webgl: moving on to configureShaders
This commit is contained in:
parent
3e9246fae6
commit
3ed59c0509
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@ -225,7 +225,7 @@ void main() {
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async function tryScreenView() {
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let canvas = document.getElementById("d");
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let gl = canvas.getContext("webgl");
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let sv = screenEmu.getScreenView(gl);
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let sv = new screenEmu.ScreenView(gl);
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await sv.initOpenGL();
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sv.freeOpenGL();
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}
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311
screenEmu.js
311
screenEmu.js
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@ -1,63 +1,63 @@
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"use strict";
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let screenEmu = (function () {
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const screenEmu = (function () {
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// From AppleIIVideo.cpp
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let HORIZ_START = 16;
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let HORIZ_BLANK = (9 + HORIZ_START) // 25;
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let HORIZ_DISPLAY = 40;
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let HORIZ_TOTAL = (HORIZ_BLANK + HORIZ_DISPLAY) // 65;
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const HORIZ_START = 16;
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const HORIZ_BLANK = (9 + HORIZ_START) // 25;
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const HORIZ_DISPLAY = 40;
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const HORIZ_TOTAL = (HORIZ_BLANK + HORIZ_DISPLAY) // 65;
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let CELL_WIDTH = 14;
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let CELL_HEIGHT = 8;
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const CELL_WIDTH = 14;
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const CELL_HEIGHT = 8;
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let VERT_NTSC_START = 38;
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let VERT_PAL_START = 48;
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let VERT_DISPLAY = 192;
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const VERT_NTSC_START = 38;
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const VERT_PAL_START = 48;
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const VERT_DISPLAY = 192;
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let BLOCK_WIDTH = HORIZ_DISPLAY; // 40
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let BLOCK_HEIGHT = (VERT_DISPLAY / CELL_HEIGHT); // 24
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const BLOCK_WIDTH = HORIZ_DISPLAY; // 40
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const BLOCK_HEIGHT = (VERT_DISPLAY / CELL_HEIGHT); // 24
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// From CanvasInterface.h
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let NTSC_FSC = 315/88 * 1e6; // 3579545 = 3.5 Mhz: Color Subcarrier
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let NTSC_4FSC = 4 * NTSC_FSC; // 14318180 = 14.3 Mhz
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let NTSC_HTOTAL = (63+5/9) * 1e-6;
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let NTSC_HLENGTH = (52+8/9) * 1e-6;
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let NTSC_HHALF = (35+2/3) * 1e-6;
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let NTSC_HSTART = NTSC_HHALF - NTSC_HLENGTH/2;
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let NTSC_HEND = NTSC_HHALF + NTSC_HLENGTH/2;
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let NTSC_VTOTAL = 262;
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let NTSC_VLENGTH = 240;
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let NTSC_VSTART = 19;
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let NTSC_VEND = NTSC_VSTART + NTSC_VLENGTH;
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const NTSC_FSC = 315/88 * 1e6; // 3579545 = 3.5 Mhz: Color Subcarrier
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const NTSC_4FSC = 4 * NTSC_FSC; // 14318180 = 14.3 Mhz
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const NTSC_HTOTAL = (63+5/9) * 1e-6;
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const NTSC_HLENGTH = (52+8/9) * 1e-6;
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const NTSC_HHALF = (35+2/3) * 1e-6;
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const NTSC_HSTART = NTSC_HHALF - NTSC_HLENGTH/2;
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const NTSC_HEND = NTSC_HHALF + NTSC_HLENGTH/2;
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const NTSC_VTOTAL = 262;
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const NTSC_VLENGTH = 240;
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const NTSC_VSTART = 19;
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const NTSC_VEND = NTSC_VSTART + NTSC_VLENGTH;
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let PAL_FSC = 4433618.75; // Color subcarrier
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let PAL_4FSC = 4 * PAL_FSC;
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let PAL_HTOTAL = 64e-6;
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let PAL_HLENGTH = 52e-6;
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let PAL_HHALF = (37+10/27) * 1e-6;
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let PAL_HSTART = PAL_HHALF - PAL_HLENGTH / 2;
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let PAL_HEND = PAL_HHALF + PAL_HLENGTH / 2;
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let PAL_VTOTAL = 312;
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let PAL_VLENGTH = 288;
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let PAL_VSTART = 21;
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let PAL_VEND = PAL_VSTART + PAL_VLENGTH;
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const PAL_FSC = 4433618.75; // Color subcarrier
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const PAL_4FSC = 4 * PAL_FSC;
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const PAL_HTOTAL = 64e-6;
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const PAL_HLENGTH = 52e-6;
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const PAL_HHALF = (37+10/27) * 1e-6;
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const PAL_HSTART = PAL_HHALF - PAL_HLENGTH / 2;
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const PAL_HEND = PAL_HHALF + PAL_HLENGTH / 2;
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const PAL_VTOTAL = 312;
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const PAL_VLENGTH = 288;
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const PAL_VSTART = 21;
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const PAL_VEND = PAL_VSTART + PAL_VLENGTH;
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// From AppleIIVideo::updateTiming
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let ntscClockFrequency = NTSC_4FSC * HORIZ_TOTAL / 912;
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let ntscVisibleRect = [[ntscClockFrequency * NTSC_HSTART, NTSC_VSTART],
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const ntscClockFrequency = NTSC_4FSC * HORIZ_TOTAL / 912;
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const ntscVisibleRect = [[ntscClockFrequency * NTSC_HSTART, NTSC_VSTART],
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[ntscClockFrequency * NTSC_HLENGTH, NTSC_VLENGTH]];
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let ntscDisplayRect = [[HORIZ_START, VERT_NTSC_START],
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const ntscDisplayRect = [[HORIZ_START, VERT_NTSC_START],
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[HORIZ_DISPLAY, VERT_DISPLAY]];
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let ntscVertTotal = NTSC_VTOTAL;
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const ntscVertTotal = NTSC_VTOTAL;
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let palClockFrequency = 14250450.0 * HORIZ_TOTAL / 912;
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let palVisibleRect = [[palClockFrequency * PAL_HSTART, PAL_VSTART],
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const palClockFrequency = 14250450.0 * HORIZ_TOTAL / 912;
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const palVisibleRect = [[palClockFrequency * PAL_HSTART, PAL_VSTART],
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[palClockFrequency * PAL_HLENGTH, PAL_VLENGTH]];
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let palDisplayRect = [[HORIZ_START, VERT_PAL_START],
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const palDisplayRect = [[HORIZ_START, VERT_PAL_START],
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[HORIZ_DISPLAY, VERT_DISPLAY]];
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let palVertTotal = PAL_VTOTAL;
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const palVertTotal = PAL_VTOTAL;
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const VERTEX_SHADER =`
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// an attribute will receive data from a buffer
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@ -77,6 +77,8 @@ void main() {
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const COMPOSITE_SHADER = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D texture;
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uniform vec2 textureSize;
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uniform float subcarrier;
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@ -84,7 +86,6 @@ uniform sampler2D phaseInfo;
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uniform vec3 c0, c1, c2, c3, c4, c5, c6, c7, c8;
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uniform mat3 decoderMatrix;
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uniform vec3 decoderOffset;
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varying vec2 v_texCoord;
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float PI = 3.14159265358979323846264;
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@ -120,6 +121,8 @@ void main(void)
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const DISPLAY_SHADER = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D texture;
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uniform vec2 textureSize;
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uniform float barrel;
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@ -134,7 +137,6 @@ uniform vec2 persistenceSize;
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uniform vec2 persistenceOrigin;
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uniform float persistenceLevel;
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uniform float luminanceGain;
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varying vec2 v_texCoord;
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float PI = 3.14159265358979323846264;
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@ -162,26 +164,63 @@ void main(void)
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gl_FragColor = vec4(c, 1.0);
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}
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`;
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const RGB_SHADER = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D texture;
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uniform vec2 textureSize;
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uniform vec3 c0, c1, c2, c3, c4, c5, c6, c7, c8;
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uniform mat3 decoderMatrix;
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uniform vec3 decoderOffset;
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vec3 pixel(vec2 q)
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{
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return texture2D(texture, q).rgb;
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}
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vec3 pixels(in vec2 q, in float i)
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{
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return pixel(vec2(q.x + i, q.y)) + pixel(vec2(q.x - i, q.y));
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}
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void main(void)
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{
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vec2 q = v_texCoord;
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vec3 c = pixel(q) * c0;
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c += pixels(q, 1.0 / textureSize.x) * c1;
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c += pixels(q, 2.0 / textureSize.x) * c2;
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c += pixels(q, 3.0 / textureSize.x) * c3;
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c += pixels(q, 4.0 / textureSize.x) * c4;
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c += pixels(q, 5.0 / textureSize.x) * c5;
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c += pixels(q, 6.0 / textureSize.x) * c6;
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c += pixels(q, 7.0 / textureSize.x) * c7;
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c += pixels(q, 8.0 / textureSize.x) * c8;
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gl_FragColor = vec4(decoderMatrix * c + decoderOffset, 1.0);
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}
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`;
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function buildTiming(clockFrequency, displayRect, visibleRect, vertTotal) {
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let vertStart = displayRect[0][1];
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const vertStart = displayRect[0][1];
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// Total number of CPU cycles per frame: 17030 for NTSC.
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let frameCycleNum = HORIZ_TOTAL * vertTotal;
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const frameCycleNum = HORIZ_TOTAL * vertTotal;
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// first displayed column.
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let horizStart = Math.floor(displayRect[0][0]);
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const horizStart = Math.floor(displayRect[0][0]);
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// imageSize is [14 * visible rect width in cells, visible lines]
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let imageSize = [Math.floor(CELL_WIDTH * visibleRect[1][0]),
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const imageSize = [Math.floor(CELL_WIDTH * visibleRect[1][0]),
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Math.floor(visibleRect[1][1])];
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// imageLeft is # of pixels from first visible point to first displayed point.
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let imageLeft = Math.floor((horizStart-visibleRect[0][0]) * CELL_WIDTH);
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let colorBurst = [2 * Math.PI * (-33/360 + (imageLeft % 4) / 4)];
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let cycleNum = frameCycleNum + 16;
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const imageLeft = Math.floor((horizStart-visibleRect[0][0]) * CELL_WIDTH);
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const colorBurst = [2 * Math.PI * (-33/360 + (imageLeft % 4) / 4)];
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const cycleNum = frameCycleNum + 16;
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// First pixel that OpenEmulator draws when painting normally.
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let topLeft = [imageLeft, vertStart - visibleRect[0][1]];
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const topLeft = [imageLeft, vertStart - visibleRect[0][1]];
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// First pixel that OpenEmulator draws when painting 80-column mode.
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let topLeft80Col = [imageLeft - CELL_WIDTH/2, vertStart - visibleRect[0][1]];
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const topLeft80Col = [imageLeft - CELL_WIDTH/2, vertStart - visibleRect[0][1]];
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return {
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clockFrequency: clockFrequency,
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@ -218,16 +257,16 @@ void main(void)
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if ((image.naturalWidth != 560) || (image.naturalHeight != 192)) {
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throw `screenData expects an image 560x192; got ${image.naturalWidth}x${image.naturalHeight}`;
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}
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let canvas = document.createElement('canvas');
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let context = canvas.getContext('2d');
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let width = details.imageSize[0];
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let height = details.imageSize[1];
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const canvas = document.createElement('canvas');
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const context = canvas.getContext('2d');
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const width = details.imageSize[0];
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const height = details.imageSize[1];
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canvas.width = width;
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canvas.height = height;
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context.fillStyle = 'rgba(0,0,0,1)';
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context.fillRect(0, 0, width, height);
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context.drawImage(image, details.topLeft80Col[0], details.topLeft80Col[1]);
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// let myData = context.getImageData(0, 0, image.naturalWidth, image.naturalHeight);
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// const myData = context.getImageData(0, 0, image.naturalWidth, image.naturalHeight);
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return canvas;
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};
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const SHADER_NAMES = [
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"COMPOSITE",
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"DISPLAY",
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"RGB",
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];
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const resizeCanvas = (canvas) => {
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// Lookup the size the browser is displaying the canvas.
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let displayWidth = canvas.clientWidth;
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let displayHeight = canvas.clientHeight;
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const displayWidth = canvas.clientWidth;
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const displayHeight = canvas.clientHeight;
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// Check if the canvas is not the same size.
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if (canvas.width != displayWidth ||
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@ -264,15 +304,15 @@ void main(void)
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// Code from:
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// https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
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const createShader = (gl, name, type, source) => {
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let shader = gl.createShader(type);
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (success) {
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return shader;
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}
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let log = gl.getShaderInfoLog(shader);
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const log = gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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throw `unable to compile shader ${name}: \n${log}`;
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};
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@ -280,16 +320,16 @@ void main(void)
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// Code from:
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// https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
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const createProgram = (gl, name, ...shaders) => {
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let program = gl.createProgram();
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const program = gl.createProgram();
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for (let shader of shaders) {
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gl.attachShader(program, shader);
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}
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gl.linkProgram(program);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (success) {
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return program;
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}
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let log = gl.getProgramInfoLog(program);
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const log = gl.getProgramInfoLog(program);
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gl.deleteProgram(program);
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throw `unable to compile program ${name}: \n${log}`;
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};
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@ -302,6 +342,36 @@ void main(void)
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}
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};
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const DisplayConfiguration = class {
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constructor() {
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this.videoDecoder = "CANVAS_RGB";
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this.videoBrightness = 0;
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this.videoContrast = 1;
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this.videoSaturation = 1;
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this.videoHue = 0;
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this.videoCenter = [0,0];
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this.videoSize = [1,1];
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this.videoBandwidth = 14318180;
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this.videoLumaBandwidth = 600000;
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this.videoChromaBandwidth = 2000000;
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this.videoWhiteOnly = false;
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this.displayResolution = [640, 480];
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this.displayPixelDensity = 72;
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this.displayBarrel = 0;
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this.displayScanlineLevel = 0;
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this.displayShadowMaskLevel = 0;
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this.displayShadowMaskDotPitch = 1;
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this.displayShadowMask = "SHADOWMASK_TRIAD";
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this.displayPersistence = 0;
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this.displayCenterLighting = 1;
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this.displayLuminanceGain = 1;
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}
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};
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// Corresponds to OEImage. Contains the data on an NTSC/PAL/whatever
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// image. The `data` field is an ImageData object with the actual
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// image data.
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const ImageInfo = class {
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constructor(sampleRate, blackLevel, whiteLevel, subCarrier, colorBurst,
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phaseAlternation, data) {
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@ -315,13 +385,11 @@ void main(void)
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}
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get width() {
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// TODO(zellyn): implement
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return 100;
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return this.data.width;
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}
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get height() {
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// TODO(zellyn): implement
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return 100;
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return this.data.height;
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}
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};
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this.imageChanged = true;
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}
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set displayConfiguration(displayConfiguration) {
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this.display = displayConfiguration;
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this.configurationChanged = true;
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}
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async initOpenGL() {
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let gl = this.gl;
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const gl = this.gl;
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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@ -359,7 +432,7 @@ void main(void)
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}
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freeOpenGL() {
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let gl = this.gl;
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const gl = this.gl;
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for (let name of TEXTURE_NAMES) {
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gl.deleteTexture(this.textures[name].glTexture);
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@ -379,9 +452,9 @@ void main(void)
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}
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async loadTexture(path, isMipMap, name) {
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let gl = this.gl;
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let texInfo = this.textures[name];
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let image = await loadImage(path);
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const gl = this.gl;
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const texInfo = this.textures[name];
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const image = await loadImage(path);
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gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
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gl.RGBA, gl.UNSIGNED_BYTE, image);
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@ -396,14 +469,15 @@ void main(void)
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loadShaders() {
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this.loadShader("COMPOSITE", COMPOSITE_SHADER);
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this.loadShader("DISPLAY", DISPLAY_SHADER);
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this.loadShader("RGB", RGB_SHADER);
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}
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loadShader(name, source) {
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console.log(`ScreenView.loadShader(${name}): not implemented yet`);
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let glVertexShader = createShader(this.gl, name, this.gl.VERTEX_SHADER, VERTEX_SHADER);
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let glFragmentShader = createShader(this.gl, name, this.gl.FRAGMENT_SHADER, source);
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let glProgram = createProgram(this.gl, name, glVertexShader, glFragmentShader);
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const glVertexShader = createShader(this.gl, name, this.gl.VERTEX_SHADER, VERTEX_SHADER);
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const glFragmentShader = createShader(this.gl, name, this.gl.FRAGMENT_SHADER, source);
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const glProgram = createProgram(this.gl, name, glVertexShader, glFragmentShader);
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this.gl.deleteShader(glVertexShader);
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this.gl.deleteShader(glFragmentShader);
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this.shaders[name] = glProgram;
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@ -418,7 +492,6 @@ void main(void)
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}
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}
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// TODO(zellyn): implement
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vsync() {
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// if viewport size has changed:
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// glViewPort(0, 0, new_width, new_height);
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||||
|
@ -427,27 +500,31 @@ void main(void)
|
|||
this.uploadImage();
|
||||
}
|
||||
|
||||
// if configuration updated:
|
||||
// configureShaders();
|
||||
if (this.configurationChanged) {
|
||||
this.configureShaders();
|
||||
}
|
||||
|
||||
// if image or configuration updated:
|
||||
// renderImage();
|
||||
if (this.imageChanged || this.configurationChanged) {
|
||||
this.renderImage();
|
||||
}
|
||||
|
||||
// if anything updated, or displayPersistence != 0.0
|
||||
// drawDisplayCanvas();
|
||||
if (this.imageChanged || this.configurationChanged ||
|
||||
this.image.displayPersistence != 0) {
|
||||
this.drawDisplayCanvas();
|
||||
}
|
||||
}
|
||||
|
||||
uploadImage() {
|
||||
let image = this.imageInfo;
|
||||
const image = this.imageInfo;
|
||||
|
||||
this.resizeTexture("IMAGE_IN", image.width, image.height);
|
||||
let texInfo = this.textures["IMAGE_IN"];
|
||||
const texInfo = this.textures["IMAGE_IN"];
|
||||
gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
|
||||
let format = gl.XYZZY;
|
||||
gl.texSubImage(gl.TEXTURE_2D, 0,
|
||||
0, 0,
|
||||
image.width, image.height,
|
||||
format, gl.UNSIGNED_BYTE, image.pixels);
|
||||
const format = gl.LUMINANCE;
|
||||
const type = gl.UNSIGNED_BYTE;
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0,
|
||||
0, 0, // xoffset, yoffset
|
||||
format, type, image.data);
|
||||
|
||||
// Update configuration
|
||||
if ((image.sampleRate != this.imageSampleRate) ||
|
||||
|
@ -460,18 +537,18 @@ void main(void)
|
|||
this.imageWhiteLevel = image.whiteLevel;
|
||||
this.imageSubcarrier = image.subcarrier;
|
||||
|
||||
this.isConfigurationUpdated = true;
|
||||
this.configurationChanged = true;
|
||||
}
|
||||
|
||||
// Upload phase info
|
||||
let texHeight = 2**Math.ceil(Math.log2(image.height));
|
||||
let colorBurst = image.colorBurst
|
||||
let phaseAlternation = image.phaseAlternation;
|
||||
const texHeight = 2**Math.ceil(Math.log2(image.height));
|
||||
const colorBurst = image.colorBurst
|
||||
const phaseAlternation = image.phaseAlternation;
|
||||
|
||||
let phaseInfo = new Float32Array(3 * texHeight);
|
||||
const phaseInfo = new Float32Array(3 * texHeight);
|
||||
|
||||
for (let x = 0; x < image.height; x++) {
|
||||
let c = colorBurst[x % colorBurst.length] / 2 / Math.PI;
|
||||
const c = colorBurst[x % colorBurst.length] / 2 / Math.PI;
|
||||
phaseInfo[3 * x + 0] = c - Math.floor(c);
|
||||
phaseInfo[3 * x + 1] = phaseAlternation[x % phaseAlternation.length];
|
||||
}
|
||||
|
@ -482,8 +559,34 @@ void main(void)
|
|||
gl.RGB, gl.FLOAT, phaseInfo);
|
||||
}
|
||||
|
||||
// TODO(zellyn): implement
|
||||
getRenderShader() {
|
||||
switch (this.display.videoDecoder) {
|
||||
case "CANVAS_RGB":
|
||||
case "CANVAS_MONOCHROME":
|
||||
return [this.shaders["RGB"], "RGB"];
|
||||
case "CANVAS_YUV":
|
||||
case "CANVAS_YIQ":
|
||||
case "CANVAS_CXA2025AS":
|
||||
return [this.shaders["COMPOSITE"], "COMPOSITE"];
|
||||
}
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
configureShaders() {
|
||||
const gl = this.gl;
|
||||
|
||||
const [renderShader, renderShaderName] = this.getRenderShader();
|
||||
const displayShader = this.shaders["DISPLAY"];
|
||||
|
||||
if (!renderShader || !displayShader)
|
||||
return;
|
||||
|
||||
const isCompositeShader = (renderShaderName == "RGB");
|
||||
|
||||
// Render shader
|
||||
gl.useProgram(renderShader);
|
||||
|
||||
// TODO(zellyn): implement the rest
|
||||
}
|
||||
|
||||
// TODO(zellyn): implement
|
||||
|
@ -498,8 +601,8 @@ void main(void)
|
|||
// highest power of two width and height. Wouldn't be
|
||||
// necessary with webgl2.
|
||||
resizeTexture(name, width, height) {
|
||||
let gl = this.gl;
|
||||
let texInfo = this.textures[name];
|
||||
const gl = this.gl;
|
||||
const texInfo = this.textures[name];
|
||||
if (!!texInfo) {
|
||||
throw `Cannot find texture named ${name}`;
|
||||
}
|
||||
|
@ -538,9 +641,13 @@ void main(void)
|
|||
},
|
||||
loadImage: loadImage,
|
||||
screenData: screenData,
|
||||
getScreenView: (gl) => new ScreenView(gl),
|
||||
resizeCanvas: resizeCanvas,
|
||||
createShader: createShader,
|
||||
createProgram: createProgram,
|
||||
|
||||
// Classes.
|
||||
ScreenView: ScreenView,
|
||||
DisplayConfiguration: DisplayConfiguration,
|
||||
ImageInfo: ImageInfo,
|
||||
};
|
||||
})();
|
||||
|
|
Loading…
Reference in New Issue