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mirror of https://github.com/TomHarte/CLK.git synced 2024-06-26 10:29:31 +00:00

Brings S-Video inside the group that filters luminance.

Thereby revealing some sort of error in offset selection.
This commit is contained in:
Thomas Harte 2019-02-26 22:27:40 -05:00
parent 68c5474e36
commit 694783efe9

View File

@ -57,7 +57,7 @@ void ScanTarget::set_uniforms(ShaderType type, Shader &target) const {
}
void ScanTarget::set_sampling_window(int output_width, int output_height, Shader &target) {
if(modals_.display_type != DisplayType::CompositeColour && modals_.display_type != DisplayType::SVideo) {
if(modals_.display_type != DisplayType::CompositeColour) {
const float one_pixel_width = float(output_width) * modals_.visible_area.size.width / float(modals_.cycles_per_line);
const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
GLfloat texture_offsets[4];
@ -284,7 +284,8 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"uniform vec2 origin;"
"uniform vec2 size;"
"uniform float textureCoordinateOffsets[4];";
"uniform float textureCoordinateOffsets[4];"
"out vec2 textureCoordinates[4];";
std::string fragment_shader =
"#version 150\n"
@ -292,6 +293,8 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"uniform sampler2D textureName;"
"uniform sampler2D qamTextureName;"
"in vec2 textureCoordinates[4];"
"out vec4 fragColour;";
if(modals_.display_type != DisplayType::RGB) {
@ -309,30 +312,9 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"uniform vec4 compositeAngleOffsets;";
}
switch(modals_.display_type) {
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
vertex_shader += "out vec2 textureCoordinates[4];";
fragment_shader += "in vec2 textureCoordinates[4];";
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;
if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
vertex_shader += "out vec2 qamTextureCoordinates[4];";
fragment_shader += "in vec2 qamTextureCoordinates[4];";
}
// Add the code to generate a proper output position; this applies to all display types.
@ -353,23 +335,12 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
}
switch(modals_.display_type) {
case DisplayType::SVideo:
vertex_shader +=
"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
break;
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
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;
}
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);";
if((modals_.display_type == DisplayType::SVideo) || (modals_.display_type == DisplayType::CompositeColour)) {
vertex_shader +=
@ -398,24 +369,6 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"vec3 fragColour3;";
switch(modals_.display_type) {
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;"
@ -475,6 +428,31 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
");"
"fragColour3 = samples[0]*0.15 + samples[1]*0.35 + samples[2]*0.35 + samples[2]*0.15;";
break;
case DisplayType::SVideo:
fragment_shader +=
// Sample the S-Video stream to obtain luminance.
"vec4 angles = compositeAngle + compositeAngleOffsets;"
"vec4 samples = vec4("
"svideo_sample(textureCoordinates[0], angles.x).x,"
"svideo_sample(textureCoordinates[1], angles.y).x,"
"svideo_sample(textureCoordinates[2], angles.z).x,"
"svideo_sample(textureCoordinates[3], angles.w).x"
");"
"float luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.25));"
// Split and average chrominaxnce.
"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(luminance, channels);";
break;
}
// Apply a brightness adjustment if requested.