webgl: clean up html; use objects more; start drawDisplayCanvas
This commit is contained in:
parent
1881b62f3a
commit
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111
index.html
111
index.html
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@ -25,31 +25,10 @@
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</head>
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<body>
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<script src="screenEmu.js"></script>
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<script id="vertexShader" type="x-shader/x-vertex">
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// an attribute will receive data from a buffer
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attribute vec4 a_position;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = a_position;
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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// fragment shaders don't have a default precision so we need
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// to pick one. mediump is a good default. It means "medium precision"
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precision mediump float;
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void main() {
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// gl_FragColor is a special variable a fragment shader
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// is responsible for setting
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gl_FragColor = vec4(1, 0, 0.5, 1); // return redish-purple
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}
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</script>
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<div class="wrapper">
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<div class="controls">
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<form>
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<table>
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<tr>
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<td>Decoder</td>
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@ -149,74 +128,22 @@ void main() {
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<td>Luminance Gain</td>
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<td><input type="range" min="1" max="2" step="0.01" value="1" class="slider" id="displayLuminanceGain"></td>
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</tr>
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<tr>
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<td> </td>
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<td></td>
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</tr>
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<tr>
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<td></td>
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<td><input type="reset" value="Reset"></td>
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</tr>
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</table>
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</form>
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</div>
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<div class="screen">
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<canvas id="c"></canvas>
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<canvas id="d" width="755" height="240"></canvas>
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<canvas id="d" width="768" height="576"></canvas>
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</div>
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</div><!-- class="wrapper" -->
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<script>
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"use strict";
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// Initialization
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let canvas = document.getElementById("c");
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let gl = canvas.getContext("webgl");
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let vertexShaderSource = document.getElementById("vertexShader").text;
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let fragmentShaderSource = document.getElementById("fragmentShader").text;
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let vertexShader = screenEmu.createShader(gl, 'vertexShader', gl.VERTEX_SHADER, vertexShaderSource);
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let fragmentShader = screenEmu.createShader(gl, 'fragmentShader', gl.FRAGMENT_SHADER, fragmentShaderSource);
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let program = screenEmu.createProgram(gl, 'program', vertexShader, fragmentShader);
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let positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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let positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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let positions = [
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0, 0,
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0, 0.5,
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0.7, 0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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// Rendering
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screenEmu.resizeCanvas(gl.canvas);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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// Clear the canvas.
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Use our pair of shaders.
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gl.useProgram(program);
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// Turn the attribute on.
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gl.enableVertexAttribArray(positionAttributeLocation);
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// Tell it how to pull the data out.
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// Bind the position buffer.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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let size = 2; // 2 components per iteration
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let type = gl.FLOAT; // the data is 32bit floats
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let normalize = false; // don't normalize the data
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let stride = 0; // 0 = move forward size * sizeof(type) each iteration
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let offset = 0; // start at the beginning of the buffer
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// (Binds current ARRAY_BUFFER attribute.)
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gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);
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// Execute our program!
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let primitiveType = gl.TRIANGLES;
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offset = 0;
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let count = 3;
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gl.drawArrays(primitiveType, offset, count);
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// screenEmu.loadImage("images/airheart-560x192.png").then(image => {
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// let [c, data] = screenEmu.screenData(image, screenEmu.C.NTSC_DETAILS);
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// document.body.appendChild(c);
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@ -230,21 +157,9 @@ void main() {
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let sv = new screenEmu.ScreenView(canvas);
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await sv.initOpenGL();
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const sampleRate = 4 * screenEmu.C.NTSC_DETAILS.fsc;
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const blackLevel = 0;
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const whiteLevel = 1;
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const subCarrier = screenEmu.C.NTSC_DETAILS.fsc;
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const colorBurst = screenEmu.C.NTSC_DETAILS.colorBurst;
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const phaseAlternation = [false];
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let imageInfo = new screenEmu.ImageInfo(
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sampleRate,
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blackLevel,
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whiteLevel,
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subCarrier,
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colorBurst,
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phaseAlternation,
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imageData);
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let imageInfo = new screenEmu.ImageInfo(imageData);
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let displayConfig = new screenEmu.DisplayConfiguration();
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displayConfig.displayResolution = new screenEmu.Size(d.width, d.height);
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sv.image = imageInfo;
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sv.displayConfiguration = displayConfig;
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sv.vsync();
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616
screenEmu.js
616
screenEmu.js
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@ -1,249 +1,8 @@
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"use strict";
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const screenEmu = (function () {
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// From AppleIIVideo.cpp
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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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const CELL_WIDTH = 14;
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const CELL_HEIGHT = 8;
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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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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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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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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 OpenGLCanvas.cpp
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const NTSC_I_CUTOFF = 1300000;
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const NTSC_Q_CUTOFF = 600000;
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const NTSC_IQ_DELTA = NTSC_I_CUTOFF - NTSC_Q_CUTOFF;
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// From AppleIIVideo::updateTiming
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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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const ntscDisplayRect = [[HORIZ_START, VERT_NTSC_START],
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[HORIZ_DISPLAY, VERT_DISPLAY]];
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const ntscVertTotal = NTSC_VTOTAL;
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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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const palDisplayRect = [[HORIZ_START, VERT_PAL_START],
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[HORIZ_DISPLAY, VERT_DISPLAY]];
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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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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = a_position;
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v_texCoord = a_texCoord;
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}
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`;
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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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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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float PI = 3.14159265358979323846264;
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vec3 pixel(in vec2 q)
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{
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vec3 c = texture2D(texture, q).rgb;
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vec2 p = texture2D(phaseInfo, vec2(0, q.y)).rg;
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float phase = 2.0 * PI * (subcarrier * textureSize.x * q.x + p.x);
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return c * vec3(1.0, sin(phase), (1.0 - 2.0 * p.y) * cos(phase));
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}
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vec3 pixels(vec2 q, 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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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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uniform vec2 barrelSize;
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uniform float scanlineLevel;
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uniform sampler2D shadowMask;
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uniform vec2 shadowMaskSize;
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uniform float shadowMaskLevel;
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uniform float centerLighting;
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uniform sampler2D persistence;
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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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float PI = 3.14159265358979323846264;
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void main(void)
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{
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vec2 qc = (v_texCoord - vec2(0.5, 0.5)) * barrelSize;
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vec2 qb = barrel * qc * dot(qc, qc);
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vec2 q = v_texCoord + qb;
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vec3 c = texture2D(texture, q).rgb;
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float scanline = sin(PI * textureSize.y * q.y);
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c *= mix(1.0, scanline * scanline, scanlineLevel);
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vec3 mask = texture2D(shadowMask, (v_texCoord + qb) * shadowMaskSize).rgb;
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c *= mix(vec3(1.0, 1.0, 1.0), mask, shadowMaskLevel);
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vec2 lighting = qc * centerLighting;
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c *= exp(-dot(lighting, lighting));
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c *= luminanceGain;
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vec2 qp = v_texCoord * persistenceSize + persistenceOrigin;
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c = max(c, texture2D(persistence, qp).rgb * persistenceLevel - 0.5 / 256.0);
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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, fsc) {
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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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const frameCycleNum = HORIZ_TOTAL * vertTotal;
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// first displayed column.
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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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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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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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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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const topLeft80Col = [imageLeft - CELL_WIDTH/2, vertStart - visibleRect[0][1]];
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return {
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fsc: fsc,
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clockFrequency: clockFrequency,
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displayRect: displayRect,
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visibleRect: visibleRect,
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vertStart: vertStart,
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vertTotal: vertTotal,
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frameCycleNum: frameCycleNum,
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horizStart: horizStart,
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imageSize: imageSize,
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imageLeft: imageLeft,
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colorBurst: colorBurst,
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cycleNum: cycleNum,
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topLeft: topLeft,
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topLeft80Col: topLeft80Col,
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};
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}
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// Classes
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const Point = class {
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constructor(x, y) {
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@ -261,6 +20,10 @@ void main(void)
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copy() {
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return new Size(this.width, this.height);
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}
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get ratio() {
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return this.width / this.height;
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}
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}
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const Rect = class {
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@ -445,6 +208,256 @@ void main(void)
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}
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}
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// From AppleIIVideo.cpp
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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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const CELL_WIDTH = 14;
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const CELL_HEIGHT = 8;
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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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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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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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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;
|
||||
const PAL_HHALF = (37+10/27) * 1e-6;
|
||||
const PAL_HSTART = PAL_HHALF - PAL_HLENGTH / 2;
|
||||
const PAL_HEND = PAL_HHALF + PAL_HLENGTH / 2;
|
||||
const PAL_VTOTAL = 312;
|
||||
const PAL_VLENGTH = 288;
|
||||
const PAL_VSTART = 21;
|
||||
const PAL_VEND = PAL_VSTART + PAL_VLENGTH;
|
||||
|
||||
// From OpenGLCanvas.cpp
|
||||
const NTSC_I_CUTOFF = 1300000;
|
||||
const NTSC_Q_CUTOFF = 600000;
|
||||
const NTSC_IQ_DELTA = NTSC_I_CUTOFF - NTSC_Q_CUTOFF;
|
||||
|
||||
// From AppleIIVideo::updateTiming
|
||||
const ntscClockFrequency = NTSC_4FSC * HORIZ_TOTAL / 912;
|
||||
const ntscVisibleRect = new Rect(ntscClockFrequency * NTSC_HSTART, NTSC_VSTART,
|
||||
ntscClockFrequency * NTSC_HLENGTH, NTSC_VLENGTH);
|
||||
const ntscDisplayRect = new Rect(HORIZ_START, VERT_NTSC_START,
|
||||
HORIZ_DISPLAY, VERT_DISPLAY);
|
||||
const ntscVertTotal = NTSC_VTOTAL;
|
||||
|
||||
const palClockFrequency = 14250450.0 * HORIZ_TOTAL / 912;
|
||||
const palVisibleRect = new Rect(palClockFrequency * PAL_HSTART, PAL_VSTART,
|
||||
palClockFrequency * PAL_HLENGTH, PAL_VLENGTH);
|
||||
const palDisplayRect = new Rect(HORIZ_START, VERT_PAL_START,
|
||||
HORIZ_DISPLAY, VERT_DISPLAY);
|
||||
const palVertTotal = PAL_VTOTAL;
|
||||
|
||||
const VERTEX_SHADER =`
|
||||
// an attribute will receive data from a buffer
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texCoord;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
// all shaders have a main function
|
||||
void main() {
|
||||
// gl_Position is a special variable a vertex shader
|
||||
// is responsible for setting
|
||||
gl_Position = a_position;
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
||||
`;
|
||||
|
||||
const COMPOSITE_SHADER = `
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform vec2 textureSize;
|
||||
uniform float subcarrier;
|
||||
uniform sampler2D phaseInfo;
|
||||
uniform vec3 c0, c1, c2, c3, c4, c5, c6, c7, c8;
|
||||
uniform mat3 decoderMatrix;
|
||||
uniform vec3 decoderOffset;
|
||||
|
||||
float PI = 3.14159265358979323846264;
|
||||
|
||||
vec3 pixel(in vec2 q)
|
||||
{
|
||||
vec3 c = texture2D(texture, q).rgb;
|
||||
vec2 p = texture2D(phaseInfo, vec2(0, q.y)).rg;
|
||||
float phase = 2.0 * PI * (subcarrier * textureSize.x * q.x + p.x);
|
||||
return c * vec3(1.0, sin(phase), (1.0 - 2.0 * p.y) * cos(phase));
|
||||
}
|
||||
|
||||
vec3 pixels(vec2 q, float i)
|
||||
{
|
||||
return pixel(vec2(q.x + i, q.y)) + pixel(vec2(q.x - i, q.y));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 q = v_texCoord;
|
||||
vec3 c = pixel(q) * c0;
|
||||
c += pixels(q, 1.0 / textureSize.x) * c1;
|
||||
c += pixels(q, 2.0 / textureSize.x) * c2;
|
||||
c += pixels(q, 3.0 / textureSize.x) * c3;
|
||||
c += pixels(q, 4.0 / textureSize.x) * c4;
|
||||
c += pixels(q, 5.0 / textureSize.x) * c5;
|
||||
c += pixels(q, 6.0 / textureSize.x) * c6;
|
||||
c += pixels(q, 7.0 / textureSize.x) * c7;
|
||||
c += pixels(q, 8.0 / textureSize.x) * c8;
|
||||
gl_FragColor = vec4(decoderMatrix * c + decoderOffset, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const DISPLAY_SHADER = `
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform vec2 textureSize;
|
||||
uniform float barrel;
|
||||
uniform vec2 barrelSize;
|
||||
uniform float scanlineLevel;
|
||||
uniform sampler2D shadowMask;
|
||||
uniform vec2 shadowMaskSize;
|
||||
uniform float shadowMaskLevel;
|
||||
uniform float centerLighting;
|
||||
uniform sampler2D persistence;
|
||||
uniform vec2 persistenceSize;
|
||||
uniform vec2 persistenceOrigin;
|
||||
uniform float persistenceLevel;
|
||||
uniform float luminanceGain;
|
||||
|
||||
float PI = 3.14159265358979323846264;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 qc = (v_texCoord - vec2(0.5, 0.5)) * barrelSize;
|
||||
vec2 qb = barrel * qc * dot(qc, qc);
|
||||
vec2 q = v_texCoord + qb;
|
||||
|
||||
vec3 c = texture2D(texture, q).rgb;
|
||||
|
||||
float scanline = sin(PI * textureSize.y * q.y);
|
||||
c *= mix(1.0, scanline * scanline, scanlineLevel);
|
||||
|
||||
vec3 mask = texture2D(shadowMask, (v_texCoord + qb) * shadowMaskSize).rgb;
|
||||
c *= mix(vec3(1.0, 1.0, 1.0), mask, shadowMaskLevel);
|
||||
|
||||
vec2 lighting = qc * centerLighting;
|
||||
c *= exp(-dot(lighting, lighting));
|
||||
|
||||
c *= luminanceGain;
|
||||
|
||||
vec2 qp = v_texCoord * persistenceSize + persistenceOrigin;
|
||||
c = max(c, texture2D(persistence, qp).rgb * persistenceLevel - 0.5 / 256.0);
|
||||
|
||||
gl_FragColor = vec4(c, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const RGB_SHADER = `
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform vec2 textureSize;
|
||||
uniform vec3 c0, c1, c2, c3, c4, c5, c6, c7, c8;
|
||||
uniform mat3 decoderMatrix;
|
||||
uniform vec3 decoderOffset;
|
||||
|
||||
vec3 pixel(vec2 q)
|
||||
{
|
||||
return texture2D(texture, q).rgb;
|
||||
}
|
||||
|
||||
vec3 pixels(in vec2 q, in float i)
|
||||
{
|
||||
return pixel(vec2(q.x + i, q.y)) + pixel(vec2(q.x - i, q.y));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 q = v_texCoord;
|
||||
vec3 c = pixel(q) * c0;
|
||||
c += pixels(q, 1.0 / textureSize.x) * c1;
|
||||
c += pixels(q, 2.0 / textureSize.x) * c2;
|
||||
c += pixels(q, 3.0 / textureSize.x) * c3;
|
||||
c += pixels(q, 4.0 / textureSize.x) * c4;
|
||||
c += pixels(q, 5.0 / textureSize.x) * c5;
|
||||
c += pixels(q, 6.0 / textureSize.x) * c6;
|
||||
c += pixels(q, 7.0 / textureSize.x) * c7;
|
||||
c += pixels(q, 8.0 / textureSize.x) * c8;
|
||||
gl_FragColor = vec4(decoderMatrix * c + decoderOffset, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
function buildTiming(clockFrequency, displayRect, visibleRect, vertTotal, fsc) {
|
||||
const vertStart = displayRect.y;
|
||||
// Total number of CPU cycles per frame: 17030 for NTSC.
|
||||
const frameCycleNum = HORIZ_TOTAL * vertTotal;
|
||||
// first displayed column.
|
||||
const horizStart = Math.floor(displayRect.x);
|
||||
// imageSize is [14 * visible rect width in cells, visible lines]
|
||||
const imageSize = new Size(Math.floor(CELL_WIDTH * visibleRect.width),
|
||||
Math.floor(visibleRect.height));
|
||||
// imageLeft is # of pixels from first visible point to first displayed point.
|
||||
const imageLeft = Math.floor((horizStart-visibleRect.x) * CELL_WIDTH);
|
||||
const colorBurst = [2 * Math.PI * (-33/360 + (imageLeft % 4) / 4)];
|
||||
const cycleNum = frameCycleNum + 16;
|
||||
|
||||
// First pixel that OpenEmulator draws when painting normally.
|
||||
const topLeft = new Point(imageLeft, vertStart - visibleRect.y);
|
||||
// First pixel that OpenEmulator draws when painting 80-column mode.
|
||||
const topLeft80Col = new Point(imageLeft - CELL_WIDTH/2, vertStart - visibleRect.y);
|
||||
|
||||
return {
|
||||
fsc: fsc,
|
||||
clockFrequency: clockFrequency,
|
||||
displayRect: displayRect,
|
||||
visibleRect: visibleRect,
|
||||
vertStart: vertStart,
|
||||
vertTotal: vertTotal,
|
||||
frameCycleNum: frameCycleNum,
|
||||
horizStart: horizStart,
|
||||
imageSize: imageSize,
|
||||
imageLeft: imageLeft,
|
||||
colorBurst: colorBurst,
|
||||
cycleNum: cycleNum,
|
||||
topLeft: topLeft,
|
||||
topLeft80Col: topLeft80Col,
|
||||
};
|
||||
}
|
||||
|
||||
const NTSC_DETAILS = buildTiming(ntscClockFrequency, ntscDisplayRect,
|
||||
ntscVisibleRect, ntscVertTotal, NTSC_FSC);
|
||||
const PAL_DETAILS = buildTiming(palClockFrequency, palDisplayRect,
|
||||
palVisibleRect, palVertTotal, PAL_FSC);
|
||||
|
||||
// https://codereview.stackexchange.com/a/128619
|
||||
const loadImage = path =>
|
||||
new Promise((resolve, reject) => {
|
||||
|
@ -466,13 +479,13 @@ void main(void)
|
|||
}
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
const width = details.imageSize[0];
|
||||
const height = details.imageSize[1];
|
||||
const width = details.imageSize.width;
|
||||
const height = details.imageSize.height;
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
context.fillStyle = 'rgba(0,0,0,1)';
|
||||
context.fillRect(0, 0, width, height);
|
||||
context.drawImage(image, details.topLeft80Col[0], details.topLeft80Col[1]);
|
||||
context.drawImage(image, details.topLeft80Col.x, details.topLeft80Col.y);
|
||||
const imageData = context.getImageData(0, 0, width, height);
|
||||
return [canvas, imageData];
|
||||
};
|
||||
|
@ -579,14 +592,14 @@ void main(void)
|
|||
this.videoContrast = 1;
|
||||
this.videoSaturation = 1;
|
||||
this.videoHue = 0;
|
||||
this.videoCenter = [0,0];
|
||||
this.videoSize = [1,1];
|
||||
this.videoCenter = new Point(0, 0);
|
||||
this.videoSize = new Size(1.05, 1.05);
|
||||
this.videoBandwidth = 6000000; // 14318180;
|
||||
this.videoLumaBandwidth = 2000000; // 600000;
|
||||
this.videoChromaBandwidth = 600000; // 2000000;
|
||||
this.videoWhiteOnly = false;
|
||||
|
||||
this.displayResolution = [640, 480];
|
||||
this.displayResolution = new Size(640, 480);
|
||||
this.displayPixelDensity = 72;
|
||||
this.displayBarrel = 0.05; // 0;
|
||||
this.displayScanlineLevel = 0.05; // 0;
|
||||
|
@ -603,20 +616,21 @@ void main(void)
|
|||
// image. The `data` field is an ImageData object with the actual
|
||||
// image data.
|
||||
const ImageInfo = class {
|
||||
constructor(sampleRate, blackLevel, whiteLevel, subCarrier, colorBurst,
|
||||
phaseAlternation, data) {
|
||||
constructor(data) {
|
||||
if (typeof data != "object") {
|
||||
throw new Error(`want typeof data == 'object'; got '${typeof data}'`);
|
||||
}
|
||||
if (!(data instanceof ImageData)) {
|
||||
throw new Error(`want data instanceof ImageData; got '${data.constructor.name}'`);
|
||||
}
|
||||
this.sampleRate = sampleRate;
|
||||
this.blackLevel = blackLevel;
|
||||
this.whiteLevel = whiteLevel;
|
||||
this.subCarrier = subCarrier;
|
||||
this.colorBurst = colorBurst;
|
||||
this.phaseAlternation = phaseAlternation;
|
||||
|
||||
this.sampleRate = NTSC_4FSC;
|
||||
this.blackLevel = 0;
|
||||
this.whiteLevel = 1;
|
||||
this.interlace = 0;
|
||||
this.subCarrier = NTSC_FSC;
|
||||
this.colorBurst = NTSC_DETAILS.colorBurst;
|
||||
this.phaseAlternation = [false];
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
|
@ -1193,15 +1207,94 @@ void main(void)
|
|||
gl.vertexAttribPointer(texcoordLocation, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
// Copy framebuffer
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures["IMAGE_DECODED"].glTexture);
|
||||
|
||||
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0,
|
||||
x, y, 0, 0,
|
||||
clipSize.width, clipSize.height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawDisplayCanvas() {
|
||||
const gl = this.gl;
|
||||
|
||||
const displayShader = this.shaderEnabled ? this.shaders["DISPLAY"] : false;
|
||||
|
||||
// Clear
|
||||
// TODO(zellyn): uncomment
|
||||
// gl.clearColor(0, 0, 0, 1);
|
||||
// gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
if (this.image.width == 0 || this.image.height == 0) {
|
||||
this.resizeTexture("IMAGE_PERSISTENCE", 0, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Grab common variables
|
||||
const displayResolution = this.display.displayResolution;
|
||||
|
||||
// Vertex rect
|
||||
const vertexRect = new Rect(-1, -1, 2, 2);
|
||||
|
||||
const viewportAspectRatio = this.viewportSize.ratio;
|
||||
const displayAspectRatio = displayResolution.ratio;
|
||||
|
||||
const ratio = viewportAspectRatio / displayAspectRatio;
|
||||
|
||||
if (ratio > 1) {
|
||||
vertexRect.origin.x /= ratio;
|
||||
vertexRect.size.width /= ratio;
|
||||
} else {
|
||||
vertexRect.origin.y *= ratio;
|
||||
vertexRect.size.height *= ratio;
|
||||
}
|
||||
|
||||
// Base texture rect
|
||||
const baseTexRect = new Rect(0, 0, 1, 1);
|
||||
|
||||
// Canvas texture rect
|
||||
const interlaceShift = this.image.interlace / this.image.height;
|
||||
|
||||
const canvasTexLowerLeft = this.getDisplayCanvasTexPoint(
|
||||
new Point(-1, -1 + 2 * interlaceShift));
|
||||
const canvasTexUpperRight = this.getDisplayCanvasTexPoint(
|
||||
new Point(1, 1 + 2 * interlaceShift));
|
||||
|
||||
const canvasTexRect = new Rect(canvasTexLowerLeft.x,
|
||||
canvasTexLowerLeft.y,
|
||||
canvasTexUpperRight.x - canvasTexLowerLeft.x,
|
||||
canvasTexUpperRight.y - canvasTexLowerLeft.y);
|
||||
|
||||
const canvasSize = new Size(0.5 * this.viewportSize.width *
|
||||
vertexRect.size.width,
|
||||
0.5 * this.viewportSize.height *
|
||||
vertexRect.size.height);
|
||||
|
||||
const canvasVideoSize = new Size(canvasSize.width *
|
||||
this.display.videoSize.width,
|
||||
canvasSize.height *
|
||||
this.display.videoSize.height);
|
||||
|
||||
// TODO(zellyn): implement
|
||||
}
|
||||
|
||||
// TODO(zellyn): implement
|
||||
drawDisplayCanvas() {
|
||||
getDisplayCanvasTexPoint(p) {
|
||||
const videoCenter = this.display.videoCenter;
|
||||
const videoSize = this.display.videoSize;
|
||||
|
||||
p = new Point((p.x - 2 * videoCenter.x) / videoSize.width,
|
||||
(p.y - 2 * videoCenter.y) / videoSize.height);
|
||||
|
||||
const imageSize = this.image.size;
|
||||
const texSize = this.textures["IMAGE_IN"].size;
|
||||
|
||||
p.x = (p.x + 1) * 0.5 * imageSize.width / texSize.width;
|
||||
p.y = (p.y + 1) * 0.5 * imageSize.height / texSize.height;
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// Resize the texture with the given name to the next
|
||||
|
@ -1244,10 +1337,8 @@ void main(void)
|
|||
NTSC_I_CUTOFF: NTSC_I_CUTOFF,
|
||||
NTSC_Q_CUTOFF: NTSC_Q_CUTOFF,
|
||||
NTSC_IQ_DELTA: NTSC_IQ_DELTA,
|
||||
NTSC_DETAILS: buildTiming(ntscClockFrequency, ntscDisplayRect,
|
||||
ntscVisibleRect, ntscVertTotal, NTSC_FSC),
|
||||
PAL_DETAILS: buildTiming(palClockFrequency, palDisplayRect,
|
||||
palVisibleRect, palVertTotal, PAL_FSC),
|
||||
NTSC_DETAILS: NTSC_DETAILS,
|
||||
PAL_DETAILS: PAL_DETAILS,
|
||||
},
|
||||
loadImage: loadImage,
|
||||
screenData: screenData,
|
||||
|
@ -1260,5 +1351,6 @@ void main(void)
|
|||
DisplayConfiguration: DisplayConfiguration,
|
||||
ImageInfo: ImageInfo,
|
||||
Vector: Vector,
|
||||
Size: Size,
|
||||
};
|
||||
})();
|
||||
|
|
Loading…
Reference in New Issue