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274 lines
9.4 KiB
C++
274 lines
9.4 KiB
C++
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// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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// TODO: figure out correct include paths for other platforms.
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl3.h>
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using namespace Outputs;
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struct CRT::OpenGLState {
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GLuint vertexShader, fragmentShader;
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GLuint shaderProgram;
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GLuint arrayBuffer, vertexArray;
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GLint positionAttribute;
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GLint textureCoordinatesAttribute;
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GLint lateralAttribute;
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GLint textureSizeUniform, windowSizeUniform;
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GLint boundsOriginUniform, boundsSizeUniform;
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GLint alphaUniform;
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GLuint textureName, shadowMaskTextureName;
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CRTSize textureSize;
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};
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static GLenum formatForDepth(unsigned int depth)
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{
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switch(depth)
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{
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default: return -1;
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case 1: return GL_RED;
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case 2: return GL_RG;
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case 3: return GL_RGB;
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case 4: return GL_RGBA;
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}
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}
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void CRT::construct_openGL()
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{
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_openGL_state = nullptr;
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_current_frame = _last_drawn_frame = nullptr;
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_composite_shader = _rgb_shader = nullptr;
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}
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void CRT::destruct_openGL()
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{
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delete (OpenGLState *)_openGL_state;
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if(_composite_shader) free(_composite_shader);
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if(_rgb_shader) free(_rgb_shader);
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}
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void CRT::draw_frame(int output_width, int output_height, bool only_if_dirty)
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{
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_current_frame_mutex->lock();
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if(!_current_frame)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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}
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else
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{
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if(_current_frame != _last_drawn_frame)
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{
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if(!_openGL_state)
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{
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_openGL_state = new OpenGLState;
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glGenTextures(1, &_openGL_state->textureName);
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glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glGenVertexArrays(1, &_openGL_state->vertexArray);
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glBindVertexArray(_openGL_state->vertexArray);
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glGenBuffers(1, &_openGL_state->arrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
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}
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_current_frame->number_of_vertices * _current_frame->size_per_vertex), _current_frame->vertices, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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if(_openGL_state->textureSize.width != _current_frame->size.width || _openGL_state->textureSize.height != _current_frame->size.height)
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{
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GLenum format = formatForDepth(_current_frame->buffers[0].depth);
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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);
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_openGL_state->textureSize = _current_frame->size;
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if(_openGL_state->textureSizeUniform >= 0) glUniform2f(_openGL_state->textureSizeUniform, _current_frame->size.width, _current_frame->size.height);
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}
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _current_frame->dirty_size.width, _current_frame->dirty_size.height, formatForDepth(_current_frame->buffers[0].depth), GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
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}
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}
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if(_current_frame != _last_drawn_frame || only_if_dirty)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_current_frame->number_of_vertices);
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}
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_current_frame_mutex->unlock();
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}
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void CRT::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void CRT::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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}
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void CRT::set_rgb_sampling_function(const char *shader)
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{
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_rgb_shader = strdup(shader);
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}
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char *CRT::get_vertex_shader()
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{
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// 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
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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const char *const ntscVertexShaderGlobals =
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"out vec2 srcCoordinatesVarying[4];\n"
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"out float phase;\n";
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const char *const ntscVertexShaderBody =
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"phase = srcCoordinates.x * 6.283185308;\n"
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"\n"
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"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// const char *const rgbVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[5];\n";
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// const char *const rgbVertexShaderBody =
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// "srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
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const char *const vertexShader =
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"#version 150\n"
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"\n"
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"in vec2 position;\n"
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"in vec2 srcCoordinates;\n"
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"in float lateral;\n"
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"\n"
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"uniform vec2 boundsOrigin;\n"
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"uniform vec2 boundsSize;\n"
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"\n"
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"out float lateralVarying;\n"
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"out vec2 shadowMaskCoordinates;\n"
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"\n"
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"uniform vec2 textureSize;\n"
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"\n"
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"const float shadowMaskMultiple = 600;\n"
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"\n"
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"%@\n"
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"void main (void)\n"
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"{\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"\n"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
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"\n"
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"%@\n"
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"\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
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"}\n";
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return nullptr;
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// + mappedPosition.x / 131.0
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// switch(_signalType)
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// {
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// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
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// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
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// }
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}
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char *CRT::get_fragment_shader()
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{
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// 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
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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);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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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);";
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const char *const fragmentShader =
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"#version 150\n"
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"\n"
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"in float lateralVarying;\n"
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"in vec2 shadowMaskCoordinates;\n"
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"out vec4 fragColour;\n"
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"\n"
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"uniform sampler2D texID;\n"
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"uniform sampler2D shadowMaskTexID;\n"
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"uniform float alpha;\n"
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"\n"
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"%@\n"
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"%@\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"%@\n"
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"}\n";
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const char *const ntscFragmentShaderGlobals =
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"\n"
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"// 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"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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const char *const ntscFragmentShaderBody =
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"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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"vec4 samples = vec4("
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" sample(srcCoordinatesVarying[0], angles.x),"
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" sample(srcCoordinatesVarying[1], angles.y),"
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" sample(srcCoordinatesVarying[2], angles.z),"
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" sample(srcCoordinatesVarying[3], angles.w)"
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");\n"
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"\n"
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"float y = dot(vec4(0.25), samples);\n"
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"samples -= vec4(y);\n"
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"\n"
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"float i = dot(cos(angles), samples);\n"
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"float q = dot(sin(angles), samples);\n"
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"\n"
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"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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// const char *const rgbFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
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// const char *const rgbFragmentShaderBody =
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// "fragColour = sample(srcCoordinatesVarying[2]);";
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// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
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// (sample(srcCoordinatesVarying[1]) * 0.3) + \
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// (sample(srcCoordinatesVarying[2]) * 0.6) + \
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// (sample(srcCoordinatesVarying[3]) * 0.3) + \
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// (sample(srcCoordinatesVarying[4]) * -0.1);";
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// 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";
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return nullptr;
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// switch(_signalType)
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// {
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// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
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// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
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// }
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}
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