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CLK/Outputs/CRT/CRTOpenGL.cpp

313 lines
12 KiB
C++

// CRTOpenGL.cpp
// Clock Signal
//
// Created by Thomas Harte on 03/02/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "CRT.hpp"
#include <stdlib.h>
#include "OpenGL.hpp"
#include "TextureTarget.hpp"
#include "Shader.hpp"
#include "CRTOpenGL.hpp"
using namespace Outputs;
struct CRT::OpenGLState {
std::unique_ptr<OpenGL::Shader> shaderProgram;
GLuint arrayBuffer, vertexArray;
GLint positionAttribute;
GLint textureCoordinatesAttribute;
GLint lateralAttribute;
GLint textureSizeUniform, windowSizeUniform;
GLint boundsOriginUniform, boundsSizeUniform;
GLint alphaUniform;
GLuint textureName, shadowMaskTextureName;
GLuint defaultFramebuffer;
std::unique_ptr<OpenGL::TextureTarget> compositeTexture; // receives raw composite levels
std::unique_ptr<OpenGL::TextureTarget> filteredYTexture; // receives filtered Y in the R channel plus unfiltered I/U and Q/V in G and B
std::unique_ptr<OpenGL::TextureTarget> filteredTexture; // receives filtered YIQ or YUV
};
static GLenum formatForDepth(unsigned int depth)
{
switch(depth)
{
default: return GL_FALSE;
case 1: return GL_RED;
case 2: return GL_RG;
case 3: return GL_RGB;
case 4: return GL_RGBA;
}
}
void CRT::construct_openGL()
{
_openGL_state = nullptr;
_composite_shader = _rgb_shader = nullptr;
}
void CRT::destruct_openGL()
{
delete _openGL_state;
_openGL_state = nullptr;
if(_composite_shader) free(_composite_shader);
if(_rgb_shader) free(_rgb_shader);
}
void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
{
// establish essentials
if(!_openGL_state)
{
_openGL_state = new OpenGLState;
glGenTextures(1, &_openGL_state->textureName);
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenVertexArrays(1, &_openGL_state->vertexArray);
glBindVertexArray(_openGL_state->vertexArray);
glGenBuffers(1, &_openGL_state->arrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
prepare_shader();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&_openGL_state->defaultFramebuffer);
// _openGL_state->compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
// _openGL_state->filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
// _openGL_state->filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
}
// lock down any further work on the current frame
_output_mutex->lock();
// update uniforms
push_size_uniforms(output_width, output_height);
glUniform1f(_openGL_state->alphaUniform, 1.0f);
// submit latest frame data if required
/* glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(current_frame->number_of_vertices * current_frame->size_per_vertex), current_frame->vertices, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
if(_openGL_state->textureSize.width != _current_frame->size.width || _openGL_state->textureSize.height != _current_frame->size.height)
{
GLenum format = formatForDepth(_current_frame->buffers[0].depth);
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);
_openGL_state->textureSize = _current_frame->size;
if(_openGL_state->textureSizeUniform >= 0)
glUniform2f(_openGL_state->textureSizeUniform, _current_frame->size.width, _current_frame->size.height);
}
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _current_frame->size.width, _current_frame->dirty_size.height, formatForDepth(_current_frame->buffers[0].depth), GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
// draw
glBindFramebuffer(GL_FRAMEBUFFER, _openGL_state->defaultFramebuffer);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_current_frame->number_of_vertices);*/
_output_mutex->unlock();
}
void CRT::set_openGL_context_will_change(bool should_delete_resources)
{
_openGL_state = nullptr;
}
void CRT::push_size_uniforms(unsigned int output_width, unsigned int output_height)
{
if(_openGL_state->windowSizeUniform >= 0)
{
glUniform2f(_openGL_state->windowSizeUniform, output_width, output_height);
}
GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
Rect _aspect_ratio_corrected_bounds = _visible_area;
GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _visible_area.size.width;
_aspect_ratio_corrected_bounds.origin.x -= bonusWidth * 0.5f * _aspect_ratio_corrected_bounds.size.width;
_aspect_ratio_corrected_bounds.size.width *= outputAspectRatioMultiplier;
if(_openGL_state->boundsOriginUniform >= 0)
glUniform2f(_openGL_state->boundsOriginUniform, (GLfloat)_aspect_ratio_corrected_bounds.origin.x, (GLfloat)_aspect_ratio_corrected_bounds.origin.y);
if(_openGL_state->boundsSizeUniform >= 0)
glUniform2f(_openGL_state->boundsSizeUniform, (GLfloat)_aspect_ratio_corrected_bounds.size.width, (GLfloat)_aspect_ratio_corrected_bounds.size.height);
}
void CRT::set_composite_sampling_function(const char *shader)
{
_composite_shader = strdup(shader);
}
void CRT::set_rgb_sampling_function(const char *shader)
{
_rgb_shader = strdup(shader);
}
char *CRT::get_vertex_shader()
{
// 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
// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
// const char *const ntscVertexShaderGlobals =
// "out vec2 srcCoordinatesVarying[4];\n"
// "out float phase;\n";
//
// const char *const ntscVertexShaderBody =
// "phase = srcCoordinates.x * 6.283185308;\n"
// "\n"
// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
return strdup(
"#version 150\n"
"in vec2 position;"
"in vec2 srcCoordinates;"
"in float lateral;"
"uniform vec2 boundsOrigin;"
"uniform vec2 boundsSize;"
"out float lateralVarying;"
"out vec2 shadowMaskCoordinates;"
"uniform vec2 textureSize;"
"const float shadowMaskMultiple = 600;"
"out vec2 srcCoordinatesVarying;"
"void main(void)"
"{"
"lateralVarying = lateral + 1.0707963267949;"
"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);"
"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
"}");
}
char *CRT::get_fragment_shader()
{
// 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
// 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);";
// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
// 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);";
// const char *const ntscFragmentShaderGlobals =
// "in vec2 srcCoordinatesVarying[4];\n"
// "in float phase;\n"
// "\n"
// "// 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"
// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
// const char *const ntscFragmentShaderBody =
// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
// "vec4 samples = vec4("
// " sample(srcCoordinatesVarying[0], angles.x),"
// " sample(srcCoordinatesVarying[1], angles.y),"
// " sample(srcCoordinatesVarying[2], angles.z),"
// " sample(srcCoordinatesVarying[3], angles.w)"
// ");\n"
// "\n"
// "float y = dot(vec4(0.25), samples);\n"
// "samples -= vec4(y);\n"
// "\n"
// "float i = dot(cos(angles), samples);\n"
// "float q = dot(sin(angles), samples);\n"
// "\n"
// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
// 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";
return get_compound_shader(
"#version 150\n"
"in float lateralVarying;"
"in vec2 shadowMaskCoordinates;"
"out vec4 fragColour;"
"uniform sampler2D texID;"
"uniform sampler2D shadowMaskTexID;"
"uniform float alpha;"
"in vec2 srcCoordinatesVarying;"
"in float phase;\n"
"%s\n"
"void main(void)"
"{"
"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, alpha);"
"}"
, _rgb_shader);
}
char *CRT::get_compound_shader(const char *base, const char *insert)
{
size_t totalLength = strlen(base) + strlen(insert) + 1;
char *text = new char[totalLength];
snprintf(text, totalLength, base, insert);
return text;
}
void CRT::prepare_shader()
{
char *vertex_shader = get_vertex_shader();
char *fragment_shader = get_fragment_shader();
_openGL_state->shaderProgram = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
_openGL_state->shaderProgram->bind();
_openGL_state->positionAttribute = _openGL_state->shaderProgram->get_attrib_location("position");
_openGL_state->textureCoordinatesAttribute = _openGL_state->shaderProgram->get_attrib_location("srcCoordinates");
_openGL_state->lateralAttribute = _openGL_state->shaderProgram->get_attrib_location("lateral");
_openGL_state->alphaUniform = _openGL_state->shaderProgram->get_uniform_location("alpha");
_openGL_state->textureSizeUniform = _openGL_state->shaderProgram->get_uniform_location("textureSize");
_openGL_state->windowSizeUniform = _openGL_state->shaderProgram->get_uniform_location("windowSize");
_openGL_state->boundsSizeUniform = _openGL_state->shaderProgram->get_uniform_location("boundsSize");
_openGL_state->boundsOriginUniform = _openGL_state->shaderProgram->get_uniform_location("boundsOrigin");
GLint texIDUniform = _openGL_state->shaderProgram->get_uniform_location("texID");
GLint shadowMaskTexIDUniform = _openGL_state->shaderProgram->get_uniform_location("shadowMaskTexID");
glUniform1i(texIDUniform, 0);
glUniform1i(shadowMaskTexIDUniform, 1);
glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute);
glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute);
glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute);
const GLsizei vertexStride = kCRTSizeOfVertex;
glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
}
void CRT::set_output_device(OutputDevice output_device)
{
_output_device = output_device;
}