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Merge pull request #588 from TomHarte/SeparateChromaBuffer

Reintroduces a separate chrominance buffer
This commit is contained in:
Thomas Harte 2019-02-12 19:52:54 -05:00 committed by GitHub
commit 5d68a5bdd0
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 617 additions and 367 deletions

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@ -28,12 +28,19 @@
#include "../../Analyser/Static/AppleII/Target.hpp"
#include "../../ClockReceiver/ForceInline.hpp"
#include "../../Configurable/StandardOptions.hpp"
#include <algorithm>
#include <array>
#include <memory>
namespace {
namespace AppleII {
std::vector<std::unique_ptr<Configurable::Option>> get_options() {
return Configurable::standard_options(
static_cast<Configurable::StandardOptions>(Configurable::DisplayCompositeMonochrome | Configurable::DisplayCompositeColour)
);
}
#define is_iie() ((model == Analyser::Static::AppleII::Target::Model::IIe) || (model == Analyser::Static::AppleII::Target::Model::EnhancedIIe))
@ -43,6 +50,7 @@ template <Analyser::Static::AppleII::Target::Model model> class ConcreteMachine:
public KeyboardMachine::MappedMachine,
public CPU::MOS6502::BusHandler,
public Inputs::Keyboard,
public Configurable::Device,
public AppleII::Machine,
public Activity::Source,
public JoystickMachine::Machine,
@ -84,7 +92,6 @@ template <Analyser::Static::AppleII::Target::Model model> class ConcreteMachine:
uint8_t ram_[65536], aux_ram_[65536];
std::vector<uint8_t> rom_;
// std::vector<uint8_t> character_rom_;
uint8_t keyboard_input_ = 0x00;
bool key_is_down_ = false;
@ -401,6 +408,11 @@ template <Analyser::Static::AppleII::Target::Model model> class ConcreteMachine:
video_.set_scan_target(scan_target);
}
/// Sets the type of display.
void set_display_type(Outputs::Display::DisplayType display_type) override {
video_.set_display_type(display_type);
}
Outputs::Speaker::Speaker *get_speaker() override {
return &speaker_;
}
@ -804,6 +816,28 @@ template <Analyser::Static::AppleII::Target::Model model> class ConcreteMachine:
string_serialiser_.reset(new Utility::StringSerialiser(string, true));
}
// MARK:: Configuration options.
std::vector<std::unique_ptr<Configurable::Option>> get_options() override {
return AppleII::get_options();
}
void set_selections(const Configurable::SelectionSet &selections_by_option) override {
Configurable::Display display;
if(Configurable::get_display(selections_by_option, display)) {
set_video_signal_configurable(display);
}
}
Configurable::SelectionSet get_accurate_selections() override {
Configurable::SelectionSet selection_set;
Configurable::append_display_selection(selection_set, Configurable::Display::CompositeColour);
return selection_set;
}
Configurable::SelectionSet get_user_friendly_selections() override {
return get_accurate_selections();
}
// MARK: MediaTarget
bool insert_media(const Analyser::Static::Media &media) override {
if(!media.disks.empty()) {

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@ -18,6 +18,9 @@
namespace AppleII {
/// @returns The options available for an Apple II.
std::vector<std::unique_ptr<Configurable::Option>> get_options();
class Machine {
public:
virtual ~Machine();

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@ -42,6 +42,10 @@ void VideoBase::set_scan_target(Outputs::Display::ScanTarget *scan_target) {
crt_.set_scan_target(scan_target);
}
void VideoBase::set_display_type(Outputs::Display::DisplayType display_type) {
crt_.set_display_type(display_type);
}
/*
Rote setters and getters.
*/

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@ -39,6 +39,9 @@ class VideoBase {
/// Sets the scan target.
void set_scan_target(Outputs::Display::ScanTarget *scan_target);
/// Sets the type of output.
void set_display_type(Outputs::Display::DisplayType);
/*
Descriptions for the setters below are taken verbatim from
the Apple IIe Technical Reference. Addresses are the conventional

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@ -132,6 +132,7 @@ std::map<std::string, std::vector<std::unique_ptr<Configurable::Option>>> Machin
std::map<std::string, std::vector<std::unique_ptr<Configurable::Option>>> options;
options.emplace(std::make_pair(LongNameForTargetMachine(Analyser::Machine::AmstradCPC), AmstradCPC::get_options()));
options.emplace(std::make_pair(LongNameForTargetMachine(Analyser::Machine::AppleII), AppleII::get_options()));
options.emplace(std::make_pair(LongNameForTargetMachine(Analyser::Machine::Electron), Electron::get_options()));
options.emplace(std::make_pair(LongNameForTargetMachine(Analyser::Machine::MSX), MSX::get_options()));
options.emplace(std::make_pair(LongNameForTargetMachine(Analyser::Machine::Oric), Oric::get_options()));

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@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.Cocoa.XIB" version="3.0" toolsVersion="14113" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" customObjectInstantitationMethod="direct">
<document type="com.apple.InterfaceBuilder3.Cocoa.XIB" version="3.0" toolsVersion="14460.31" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" customObjectInstantitationMethod="direct">
<dependencies>
<deployment identifier="macosx"/>
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14113"/>
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14460.31"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<objects>
@ -13,37 +13,43 @@
</customObject>
<customObject id="-1" userLabel="First Responder" customClass="FirstResponder"/>
<customObject id="-3" userLabel="Application" customClass="NSObject"/>
<window title="Options" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" hidesOnDeactivate="YES" oneShot="NO" releasedWhenClosed="NO" showsToolbarButton="NO" visibleAtLaunch="NO" frameAutosaveName="" animationBehavior="default" id="ZW7-Bw-4RP" customClass="MachinePanel" customModule="Clock_Signal" customModuleProvider="target">
<window title="Options" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" hidesOnDeactivate="YES" releasedWhenClosed="NO" visibleAtLaunch="NO" frameAutosaveName="" animationBehavior="default" id="ZW7-Bw-4RP" customClass="MachinePanel" customModule="Clock_Signal" customModuleProvider="target">
<windowStyleMask key="styleMask" titled="YES" closable="YES" utility="YES" nonactivatingPanel="YES" HUD="YES"/>
<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
<rect key="contentRect" x="80" y="150" width="200" height="54"/>
<rect key="contentRect" x="80" y="150" width="200" height="61"/>
<rect key="screenRect" x="0.0" y="0.0" width="1440" height="900"/>
<view key="contentView" id="tpZ-0B-QQu">
<rect key="frame" x="0.0" y="0.0" width="200" height="54"/>
<rect key="frame" x="0.0" y="0.0" width="200" height="61"/>
<autoresizingMask key="autoresizingMask"/>
<subviews>
<button translatesAutoresizingMaskIntoConstraints="NO" id="e1J-pw-zGw">
<rect key="frame" x="18" y="18" width="164" height="18"/>
<buttonCell key="cell" type="check" title="Accelerate DOS 3.3" bezelStyle="regularSquare" imagePosition="left" alignment="left" state="on" inset="2" id="tD6-UB-ESB">
<behavior key="behavior" changeContents="YES" doesNotDimImage="YES" lightByContents="YES"/>
<font key="font" metaFont="system"/>
</buttonCell>
<popUpButton verticalHuggingPriority="750" translatesAutoresizingMaskIntoConstraints="NO" id="ex3-VM-58z">
<rect key="frame" x="18" y="17" width="165" height="25"/>
<popUpButtonCell key="cell" type="push" title="Colour" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" state="on" borderStyle="borderAndBezel" tag="1" imageScaling="proportionallyDown" inset="2" selectedItem="gOu-dv-tre" id="u3N-Je-c2L">
<behavior key="behavior" lightByBackground="YES" lightByGray="YES"/>
<font key="font" metaFont="menu"/>
<menu key="menu" id="BUS-Pl-jBm">
<items>
<menuItem title="Colour" state="on" tag="1" id="gOu-dv-tre"/>
<menuItem title="Monochrome" tag="3" id="qhQ-ab-jRo"/>
</items>
</menu>
</popUpButtonCell>
<connections>
<action selector="setFastLoading:" target="ZW7-Bw-4RP" id="JmG-Ks-jSh"/>
<action selector="setDisplayType:" target="ZW7-Bw-4RP" id="f7A-2O-wR8"/>
</connections>
</button>
</popUpButton>
</subviews>
<constraints>
<constraint firstAttribute="bottom" secondItem="e1J-pw-zGw" secondAttribute="bottom" constant="20" id="5ce-DO-a4T"/>
<constraint firstItem="e1J-pw-zGw" firstAttribute="leading" secondItem="tpZ-0B-QQu" secondAttribute="leading" constant="20" id="HSD-3d-Bl7"/>
<constraint firstAttribute="trailing" secondItem="e1J-pw-zGw" secondAttribute="trailing" constant="20" id="Q9M-FH-92N"/>
<constraint firstItem="e1J-pw-zGw" firstAttribute="top" secondItem="tpZ-0B-QQu" secondAttribute="top" constant="20" id="ul9-lf-Y3u"/>
<constraint firstAttribute="bottom" secondItem="ex3-VM-58z" secondAttribute="bottom" constant="20" id="4ZS-q5-TJL"/>
<constraint firstItem="ex3-VM-58z" firstAttribute="leading" secondItem="tpZ-0B-QQu" secondAttribute="leading" constant="20" id="8Pj-Ns-TrJ"/>
<constraint firstAttribute="trailing" secondItem="ex3-VM-58z" secondAttribute="trailing" constant="20" id="QWA-lY-ugz"/>
<constraint firstItem="ex3-VM-58z" firstAttribute="top" secondItem="tpZ-0B-QQu" secondAttribute="top" constant="20" id="szw-WO-3tS"/>
</constraints>
</view>
<connections>
<outlet property="fastLoadingButton" destination="e1J-pw-zGw" id="jj7-OZ-mOH"/>
<outlet property="displayTypeButton" destination="ex3-VM-58z" id="lmZ-aN-lcj"/>
</connections>
<point key="canvasLocation" x="175" y="30"/>
<point key="canvasLocation" x="-161" y="38.5"/>
</window>
</objects>
</document>

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@ -32,6 +32,7 @@ class MachinePanel: NSPanel {
switch tag {
case 1: return .composite
case 2: return .sVideo
case 3: return .monochromeComposite
default: break
}
return .RGB

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@ -24,7 +24,8 @@
typedef NS_ENUM(NSInteger, CSMachineVideoSignal) {
CSMachineVideoSignalComposite,
CSMachineVideoSignalSVideo,
CSMachineVideoSignalRGB
CSMachineVideoSignalRGB,
CSMachineVideoSignalMonochromeComposite
};
typedef NS_ENUM(NSInteger, CSMachineKeyboardInputMode) {

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@ -464,6 +464,7 @@ struct ActivityObserver: public Activity::Observer {
case CSMachineVideoSignalRGB: display = Configurable::Display::RGB; break;
case CSMachineVideoSignalSVideo: display = Configurable::Display::SVideo; break;
case CSMachineVideoSignalComposite: display = Configurable::Display::CompositeColour; break;
case CSMachineVideoSignalMonochromeComposite: display = Configurable::Display::CompositeMonochrome; break;
}
append_display_selection(selection_set, display);
configurable_device->set_selections(selection_set);
@ -486,6 +487,7 @@ struct ActivityObserver: public Activity::Observer {
case CSMachineVideoSignalRGB: option = Configurable::DisplayRGB; break;
case CSMachineVideoSignalSVideo: option = Configurable::DisplaySVideo; break;
case CSMachineVideoSignalComposite: option = Configurable::DisplayCompositeColour; break;
case CSMachineVideoSignalMonochromeComposite: option = Configurable::DisplayCompositeMonochrome; break;
}
std::unique_ptr<Configurable::Option> display_option = std::move(standard_options(option).front());
Configurable::ListOption *display_list_option = dynamic_cast<Configurable::ListOption *>(display_option.get());

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@ -189,7 +189,7 @@ static Analyser::Static::ZX8081::Target::MemoryModel ZX8081MemoryModelFromSize(K
- (NSString *)optionsPanelNibName {
switch(_targets.front()->machine) {
case Analyser::Machine::AmstradCPC: return @"CompositeOptions";
// case Analyser::Machine::AppleII: return @"AppleIIOptions";
case Analyser::Machine::AppleII: return @"AppleIIOptions";
case Analyser::Machine::Atari2600: return @"Atari2600Options";
case Analyser::Machine::Electron: return @"QuickLoadCompositeOptions";
case Analyser::Machine::MasterSystem: return @"CompositeOptions";

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@ -53,7 +53,7 @@ Shader::Shader(const std::string &vertex_shader, const std::string &fragment_sha
GLuint index = 0;
for(const auto &name: binding_names) {
bindings.emplace_back(name, index);
index += 4;
++index;
}
init(vertex_shader, fragment_shader, bindings);
}
@ -68,6 +68,21 @@ void Shader::init(const std::string &vertex_shader, const std::string &fragment_
for(const auto &binding : attribute_bindings) {
glBindAttribLocation(shader_program_, binding.index, binding.name.c_str());
#ifndef NDEBUG
const auto error = glGetError();
switch(error) {
case 0: break;
case GL_INVALID_VALUE:
LOG("GL_INVALID_VALUE when attempting to bind " << binding.name << " to index " << binding.index << " (i.e. index is greater than or equal to GL_MAX_VERTEX_ATTRIBS)");
break;
case GL_INVALID_OPERATION:
LOG("GL_INVALID_OPERATION when attempting to bind " << binding.name << " to index " << binding.index << " (i.e. name begins with gl_)");
break;
default:
LOG("Error " << error << " when attempting to bind " << binding.name << " to index " << binding.index);
break;
}
#endif
}
glLinkProgram(shader_program_);

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@ -50,7 +50,7 @@ public:
Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
@param vertex_shader The vertex shader source code.
@param fragment_shader The fragment shader source code.
@param binding_names A list of attributes to generate bindings for; these will be given indices 0, 4, 8 ... 4(n-1).
@param binding_names A list of attributes to generate bindings for; these will be given indices 0, 1, 2 ... n-1.
*/
Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names);
~Shader();

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@ -23,8 +23,15 @@ constexpr GLenum SourceDataTextureUnit = GL_TEXTURE0;
/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
/// The texture unit that contains a pre-lowpass-filtered but fixed-resolution version of the chroma signal;
/// this is used when processing composite video only, and for chroma information only. Luminance is calculated
/// at the fidelity permitted by the output target, but my efforts to separate, demodulate and filter
/// chrominance during output without either massively sampling or else incurring significant high-frequency
/// noise that sampling reduces into a Moire, have proven to be unsuccessful for the time being.
constexpr GLenum QAMChromaTextureUnit = GL_TEXTURE2;
/// The texture unit that contains the current display.
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE2;
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE3;
#define TextureAddress(x, y) (((y) << 11) | (x))
#define TextureAddressGetY(v) uint16_t((v) >> 11)
@ -299,19 +306,34 @@ void ScanTarget::setup_pipeline() {
write_pointers_.write_area = 0;
}
// Pick a processing width; this will be the minimum necessary not to
// lose any detail when combining the input.
processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
// Prepare to bind line shaders.
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
// Destroy or create a QAM buffer and shader, if appropriate.
const bool needs_qam_buffer = (modals_.display_type == DisplayType::CompositeColour || modals_.display_type == DisplayType::SVideo);
if(needs_qam_buffer) {
if(!qam_chroma_texture_) {
qam_chroma_texture_.reset(new TextureTarget(LineBufferWidth, LineBufferHeight, QAMChromaTextureUnit, GL_NEAREST, false));
}
qam_separation_shader_ = qam_separation_shader();
enable_vertex_attributes(ShaderType::QAMSeparation, *qam_separation_shader_);
set_uniforms(ShaderType::QAMSeparation, *qam_separation_shader_);
qam_separation_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
} else {
qam_chroma_texture_.reset();
qam_separation_shader_.reset();
}
// Establish an output shader.
output_shader_ = conversion_shader();
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
set_uniforms(ShaderType::Conversion, *output_shader_);
output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
output_shader_->set_uniform("qamTextureName", GLint(QAMChromaTextureUnit - GL_TEXTURE0));
// Establish an input shader.
input_shader_ = composition_shader();
@ -484,35 +506,37 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
stencil_is_valid_ = false;
}
// Figure out how many new spans are ostensible ready; use two less than that.
uint16_t new_spans = (submit_pointers.line + LineBufferHeight - read_pointers.line) % LineBufferHeight;
if(new_spans) {
// Bind the accumulation framebuffer.
// Figure out how many new lines are ready.
uint16_t new_lines = (submit_pointers.line + LineBufferHeight - read_pointers.line) % LineBufferHeight;
if(new_lines) {
// Prepare to output lines.
glBindVertexArray(line_vertex_array_);
// Bind the accumulation framebuffer, unless there's going to be QAM work.
if(!qam_separation_shader_) {
accumulation_texture_->bind_framebuffer();
output_shader_->bind();
// Enable blending and stenciling, and ensure spans increment the stencil buffer.
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
}
glStencilFunc(GL_EQUAL, 0, GLuint(~0));
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
// Prepare to output lines.
glBindVertexArray(line_vertex_array_);
output_shader_->bind();
// Prepare to upload data that will consitute lines.
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
// Divide spans by which frame they're in.
uint16_t start_line = read_pointers.line;
while(new_spans) {
while(new_lines) {
uint16_t end_line = start_line+1;
// Find the limit of spans to draw in this cycle.
size_t spans = 1;
size_t lines = 1;
while(end_line != submit_pointers.line && !line_metadata_buffer_[end_line].is_first_in_frame) {
end_line = (end_line + 1) % LineBufferHeight;
++spans;
++lines;
}
// If this is start-of-frame, clear any untouched pixels and flush the stencil buffer
@ -525,11 +549,13 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
// Rebind the program for span output.
glBindVertexArray(line_vertex_array_);
if(!qam_separation_shader_) {
output_shader_->bind();
}
}
// Upload and draw.
const auto buffer_size = spans * sizeof(Line);
// Upload.
const auto buffer_size = lines * sizeof(Line);
if(!end_line || end_line > start_line) {
glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), &line_buffer_[start_line]);
} else {
@ -547,10 +573,28 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
glUnmapBuffer(GL_ARRAY_BUFFER);
}
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(spans));
// Produce colour information, if required.
if(qam_separation_shader_) {
qam_separation_shader_->bind();
qam_chroma_texture_->bind_framebuffer();
glClear(GL_COLOR_BUFFER_BIT); // TODO: this is here as a hint that the old framebuffer doesn't need reloading;
// test whether that's a valid optimisation on desktop OpenGL.
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines));
accumulation_texture_->bind_framebuffer();
output_shader_->bind();
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
}
// Render to the output.
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines));
start_line = end_line;
new_spans -= spans;
new_lines -= lines;
}
// Disable blending and the stencil test again.

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@ -124,6 +124,10 @@ class ScanTarget: public Outputs::Display::ScanTarget {
// application of any necessary conversions — e.g. composite processing.
TextureTarget unprocessed_line_texture_;
// Contains pre-lowpass-filtered chrominance information that is
// part-QAM-demoduled, if dealing with a QAM data source.
std::unique_ptr<TextureTarget> qam_chroma_texture_;
// Scans are accumulated to the accumulation texture; the full-display
// rectangle is used to ensure untouched pixels properly decay.
std::unique_ptr<TextureTarget> accumulation_texture_;
@ -165,7 +169,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
enum class ShaderType {
Composition,
Conversion
Conversion,
QAMSeparation
};
/*!
@ -173,14 +178,16 @@ class ScanTarget: public Outputs::Display::ScanTarget {
globals for shaders of @c type to @c target.
*/
static void enable_vertex_attributes(ShaderType type, Shader &target);
void set_uniforms(ShaderType type, Shader &target);
void set_uniforms(ShaderType type, Shader &target) const;
std::vector<std::string> bindings(ShaderType type) const;
GLsync fence_ = nullptr;
std::atomic_flag is_drawing_;
int processing_width_ = 0;
std::unique_ptr<Shader> input_shader_;
std::unique_ptr<Shader> output_shader_;
std::unique_ptr<Shader> qam_separation_shader_;
/*!
Produces a shader that composes fragment of the input stream to a single buffer,
@ -193,6 +200,14 @@ class ScanTarget: public Outputs::Display::ScanTarget {
output RGB, decoding composite or S-Video as necessary.
*/
std::unique_ptr<Shader> conversion_shader() const;
/*!
Produces a shader that writes separated but not-yet filtered QAM components
from the unprocessed line texture to the QAM chroma texture, at a fixed
size of four samples per colour clock, point sampled.
*/
std::unique_ptr<Shader> qam_separation_shader() const;
std::string sampling_function() const;
};
}

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@ -12,17 +12,46 @@
using namespace Outputs::Display::OpenGL;
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
// MARK: - State setup for compiled shaders.
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) const {
// Slightly over-amping rowHeight here is a cheap way to make sure that lines
// converge even allowing for the fact that they may not be spaced by exactly
// the expected distance. Cf. the stencil-powered logic for making sure all
// pixels are painted only exactly once per field.
switch(type) {
default: break;
case ShaderType::Conversion:
case ShaderType::Composition: break;
default:
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
GLfloat texture_offsets[4];
GLfloat angles[4];
for(int c = 0; c < 4; ++c) {
GLfloat angle = (GLfloat(c) - 1.5f) / 4.0f;
texture_offsets[c] = angle * clocks_per_angle;
angles[c] = GLfloat(angle * 2.0f * M_PI);
}
target.set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets);
target.set_uniform("compositeAngleOffsets", 4, 1, angles);
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
target.set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
target.set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
} break;
case ColourSpace::YUV: {
const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
target.set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
target.set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
} break;
}
break;
}
}
@ -69,16 +98,18 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
1);
break;
case ShaderType::Conversion:
default:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
if(type == ShaderType::Conversion) {
target.enable_vertex_attribute_with_pointer(
prefix + "Point",
2, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(rt_offset_of(end_points[c].x, test_line)),
1);
}
target.enable_vertex_attribute_with_pointer(
prefix + "Clock",
@ -113,6 +144,331 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
#undef rt_offset_of
}
std::vector<std::string> ScanTarget::bindings(ShaderType type) const {
switch(type) {
case ShaderType::Composition: return {
"startDataX",
"startClock",
"endDataX",
"endClock",
"dataY",
"lineY"
};
default: return {
"startPoint",
"endPoint",
"startClock",
"endClock",
"lineY",
"lineCompositeAmplitude",
"startCompositeAngle",
"endCompositeAngle"
};
}
}
// MARK: - Shader code.
std::string ScanTarget::sampling_function() const {
std::string fragment_shader;
if(modals_.display_type == DisplayType::SVideo) {
fragment_shader +=
"vec2 svideo_sample(vec2 coordinate, float angle) {";
} else {
fragment_shader +=
"float composite_sample(vec2 coordinate, float angle) {";
}
const bool is_svideo = modals_.display_type == DisplayType::SVideo;
switch(modals_.input_data_type) {
case InputDataType::Luminance1:
case InputDataType::Luminance8:
// Easy, just copy across.
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0).r, 0.0);" :
"return textureLod(textureName, coordinate, 0).r;";
break;
case InputDataType::PhaseLinkedLuminance8:
fragment_shader +=
"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;";
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0)[iPhase], 0.0);" :
"return textureLod(textureName, coordinate, 0)[iPhase];";
break;
case InputDataType::Luminance8Phase8:
fragment_shader +=
"vec2 yc = textureLod(textureName, coordinate, 0).rg;"
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);";
fragment_shader +=
is_svideo ?
"return vec2(yc.x, rawChroma);" :
"return mix(yc.x, rawChroma, compositeAmplitude);";
break;
case InputDataType::Red1Green1Blue1:
case InputDataType::Red2Green2Blue2:
case InputDataType::Red4Green4Blue4:
case InputDataType::Red8Green8Blue8:
fragment_shader +=
"vec3 colour = rgbToLumaChroma * textureLod(textureName, coordinate, 0).rgb;"
"vec2 quadrature = vec2(cos(angle), sin(angle));";
fragment_shader +=
is_svideo ?
"return vec2(colour.r, dot(quadrature, colour.gb));" :
"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
break;
}
fragment_shader += "}";
return fragment_shader;
}
std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
// Compose a vertex shader. If the display type is RGB, generate just the proper
// geometry position, plus a solitary textureCoordinate.
//
// If the display type is anything other than RGB, also produce composite
// angle and 1/composite amplitude as outputs.
//
// If the display type is composite colour, generate four textureCoordinates,
// spanning a range of -135, -45, +45, +135 degrees.
//
// If the display type is S-Video, generate three textureCoordinates, at
// -45, 0, +45.
std::string vertex_shader =
"#version 150\n"
"uniform vec2 scale;"
"uniform float rowHeight;"
"in vec2 startPoint;"
"in vec2 endPoint;"
"in float startClock;"
"in float startCompositeAngle;"
"in float endClock;"
"in float endCompositeAngle;"
"in float lineY;"
"in float lineCompositeAmplitude;"
"uniform sampler2D textureName;"
"uniform sampler2D qamTextureName;"
"uniform vec2 origin;"
"uniform vec2 size;";
std::string fragment_shader =
"#version 150\n"
"uniform sampler2D textureName;"
"uniform sampler2D qamTextureName;"
"out vec4 fragColour;";
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;"
"uniform float textureCoordinateOffsets[4];"
"uniform float angleOffsets[4];";
fragment_shader +=
"in float compositeAngle;"
"in float compositeAmplitude;"
"in float oneOverCompositeAmplitude;"
"uniform vec4 compositeAngleOffsets;";
}
switch(modals_.display_type){
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
vertex_shader += "out vec2 textureCoordinate;";
fragment_shader += "in vec2 textureCoordinate;";
break;
case DisplayType::SVideo:
vertex_shader +=
"out vec2 textureCoordinate;"
"out vec2 qamTextureCoordinates[4];";
fragment_shader +=
"in vec2 textureCoordinate;"
"in vec2 qamTextureCoordinates[4];";
break;
case DisplayType::CompositeColour:
vertex_shader +=
"out vec2 textureCoordinates[4];"
"out vec2 qamTextureCoordinates[4];";
fragment_shader +=
"in vec2 textureCoordinates[4];"
"in vec2 qamTextureCoordinates[4];";
break;
}
// Add the code to generate a proper output position; this applies to all display types.
vertex_shader +=
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"vec2 centrePoint = mix(startPoint, vec2(endPoint.x, startPoint.y), lateral) / scale;"
"vec2 height = normalize(vec2(endPoint.x, startPoint.y) - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);";
// For everything other than RGB, calculate the two composite outputs.
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
"compositeAmplitude = lineCompositeAmplitude / 255.0;"
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
}
// For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three
// or four depending on the type of decoding to apply.
switch(modals_.display_type) {
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
case DisplayType::SVideo:
vertex_shader +=
"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
break;
case DisplayType::CompositeColour:
vertex_shader +=
"float centreClock = mix(startClock, endClock, lateral);"
"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
break;
}
if((modals_.display_type == DisplayType::SVideo) || (modals_.display_type == DisplayType::CompositeColour)) {
vertex_shader +=
"float centreCompositeAngle = abs(mix(startCompositeAngle, endCompositeAngle, lateral)) * 4.0 / 64.0;"
"qamTextureCoordinates[0] = vec2(centreCompositeAngle - 1.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[1] = vec2(centreCompositeAngle - 0.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[2] = vec2(centreCompositeAngle + 0.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[3] = vec2(centreCompositeAngle + 1.5, lineY + 0.5) / textureSize(textureName, 0);";
}
vertex_shader += "}";
// Compose a fragment shader.
if(modals_.display_type != DisplayType::RGB) {
fragment_shader +=
"uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;";
fragment_shader += sampling_function();
}
fragment_shader +=
"void main(void) {"
"vec3 fragColour3;";
switch(modals_.display_type) {
case DisplayType::RGB:
fragment_shader += "fragColour3 = textureLod(textureName, textureCoordinate, 0).rgb;";
break;
case DisplayType::SVideo:
fragment_shader +=
// Sample the S-Video stream once, to obtain luminance.
"vec2 sample = svideo_sample(textureCoordinate, compositeAngle);"
// Split and average chrominance.
"vec2 chrominances[4] = vec2[4]("
"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
");"
"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
// Apply a colour space conversion to get RGB.
"fragColour3 = lumaChromaToRGB * vec3(sample.r, channels);";
break;
case DisplayType::CompositeColour:
fragment_shader +=
"vec4 angles = compositeAngle + compositeAngleOffsets;"
// Sample four times over, at proper angle offsets.
"vec4 samples = vec4("
"composite_sample(textureCoordinates[0], angles.x),"
"composite_sample(textureCoordinates[1], angles.y),"
"composite_sample(textureCoordinates[2], angles.z),"
"composite_sample(textureCoordinates[3], angles.w)"
");"
// Compute a luminance for use if there's no colour information, now, before
// modifying samples.
"float mono_luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.15));" // TODO: figure out proper coefficients.
// Take the average to calculate luminance, then subtract that from all four samples to
// give chrominance.
"float luminance = dot(samples, vec4(0.25));"
// Split and average chrominance.
"vec2 chrominances[4] = vec2[4]("
"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
");"
"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
// Apply a colour space conversion to get RGB.
"fragColour3 = mix("
"lumaChromaToRGB * vec3(luminance / (1.0 - compositeAmplitude), channels),"
"vec3(mono_luminance),"
"step(oneOverCompositeAmplitude, 0.01)"
");";
break;
case DisplayType::CompositeMonochrome:
fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
break;
}
// Apply a brightness adjustment if requested.
if(fabs(modals_.brightness - 1.0f) > 0.05f) {
fragment_shader += "fragColour3 = fragColour3 * " + std::to_string(modals_.brightness) + ";";
}
// Apply a gamma correction if required.
if(fabs(output_gamma_ - modals_.intended_gamma) > 0.05f) {
const float gamma_ratio = output_gamma_ / modals_.intended_gamma;
fragment_shader += "fragColour3 = pow(fragColour3, vec3(" + std::to_string(gamma_ratio) + "));";
}
fragment_shader +=
"fragColour = vec4(fragColour3, 0.64);"
"}";
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader,
bindings(ShaderType::Conversion)
));
}
std::unique_ptr<Shader> ScanTarget::composition_shader() const {
const std::string vertex_shader =
"#version 150\n"
@ -183,38 +539,18 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() const {
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader + "}",
{
"startDataX",
"startClock",
"endDataX",
"endClock",
"dataY",
"lineY",
}
bindings(ShaderType::Composition)
));
}
std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
// Compose a vertex shader. If the display type is RGB, generate just the proper
// geometry position, plus a solitary textureCoordinate.
//
// If the display type is anything other than RGB, also produce composite
// angle and 1/composite amplitude as outputs.
//
// If the display type is composite colour, generate four textureCoordinates,
// spanning a range of -135, -45, +45, +135 degrees.
//
// If the display type is S-Video, generate three textureCoordinates, at
// -45, 0, +45.
std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
const bool is_svideo = modals_.display_type == DisplayType::SVideo;
// Sets up texture coordinates to run between startClock and endClock, mapping to
// coordinates that correlate with four times the absolute value of the composite angle.
std::string vertex_shader =
"#version 150\n"
"uniform vec2 scale;"
"uniform float rowHeight;"
"in vec2 startPoint;"
"in vec2 endPoint;"
"in float startClock;"
"in float startCompositeAngle;"
"in float endClock;"
@ -224,311 +560,96 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"in float lineCompositeAmplitude;"
"uniform sampler2D textureName;"
"uniform vec2 origin;"
"uniform vec2 size;";
"uniform float textureCoordinateOffsets[4];"
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;";
std::string fragment_shader =
"#version 150\n"
"uniform sampler2D textureName;"
"uniform mat3 rgbToLumaChroma;"
"out vec4 fragColour;";
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;"
"uniform float textureCoordinateOffsets[7];"
"uniform float angleOffsets[4];";
fragment_shader +=
"in float compositeAngle;"
"in float compositeAmplitude;"
"in float oneOverCompositeAmplitude;"
"uniform vec4 compositeAngleOffsets[2];";
}
"out vec4 fragColour;"
"uniform vec4 compositeAngleOffsets;";
switch(modals_.display_type){
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
if(is_svideo) {
vertex_shader += "out vec2 textureCoordinate;";
fragment_shader += "in vec2 textureCoordinate;";
break;
case DisplayType::CompositeColour:
case DisplayType::SVideo:
vertex_shader +=
"out vec2 textureCoordinates[7];";
fragment_shader +=
"in vec2 textureCoordinates[7];";
break;
} else {
vertex_shader += "out vec2 textureCoordinates[4];";
fragment_shader += "in vec2 textureCoordinates[4];";
}
// Add the code to generate a proper output position; this applies to all display types.
vertex_shader +=
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"vec2 centrePoint = mix(startPoint, vec2(endPoint.x, startPoint.y), lateral) / scale;"
"vec2 height = normalize(vec2(endPoint.x, startPoint.y) - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);";
"float centreClock = mix(startClock, endClock, lateral);"
// For everything other than RGB, calculate the two composite outputs.
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
"compositeAngle = mix(startCompositeAngle, endCompositeAngle, lateral) / 64.0;"
"vec2 eyePosition = vec2(abs(compositeAngle) * 4.0, lineY + longitudinal) / vec2(2048.0, 2048.0);"
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
"compositeAngle = compositeAngle * 2.0 * 3.141592654;"
"compositeAmplitude = lineCompositeAmplitude / 255.0;"
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
}
// For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three
// or four depending on the type of decoding to apply.
switch(modals_.display_type){
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
if(is_svideo) {
vertex_shader +=
"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
break;
case DisplayType::CompositeColour:
case DisplayType::SVideo:
"textureCoordinate = vec2(centreClock, lineY + 0.5) / textureSize(textureName, 0);";
} else {
vertex_shader +=
"float centreClock = mix(startClock, endClock, lateral);"
"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[4] = vec2(centreClock + textureCoordinateOffsets[4], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[5] = vec2(centreClock + textureCoordinateOffsets[5], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[6] = vec2(centreClock + textureCoordinateOffsets[6], lineY + 0.5) / textureSize(textureName, 0);";
break;
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
}
vertex_shader += "}";
// Compose a fragment shader.
if(modals_.display_type != DisplayType::RGB) {
fragment_shader +=
"uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;";
sampling_function() +
"void main(void) {";
if(modals_.display_type == DisplayType::SVideo) {
fragment_shader +=
"vec2 svideo_sample(vec2 coordinate, float angle) {";
"fragColour = vec4(svideo_sample(textureCoordinate, compositeAngle).rgg * vec3(1.0, cos(compositeAngle), sin(compositeAngle)), 1.0);";
} else {
fragment_shader +=
"float composite_sample(vec2 coordinate, float angle) {";
}
const bool is_svideo = modals_.display_type == DisplayType::SVideo;
switch(modals_.input_data_type) {
case InputDataType::Luminance1:
case InputDataType::Luminance8:
// Easy, just copy across.
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0).r, 0.0);" :
"return textureLod(textureName, coordinate, 0).r;";
break;
case InputDataType::PhaseLinkedLuminance8:
fragment_shader +=
"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;";
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0)[iPhase], 0.0);" :
"return textureLod(textureName, coordinate, 0)[iPhase];";
break;
case InputDataType::Luminance8Phase8:
fragment_shader +=
"vec2 yc = textureLod(textureName, coordinate, 0).rg;"
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);";
fragment_shader +=
is_svideo ?
"return vec2(yc.x, rawChroma);" :
"return mix(yc.x, rawChroma, compositeAmplitude);";
break;
case InputDataType::Red1Green1Blue1:
case InputDataType::Red2Green2Blue2:
case InputDataType::Red4Green4Blue4:
case InputDataType::Red8Green8Blue8:
fragment_shader +=
"vec3 colour = rgbToLumaChroma * textureLod(textureName, coordinate, 0).rgb;"
"vec2 quadrature = vec2(cos(angle), sin(angle));";
fragment_shader +=
is_svideo ?
"return vec2(colour.r, dot(quadrature, colour.gb));" :
"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
break;
}
fragment_shader += "}";
}
fragment_shader +=
"void main(void) {"
"vec3 fragColour3;";
switch(modals_.display_type) {
case DisplayType::RGB:
fragment_shader += "fragColour3 = textureLod(textureName, textureCoordinate, 0).rgb;";
break;
case DisplayType::SVideo:
fragment_shader +=
// Sample four times over, at proper angle offsets.
"vec2 samples[4] = vec2[4]("
"svideo_sample(textureCoordinates[0], angles[0]),"
"svideo_sample(textureCoordinates[1], angles[1]),"
"svideo_sample(textureCoordinates[2], angles[2]),"
"svideo_sample(textureCoordinates[3], angles[3])"
");"
"vec4 chrominances = vec4("
"samples[0].y,"
"samples[1].y,"
"samples[2].y,"
"samples[3].y"
");"
// Split and average chrominance.
"vec2 channels = vec2("
"dot(cos(angles), chrominances),"
"dot(sin(angles), chrominances)"
") * vec2(0.25);"
// Apply a colour space conversion to get RGB.
"fragColour3 = lumaChromaToRGB * vec3(samples[1].x, channels);";
break;
case DisplayType::CompositeColour:
fragment_shader +=
"vec4 angles[2] = vec4[2]("
"vec4(compositeAngle) + compositeAngleOffsets[0],"
"vec4(compositeAngle) + compositeAngleOffsets[1]"
");"
"vec4 angles = compositeAngle + compositeAngleOffsets;"
// Sample four times over, at proper angle offsets.
"vec4 samples[2] = vec4[2](vec4("
"composite_sample(textureCoordinates[0], angles[0].x),"
"composite_sample(textureCoordinates[1], angles[0].y),"
"composite_sample(textureCoordinates[2], angles[0].z),"
"composite_sample(textureCoordinates[3], angles[0].w)"
"), vec4("
"composite_sample(textureCoordinates[4], angles[1].x),"
"composite_sample(textureCoordinates[5], angles[1].y),"
"composite_sample(textureCoordinates[6], angles[1].z),"
"0.0"
"));"
// Compute a luminance for use if there's no colour information, now, before
// modifying samples.
"float mono_luminance = dot(vec3(samples[0].zw, samples[1].x), vec3(0.15, 0.7, 0.15));"
"vec4 samples = vec4("
"composite_sample(textureCoordinates[0], angles.x),"
"composite_sample(textureCoordinates[1], angles.y),"
"composite_sample(textureCoordinates[2], angles.z),"
"composite_sample(textureCoordinates[3], angles.w)"
");"
// Take the average to calculate luminance, then subtract that from all four samples to
// give chrominance.
"float luminances[4] = float[4]("
"dot(samples[0], vec4(0.25)),"
"dot(vec4(samples[0].yzw, samples[1].x), vec4(0.25)),"
"dot(vec4(samples[0].zw, samples[1].xy), vec4(0.25)),"
"dot(vec4(samples[0].w, samples[1].xyz), vec4(0.25))"
");"
"float luminance = dot(samples, vec4(0.25));"
"float chrominance = (dot(samples.yz, vec2(0.5)) - luminance) * oneOverCompositeAmplitude;"
// Split and average chrominance.
"vec4 chrominances = vec4("
"samples[0].y - luminances[0],"
"samples[0].z - luminances[1],"
"samples[0].w - luminances[2],"
"samples[1].x - luminances[3]"
");"
"vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);"
"vec2 channels = vec2("
"dot(cos(chrominance_angles), chrominances),"
"dot(sin(chrominance_angles), chrominances)"
") * vec2(0.125 * oneOverCompositeAmplitude);"
// Apply a colour space conversion to get RGB.
"fragColour3 = mix("
"lumaChromaToRGB * vec3(luminances[2] / (1.0 - compositeAmplitude), channels),"
"vec3(mono_luminance),"
"step(oneOverCompositeAmplitude, 0.01)"
");";
break;
case DisplayType::CompositeMonochrome:
fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
break;
}
// Apply a brightness adjustment if requested.
if(fabs(modals_.brightness - 1.0f) > 0.05f) {
fragment_shader += "fragColour3 = fragColour3 * " + std::to_string(modals_.brightness) + ";";
}
// Apply a gamma correction if required.
if(fabs(output_gamma_ - modals_.intended_gamma) > 0.05f) {
const float gamma_ratio = output_gamma_ / modals_.intended_gamma;
fragment_shader += "fragColour3 = pow(fragColour3, vec3(" + std::to_string(gamma_ratio) + "));";
}
// Pack that all up and send it on its way.
"fragColour = vec4(luminance, vec2(cos(compositeAngle), sin(compositeAngle)) * chrominance, 1.0);";
};
fragment_shader +=
"fragColour = vec4(fragColour3, 0.64);"
"fragColour = fragColour*0.5 + vec4(0.5);"
"}";
const auto shader = new Shader(
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader,
{
"startPoint",
"endPoint",
"startClock",
"endClock",
"lineY",
"lineCompositeAmplitude",
"startCompositeAngle",
"endCompositeAngle"
}
);
// If this isn't an RGB or composite colour shader, set the proper colour space.
if(modals_.display_type != DisplayType::RGB) {
const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
GLfloat texture_offsets[7];
GLfloat angles[8];
for(int c = 0; c < 7; ++c) {
GLfloat angle = (GLfloat(c) - 3.5f) / 4.0f;
texture_offsets[c] = angle * clocks_per_angle;
angles[c] = GLfloat(angle * 2.0f * M_PI);
}
shader->set_uniform("textureCoordinateOffsets", 1, 7, texture_offsets);
shader->set_uniform("compositeAngleOffsets", 4, 2, angles);
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
} break;
case ColourSpace::YUV: {
const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
} break;
}
}
return std::unique_ptr<Shader>(shader);
bindings(ShaderType::QAMSeparation)
));
}