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mirror of https://github.com/TomHarte/CLK.git synced 2024-09-28 09:54:49 +00:00

Establishes attribute bindings to allow multiple shaders to use the same vertex array.

This commit is contained in:
Thomas Harte 2018-11-24 16:06:26 -05:00
parent a66a20f7fe
commit 538c57664f
3 changed files with 63 additions and 24 deletions

View File

@ -103,8 +103,8 @@ ScanTarget::~ScanTarget() {
}
void ScanTarget::set_modals(Modals modals) {
// TODO: consider resizing the write_area_texture_, and setting
// write_area_texture_line_length_ appropriately.
modals.display_type = DisplayType::SVideo;
modals_ = modals;
const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
@ -139,7 +139,8 @@ void ScanTarget::set_modals(Modals modals) {
"void main(void) {"
"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
"}"
"}",
attribute_bindings(ShaderType::Line)
));
glBindVertexArray(line_vertex_array_);
@ -162,11 +163,11 @@ void ScanTarget::set_modals(Modals modals) {
(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit);
}
// Establish an input shader.
input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
// Establish an input shader.
input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
set_uniforms(ShaderType::InputScan, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
@ -185,6 +186,8 @@ void ScanTarget::set_modals(Modals modals) {
}
output_shader_->set_uniform("textureName", texture_unit);
// enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
for(auto shader: input_shaders) {
switch(modals.composite_colour_space) {
@ -615,6 +618,12 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glClear(GL_COLOR_BUFFER_BIT);
// unprocessed_line_texture_.bind_texture();
// unprocessed_line_texture_.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
// pipeline_stages_.front().target.bind_texture();
// pipeline_stages_.front().target.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
accumulation_texture_->bind_texture();
accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);

View File

@ -165,7 +165,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
Calls @c taret.enable_vertex_attribute_with_pointer to attach all
globals for shaders of @c type to @c target.
*/
void enable_vertex_attributes(ShaderType type, Shader &target);
static void enable_vertex_attributes(ShaderType type, Shader &target);
static std::vector<Shader::AttributeBinding> attribute_bindings(ShaderType type);
void set_uniforms(ShaderType type, Shader &target);
GLsync fence_ = nullptr;

View File

@ -60,6 +60,31 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
}
}
std::vector<Shader::AttributeBinding> ScanTarget::attribute_bindings(ShaderType type) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
return {
{"startPoint", 0},
{"startDataX", 1},
{"startCompositeAngle", 2},
{"endPoint", 3},
{"endDataX", 4},
{"endCompositeAngle", 5},
{"dataY", 6},
{"lineY", 7},
{"compositeAmplitude", 8},
};
case ShaderType::Line:
return {
{"startPoint", 0},
{"endPoint", 1},
{"lineY", 2},
};
}
}
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
switch(type) {
case ShaderType::InputScan:
@ -85,25 +110,25 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
if(type == ShaderType::InputScan) {
result +=
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);" // TODO: dataY + 0.5
"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);";
} else {
result +=
"vec2 eyePosition = vec2(mix(startDataX, endDataX, lateral) - 10.0 + lateral*20.0, dataY + longitudinal);"
"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
"textureCoordinates[0] = (eyePosition - vec2(5.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[1] = (eyePosition - vec2(4.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[2] = (eyePosition - vec2(3.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[3] = (eyePosition - vec2(2.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[4] = (eyePosition - vec2(1.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[5] = eyePosition / textureSize(textureName, 0);"
"textureCoordinates[6] = (eyePosition + vec2(1.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[7] = (eyePosition + vec2(2.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[8] = (eyePosition + vec2(3.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[9] = (eyePosition + vec2(4.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[10] = (eyePosition + vec2(5.0, 0.0)) / textureSize(textureName, 0);"
"textureCoordinates[0] = eyePosition + vec2(-5.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[1] = eyePosition + vec2(-4.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[2] = eyePosition + vec2(-3.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[3] = eyePosition + vec2(-2.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[4] = eyePosition + vec2(-1.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[5] = eyePosition;"
"textureCoordinates[6] = eyePosition + vec2(1.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[7] = eyePosition + vec2(2.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[8] = eyePosition + vec2(3.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[9] = eyePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[10] = eyePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);"
"eyePosition = eyePosition / textureSize(textureName, 0);";
"eyePosition = eyePosition;";
}
return result +
@ -130,6 +155,7 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
}
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
target.bind();
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
@ -280,7 +306,8 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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)
));
}
@ -302,11 +329,13 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
"in vec2 textureCoordinates[11];"
"uniform float textureWeights[11];"
"uniform usampler2D textureName;"
"out vec4 fragColour;"
"void main(void) {"
"fragColour = vec4(1.0);"
"}"
"fragColour = texture(textureName, textureCoordinates[5]);"
"}",
attribute_bindings(ShaderType::ProcessedScan)
));
shader->set_uniform("textureWeights", GLint(sizeof(GLfloat)), GLsizei(coefficients.size()), coefficients.data());
return shader;