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CLK/Outputs/CRT/Internals/Shaders/OutputShader.cpp

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//
// OutputShader.cpp
// Clock Signal
//
// Created by Thomas Harte on 27/04/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "OutputShader.hpp"
#include <stdlib.h>
#include <math.h>
using namespace OpenGL;
namespace {
const OpenGL::Shader::AttributeBinding bindings[] =
{
{"position", 0},
{"srcCoordinates", 1},
{"lateral", 2},
{nullptr}
};
}
std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler)
{
const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
char *vertex_shader;
asprintf(&vertex_shader,
"#version 150\n"
"in vec2 position;"
"in vec2 srcCoordinates;"
// "in float lateral;"
"uniform vec2 boundsOrigin;"
"uniform vec2 boundsSize;"
"uniform vec2 positionConversion;"
"uniform vec2 scanNormal;"
"uniform %s texID;"
"out float lateralVarying;"
"out vec2 srcCoordinatesVarying;"
"out vec2 iSrcCoordinatesVarying;"
"void main(void)"
"{"
"float laterals[] = float[](0, 0, 1, 0, 1, 1);"
"float lateral = laterals[gl_VertexID %% 6];"
"lateralVarying = lateral - 0.5;"
"ivec2 textureSize = textureSize(texID, 0);"
"iSrcCoordinatesVarying = srcCoordinates;"
"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);"
"vec2 floatingPosition = (position / positionConversion) + lateral * scanNormal;"
"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
"}", sampler_type);
char *fragment_shader;
asprintf(&fragment_shader,
"#version 150\n"
"in float lateralVarying;"
"in vec2 srcCoordinatesVarying;"
"in vec2 iSrcCoordinatesVarying;"
"out vec4 fragColour;"
"uniform %s texID;"
"\n%s\n"
"void main(void)"
"{"
"fragColour = vec4(%s, 0.5*cos(lateralVarying));"
"}",
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sampler_type, fragment_methods, colour_expression);
std::unique_ptr<OutputShader> result = std::unique_ptr<OutputShader>(new OutputShader(vertex_shader, fragment_shader, bindings));
free(vertex_shader);
free(fragment_shader);
result->boundsSizeUniform = result->get_uniform_location("boundsSize");
result->boundsOriginUniform = result->get_uniform_location("boundsOrigin");
result->texIDUniform = result->get_uniform_location("texID");
result->scanNormalUniform = result->get_uniform_location("scanNormal");
result->positionConversionUniform = result->get_uniform_location("positionConversion");
return result;
}
void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area)
{
bind();
GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * visible_area.size.width;
visible_area.origin.x -= bonusWidth * 0.5f * visible_area.size.width;
visible_area.size.width *= outputAspectRatioMultiplier;
glUniform2f(boundsOriginUniform, (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y);
glUniform2f(boundsSizeUniform, (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height);
}
void OutputShader::set_source_texture_unit(GLenum unit)
{
bind();
glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0));
}
void OutputShader::set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
{
bind();
float scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f);
float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
float multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period);
scan_normal[0] *= multiplier;
scan_normal[1] *= multiplier;
glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
glUniform2f(positionConversionUniform, horizontal_scan_period, vertical_scan_period / (unsigned int)vertical_period_divider);
}