
filter then to obtain luminance, stored to R, and to separate out unfiltered chrominance, store to G and B.
*/
static std::unique_ptr<IntermediateShader> make_chroma_luma_separation_shader();
/*!
Constructs and returns an intermediate shader that will pass R through unchanged while filtering G and B.
*/
static std::unique_ptr<IntermediateShader> make_chroma_filter_shader();
/*!
Constructs and returns an intermediate shader that will filter R, G and B.
*/
static std::unique_ptr<IntermediateShader> make_rgb_filter_shader();
/*!
Queues the configuration of this shader for output to an area of `output_width` and `output_height` pixels
to occur upon the next `bind`.
*/
void set_output_size(unsigned int output_width, unsigned int output_height);
/*!
Queues setting the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data to occur upon the next `bind`.
*/
void set_source_texture_unit(GLenum unit);
/*!
Queues setting filtering coefficients for a lowpass filter based on the cutoff frequency to occur upon the next `bind`.
*/
void set_filter_coefficients(float sampling_rate, float cutoff_frequency);
/*!
Queues configuration of filtering to separate luminance and chrominance based on a colour
subcarrier of the given frequency to occur upon the next `bind`.
*/
void set_separation_frequency(float sampling_rate, float colour_burst_frequency);
/*!
Queues setting of the number of colour phase cycles per sample, indicating whether output
geometry should be extended so that a complete colour cycle is included at both the beginning and end,
to occur upon the next `bind`.
*/
void set_extension(float extension);
/*!
Queues setting the matrices that convert between RGB and chrominance/luminance to occur on the next `bind`.
*/
void set_colour_conversion_matrices(float *fromRGB, float *toRGB);
/*!
Sets the proportions of the input and output areas that should be considered the whole width — 1.0 means use all available
space, 0.5 means use half, etc.
*/
void set_width_scalers(float input_scaler, float output_scaler);
/*!
Sets source and target vertical offsets.
*/
void set_is_double_height(bool is_double_height, float input_offset = 0.0f, float output_offset = 0.0f);
private:
static std::unique_ptr<IntermediateShader> make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition);
};
}
#endif /* IntermediateShader_hpp */