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mirror of https://github.com/TomHarte/CLK.git synced 2026-04-26 19:17:52 +00:00

Starts towards a flattening of the intermediate video processing.

Immediate issue: using x position to index into a bitmap sampled at the input data rate doesn't allow for the disconnection between input rate and output speed provided by the flywheels.
This commit is contained in:
Thomas Harte
2019-01-05 18:11:39 -05:00
parent fd0ffc7085
commit 46d756d298
4 changed files with 71 additions and 25 deletions
+38 -9
View File
@@ -90,7 +90,7 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
if(type == ShaderType::InputScan) {
result +=
"out vec2 textureCoordinate;"
"uniform sampler2D textureName;";
"uniform usampler2D textureName;";
} else {
result +=
"out vec2 textureCoordinates[15];"
@@ -240,7 +240,7 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
}
}
std::unique_ptr<Shader> ScanTarget::composition_shader() {
std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
/* std::string fragment_shader =
"#version 150\n"
@@ -350,21 +350,50 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() {
// }
const std::string fragment_shader =
std::string fragment_shader =
"#version 150\n"
"in vec2 textureCoordinate;"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"uniform usampler2D textureName;"
"void main(void) {"
"fragColour = vec4(1.0) - texture(textureName, textureCoordinate);"
"}";
"void main(void) {";
switch(input_data_type) {
case InputDataType::Luminance1:
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr;";
break;
case InputDataType::Luminance8:
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr / vec4(255.0);";
break;
case InputDataType::PhaseLinkedLuminance8:
case InputDataType::Luminance8Phase8:
case InputDataType::Red8Green8Blue8:
fragment_shader += "fragColour = texture(textureName, textureCoordinate) / vec4(255.0);";
break;
case InputDataType::Red1Green1Blue1:
fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr & uvec3(4u, 2u, 1u), 1.0);";
break;
case InputDataType::Red2Green2Blue2:
fragment_shader +=
"uint textureValue = texture(textureName, textureCoordinate).r;"
"fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;";
break;
case InputDataType::Red4Green4Blue4:
fragment_shader +=
"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
break;
}
return std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
fragment_shader,
fragment_shader + "}",
attribute_bindings(ShaderType::InputScan)
));
}