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375 lines
15 KiB
C++
375 lines
15 KiB
C++
// 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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#include "OpenGL.hpp"
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#include "TextureTarget.hpp"
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#include "Shader.hpp"
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#include "CRTOpenGL.hpp"
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using namespace Outputs;
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struct CRT::OpenGLState {
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std::unique_ptr<OpenGL::Shader> shaderProgram;
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GLuint arrayBuffers[kCRTNumberOfFrames], vertexArrays[kCRTNumberOfFrames];
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GLint positionAttribute;
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GLint textureCoordinatesAttribute;
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GLint lateralAttribute;
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GLint timestampAttribute;
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GLint windowSizeUniform, timestampBaseUniform;
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GLint boundsOriginUniform, boundsSizeUniform;
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GLuint textureName, shadowMaskTextureName;
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GLuint defaultFramebuffer;
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std::unique_ptr<OpenGL::TextureTarget> compositeTexture; // receives raw composite levels
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std::unique_ptr<OpenGL::TextureTarget> filteredYTexture; // receives filtered Y in the R channel plus unfiltered I/U and Q/V in G and B
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std::unique_ptr<OpenGL::TextureTarget> filteredTexture; // receives filtered YIQ or YUV
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};
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static GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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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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_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 _openGL_state;
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_openGL_state = nullptr;
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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(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
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{
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// establish essentials
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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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GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
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glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, _buffer_builder->buffers[0].data);
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glGenVertexArrays(kCRTNumberOfFrames, _openGL_state->vertexArrays);
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glGenBuffers(kCRTNumberOfFrames, _openGL_state->arrayBuffers);
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prepare_shader();
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for(int c = 0; c < kCRTNumberOfFrames; c++)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffers[c]);
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glBindVertexArray(_openGL_state->vertexArrays[c]);
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prepare_vertex_array();
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}
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&_openGL_state->defaultFramebuffer);
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// _openGL_state->compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
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// _openGL_state->filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
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// _openGL_state->filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
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}
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// lock down any further work on the current frame
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_output_mutex->lock();
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// update uniforms
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push_size_uniforms(output_width, output_height);
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// clear the buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
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if(_buffer_builder->_next_write_y_position < _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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CRTInputBufferBuilderWidth, (GLint)(CRTInputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
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format, GL_UNSIGNED_BYTE,
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&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
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_buffer_builder->last_uploaded_line = 0;
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}
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if(_buffer_builder->_next_write_y_position > _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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CRTInputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
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format, GL_UNSIGNED_BYTE,
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&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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}
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// draw all sitting frames
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int run = _run_write_pointer;
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// printf("%d: %zu v %zu\n", run, _run_builders[run]->uploaded_vertices, _run_builders[run]->number_of_vertices);
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GLint total_age = 0;
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for(int c = 0; c < kCRTNumberOfFrames; c++)
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{
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// update the total age at the start of this set of runs
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total_age += _run_builders[run]->duration;
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if(_run_builders[run]->number_of_vertices > 0)
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{
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glUniform1f(_openGL_state->timestampBaseUniform, (GLfloat)total_age);
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// bind the vertex array
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glBindVertexArray(_openGL_state->vertexArrays[run]);
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// bind this frame's array buffer
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffers[run]);
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if(_run_builders[run]->uploaded_vertices != _run_builders[run]->number_of_vertices)
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{
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// glBufferSubData can only replace existing data, not grow the pool, so for now we'll just take this hit
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uint8_t *data = &_run_builders[run]->_input_runs[0];
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_run_builders[run]->number_of_vertices * kCRTSizeOfVertex), data, GL_DYNAMIC_DRAW);
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_run_builders[run]->uploaded_vertices = _run_builders[run]->number_of_vertices;
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}
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// draw this frame
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_run_builders[run]->number_of_vertices);
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}
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// advance back in time
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run = (run - 1 + kCRTNumberOfFrames) % kCRTNumberOfFrames;
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}
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_output_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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_openGL_state = nullptr;
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}
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void CRT::push_size_uniforms(unsigned int output_width, unsigned int output_height)
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{
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if(_openGL_state->windowSizeUniform >= 0)
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{
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glUniform2f(_openGL_state->windowSizeUniform, output_width, output_height);
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}
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GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
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Rect _aspect_ratio_corrected_bounds = _visible_area;
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GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _visible_area.size.width;
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_aspect_ratio_corrected_bounds.origin.x -= bonusWidth * 0.5f * _aspect_ratio_corrected_bounds.size.width;
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_aspect_ratio_corrected_bounds.size.width *= outputAspectRatioMultiplier;
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if(_openGL_state->boundsOriginUniform >= 0)
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glUniform2f(_openGL_state->boundsOriginUniform, (GLfloat)_aspect_ratio_corrected_bounds.origin.x, (GLfloat)_aspect_ratio_corrected_bounds.origin.y);
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if(_openGL_state->boundsSizeUniform >= 0)
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glUniform2f(_openGL_state->boundsSizeUniform, (GLfloat)_aspect_ratio_corrected_bounds.size.width, (GLfloat)_aspect_ratio_corrected_bounds.size.height);
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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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//
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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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return strdup(
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"#version 150\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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"in float lateral;"
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"in float timestamp;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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"out float lateralVarying;"
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"out vec2 shadowMaskCoordinates;"
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"out float alpha;"
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"uniform vec2 textureSize;"
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"uniform float timestampBase;"
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"uniform float ticksPerFrame;"
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"const float shadowMaskMultiple = 600;"
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"out vec2 srcCoordinatesVarying;"
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"void main(void)"
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"{"
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"lateralVarying = lateral + 1.0707963267949;"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);"
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"float age = (timestampBase - timestamp) / ticksPerFrame;"
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"alpha = min(10.0 * exp(-age * 2.0), 1.0);"
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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);"
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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 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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// 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 get_compound_shader(
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"#version 150\n"
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"in float lateralVarying;"
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"in float alpha;"
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"in vec2 shadowMaskCoordinates;"
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"in vec2 srcCoordinatesVarying;"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"uniform sampler2D shadowMaskTexID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, alpha * sin(lateralVarying));" //
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"}"
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, _rgb_shader);
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}
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char *CRT::get_compound_shader(const char *base, const char *insert)
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{
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size_t totalLength = strlen(base) + strlen(insert) + 1;
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char *text = new char[totalLength];
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snprintf(text, totalLength, base, insert);
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return text;
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}
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void CRT::prepare_shader()
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{
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char *vertex_shader = get_vertex_shader();
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char *fragment_shader = get_fragment_shader();
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_openGL_state->shaderProgram = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
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_openGL_state->shaderProgram->bind();
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_openGL_state->positionAttribute = _openGL_state->shaderProgram->get_attrib_location("position");
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_openGL_state->textureCoordinatesAttribute = _openGL_state->shaderProgram->get_attrib_location("srcCoordinates");
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_openGL_state->lateralAttribute = _openGL_state->shaderProgram->get_attrib_location("lateral");
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_openGL_state->timestampAttribute = _openGL_state->shaderProgram->get_attrib_location("timestamp");
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_openGL_state->windowSizeUniform = _openGL_state->shaderProgram->get_uniform_location("windowSize");
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_openGL_state->boundsSizeUniform = _openGL_state->shaderProgram->get_uniform_location("boundsSize");
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_openGL_state->boundsOriginUniform = _openGL_state->shaderProgram->get_uniform_location("boundsOrigin");
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_openGL_state->timestampBaseUniform = _openGL_state->shaderProgram->get_uniform_location("timestampBase");
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GLint texIDUniform = _openGL_state->shaderProgram->get_uniform_location("texID");
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GLint shadowMaskTexIDUniform = _openGL_state->shaderProgram->get_uniform_location("shadowMaskTexID");
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GLint textureSizeUniform = _openGL_state->shaderProgram->get_uniform_location("textureSize");
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GLint ticksPerFrameUniform = _openGL_state->shaderProgram->get_uniform_location("ticksPerFrame");
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glUniform1i(texIDUniform, 0);
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glUniform1i(shadowMaskTexIDUniform, 1);
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glUniform2f(textureSizeUniform, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight);
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glUniform1f(ticksPerFrameUniform, (GLfloat)(_cycles_per_line * _height_of_display));
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}
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void CRT::prepare_vertex_array()
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{
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glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute);
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glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute);
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glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute);
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glEnableVertexAttribArray((GLuint)_openGL_state->timestampAttribute);
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const GLsizei vertexStride = kCRTSizeOfVertex;
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glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
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glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
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glVertexAttribPointer((GLuint)_openGL_state->timestampAttribute, 4, GL_UNSIGNED_INT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTimestamp);
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glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
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}
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void CRT::set_output_device(OutputDevice output_device)
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{
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_output_device = output_device;
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}
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