mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-26 08:49:37 +00:00
There is now a semi-reasonable amount of screen output again.
This commit is contained in:
parent
80e7e5e602
commit
6ab425deda
@ -30,10 +30,10 @@ Machine::Machine() :
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_crt(Outputs::CRT(crt_cycles_per_line, Outputs::CRT::DisplayType::PAL50, 1, 1))
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{
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_crt.set_rgb_sampling_function(
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"vec4 sample(vec2 coordinate)\n"
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"{\n"
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"float texValue = texture(texID, coordinate).r;\n"
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"return vec4( step(4.0/256.0, mod(texValue, 8.0/256.0)), step(2.0/256.0, mod(texValue, 4.0/256.0)), step(1.0/256.0, mod(texValue, 2.0/256.0)), 1.0);\n"
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"vec3 rgb_sample(vec2 coordinate)"
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"{"
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"float texValue = texture(texID, coordinate).r;"
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"return vec3(step(4.0/256.0, mod(texValue, 8.0/256.0)), step(2.0/256.0, mod(texValue, 4.0/256.0)), step(1.0/256.0, mod(texValue, 2.0/256.0)));"
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"}");
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memset(_keyStates, 0, sizeof(_keyStates));
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@ -186,110 +186,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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// self.frameBounds = CGRectMake(0.0, 0.0, 1.0, 1.0);
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}
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/*
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#pragma mark - Frame output
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#if defined(DEBUG)
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- (void)logErrorForObject:(GLuint)object
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{
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GLint isCompiled = 0;
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glGetShaderiv(object, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE)
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{
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GLint logLength;
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glGetShaderiv(object, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetShaderInfoLog(object, logLength, &logLength, log);
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NSLog(@"Compile log:\n%s", log);
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free(log);
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}
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}
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}
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#endif
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- (GLuint)compileShader:(const char *)source type:(GLenum)type
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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#ifdef DEBUG
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[self logErrorForObject:shader];
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#endif
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return shader;
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}
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- (void)setSignalDecoder:(nonnull NSString *)signalDecoder type:(CSCathodeRayViewSignalType)type
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{
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_signalType = type;
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_signalDecoder = [signalDecoder copy];
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OSAtomicIncrement32(&_signalDecoderGeneration);
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}
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- (void)prepareShader
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{
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if(_shaderProgram)
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{
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glDeleteProgram(_shaderProgram);
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glDeleteShader(_vertexShader);
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glDeleteShader(_fragmentShader);
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}
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if(!_signalDecoder)
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return;
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NSString *const vertexShader = [self vertexShaderForType:_signalType];
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NSString *const fragmentShader = [self fragmentShaderForType:_signalType];
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_shaderProgram = glCreateProgram();
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_vertexShader = [self compileShader:[vertexShader UTF8String] type:GL_VERTEX_SHADER];
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_fragmentShader = [self compileShader:_signalDecoder ?
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[[NSString stringWithFormat:fragmentShader, _signalDecoder] UTF8String] :
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[fragmentShader UTF8String]
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type:GL_FRAGMENT_SHADER];
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glAttachShader(_shaderProgram, _vertexShader);
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glAttachShader(_shaderProgram, _fragmentShader);
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glLinkProgram(_shaderProgram);
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#ifdef DEBUG
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// [self logErrorForObject:_shaderProgram];
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#endif
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glUseProgram(_shaderProgram);
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_positionAttribute = glGetAttribLocation(_shaderProgram, "position");
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_textureCoordinatesAttribute = glGetAttribLocation(_shaderProgram, "srcCoordinates");
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_lateralAttribute = glGetAttribLocation(_shaderProgram, "lateral");
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_alphaUniform = glGetUniformLocation(_shaderProgram, "alpha");
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_textureSizeUniform = glGetUniformLocation(_shaderProgram, "textureSize");
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_windowSizeUniform = glGetUniformLocation(_shaderProgram, "windowSize");
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_boundsSizeUniform = glGetUniformLocation(_shaderProgram, "boundsSize");
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_boundsOriginUniform = glGetUniformLocation(_shaderProgram, "boundsOrigin");
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GLint texIDUniform = glGetUniformLocation(_shaderProgram, "texID");
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GLint shadowMaskTexIDUniform = glGetUniformLocation(_shaderProgram, "shadowMaskTexID");
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[self pushSizeUniforms];
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glUniform1i(texIDUniform, 0);
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glUniform1i(shadowMaskTexIDUniform, 1);
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glEnableVertexAttribArray((GLuint)_positionAttribute);
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glEnableVertexAttribArray((GLuint)_textureCoordinatesAttribute);
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glEnableVertexAttribArray((GLuint)_lateralAttribute);
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const GLsizei vertexStride = kCRTSizeOfVertex;
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glVertexAttribPointer((GLuint)_positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
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glVertexAttribPointer((GLuint)_textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
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glVertexAttribPointer((GLuint)_lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
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}*/
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- (void)drawRect:(NSRect)dirtyRect
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{
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[self drawViewOnlyIfDirty:NO];
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@ -294,9 +294,12 @@ class CRT {
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void construct_openGL();
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void destruct_openGL();
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void prepare_shader();
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void push_size_uniforms(unsigned int output_width, unsigned int output_height);
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char *get_vertex_shader();
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char *get_fragment_shader();
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char *get_compound_shader(const char *base, const char *insert);
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};
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}
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@ -31,6 +31,32 @@ struct CRT::OpenGLState {
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GLuint textureName, shadowMaskTextureName;
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CRTSize textureSize;
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GLuint compile_shader(const char *source, GLenum type)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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#if defined(DEBUG)
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GLint isCompiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE)
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{
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GLint logLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetShaderInfoLog(shader, logLength, &logLength, log);
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printf("Compile log:\n%s\n", log);
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free(log);
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}
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}
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#endif
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return shader;
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}
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};
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static GLenum formatForDepth(unsigned int depth)
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@ -86,8 +112,12 @@ void CRT::draw_frame(int output_width, int output_height, bool only_if_dirty)
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glBindVertexArray(_openGL_state->vertexArray);
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glGenBuffers(1, &_openGL_state->arrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
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prepare_shader();
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}
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push_size_uniforms(output_width, output_height);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_current_frame->number_of_vertices * _current_frame->size_per_vertex), _current_frame->vertices, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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@ -112,6 +142,28 @@ void CRT::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void CRT::push_size_uniforms(unsigned int output_width, unsigned int output_height)
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{
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if(_openGL_state->windowSizeUniform >= 0)
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{
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glUniform2f(_openGL_state->windowSizeUniform, output_width, output_height);
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}
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// GLfloat outputAspectRatioMultiplier = 1.0;//(viewSize.x / viewSize.y) / (4.0 / 3.0);
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// _aspectRatioCorrectedBounds = _frameBounds;
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// CGFloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _frameBounds.size.width;
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// _aspectRatioCorrectedBounds.origin.x -= bonusWidth * 0.5f * _aspectRatioCorrectedBounds.size.width;
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// _aspectRatioCorrectedBounds.size.width *= outputAspectRatioMultiplier;
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if(_openGL_state->boundsOriginUniform >= 0)
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glUniform2f(_openGL_state->boundsOriginUniform, 0.0, 0.0); //(GLfloat)_aspectRatioCorrectedBounds.origin.x, (GLfloat)_aspectRatioCorrectedBounds.origin.y);
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if(_openGL_state->boundsSizeUniform >= 0)
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glUniform2f(_openGL_state->boundsSizeUniform, 1.0, 1.0);//(GLfloat)_aspectRatioCorrectedBounds.size.width, (GLfloat)_aspectRatioCorrectedBounds.size.height);
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}
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void CRT::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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@ -128,140 +180,156 @@ char *CRT::get_vertex_shader()
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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const char *const ntscVertexShaderGlobals =
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"out vec2 srcCoordinatesVarying[4];\n"
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"out float phase;\n";
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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const char *const ntscVertexShaderBody =
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"phase = srcCoordinates.x * 6.283185308;\n"
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"\n"
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"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// const char *const rgbVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[5];\n";
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// const char *const rgbVertexShaderBody =
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// "srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
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const char *const vertexShader =
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return strdup(
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"#version 150\n"
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"\n"
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"in vec2 position;\n"
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"in vec2 srcCoordinates;\n"
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"in float lateral;\n"
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"\n"
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"uniform vec2 boundsOrigin;\n"
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"uniform vec2 boundsSize;\n"
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"\n"
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"out float lateralVarying;\n"
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"out vec2 shadowMaskCoordinates;\n"
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"\n"
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"uniform vec2 textureSize;\n"
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"\n"
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"const float shadowMaskMultiple = 600;\n"
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"\n"
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"%@\n"
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"void main (void)\n"
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"{\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"\n"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
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"\n"
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"%@\n"
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"\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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"in float lateral;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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"out float lateralVarying;"
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"out vec2 shadowMaskCoordinates;"
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"uniform vec2 textureSize;"
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"const float shadowMaskMultiple = 600;"
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"out vec2 srcCoordinatesVarying;"
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"void main(void)"
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"{"
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"lateralVarying = lateral + 1.0707963267949;"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
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"}\n";
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return nullptr;
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// + mappedPosition.x / 131.0
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// switch(_signalType)
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// {
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// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
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// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
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// }
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
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"}");
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}
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char *CRT::get_fragment_shader()
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{
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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// const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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const char *const fragmentShader =
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"#version 150\n"
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"\n"
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"in float lateralVarying;\n"
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"in vec2 shadowMaskCoordinates;\n"
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"out vec4 fragColour;\n"
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"\n"
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"uniform sampler2D texID;\n"
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"uniform sampler2D shadowMaskTexID;\n"
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"uniform float alpha;\n"
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"\n"
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"%@\n"
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"%@\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"%@\n"
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"}\n";
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// const char *const ntscFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[4];\n"
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// "in float phase;\n"
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// "\n"
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// "// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
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// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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const char *const ntscFragmentShaderGlobals =
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"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"\n"
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"// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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const char *const ntscFragmentShaderBody =
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"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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"vec4 samples = vec4("
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" sample(srcCoordinatesVarying[0], angles.x),"
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" sample(srcCoordinatesVarying[1], angles.y),"
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" sample(srcCoordinatesVarying[2], angles.z),"
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" sample(srcCoordinatesVarying[3], angles.w)"
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");\n"
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"\n"
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"float y = dot(vec4(0.25), samples);\n"
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"samples -= vec4(y);\n"
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"\n"
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"float i = dot(cos(angles), samples);\n"
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"float q = dot(sin(angles), samples);\n"
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"\n"
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"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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// const char *const rgbFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
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// const char *const rgbFragmentShaderBody =
|
||||
// "fragColour = sample(srcCoordinatesVarying[2]);";
|
||||
// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
|
||||
// (sample(srcCoordinatesVarying[1]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[2]) * 0.6) + \
|
||||
// (sample(srcCoordinatesVarying[3]) * 0.3) + \
|
||||
// (sample(srcCoordinatesVarying[4]) * -0.1);";
|
||||
// const char *const ntscFragmentShaderBody =
|
||||
// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
|
||||
// "vec4 samples = vec4("
|
||||
// " sample(srcCoordinatesVarying[0], angles.x),"
|
||||
// " sample(srcCoordinatesVarying[1], angles.y),"
|
||||
// " sample(srcCoordinatesVarying[2], angles.z),"
|
||||
// " sample(srcCoordinatesVarying[3], angles.w)"
|
||||
// ");\n"
|
||||
// "\n"
|
||||
// "float y = dot(vec4(0.25), samples);\n"
|
||||
// "samples -= vec4(y);\n"
|
||||
// "\n"
|
||||
// "float i = dot(cos(angles), samples);\n"
|
||||
// "float q = dot(sin(angles), samples);\n"
|
||||
// "\n"
|
||||
// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
|
||||
|
||||
// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
|
||||
|
||||
return nullptr;
|
||||
return get_compound_shader(
|
||||
"#version 150\n"
|
||||
|
||||
// switch(_signalType)
|
||||
// {
|
||||
// case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
|
||||
// case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
|
||||
// }
|
||||
"in float lateralVarying;"
|
||||
"in vec2 shadowMaskCoordinates;"
|
||||
"out vec4 fragColour;"
|
||||
|
||||
"uniform sampler2D texID;"
|
||||
"uniform sampler2D shadowMaskTexID;"
|
||||
"uniform float alpha;"
|
||||
|
||||
"in vec2 srcCoordinatesVarying;"
|
||||
"in float phase;\n"
|
||||
"%s\n"
|
||||
|
||||
"void main(void)"
|
||||
"{"
|
||||
"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, 1.0);"
|
||||
"}"
|
||||
, _rgb_shader);
|
||||
}
|
||||
|
||||
char *CRT::get_compound_shader(const char *base, const char *insert)
|
||||
{
|
||||
size_t totalLength = strlen(base) + strlen(insert) + 1;
|
||||
char *text = new char[totalLength];
|
||||
snprintf(text, totalLength, base, insert);
|
||||
return text;
|
||||
}
|
||||
|
||||
void CRT::prepare_shader()
|
||||
{
|
||||
char *vertex_shader = get_vertex_shader();
|
||||
char *fragment_shader = get_fragment_shader();
|
||||
|
||||
_openGL_state->shaderProgram = glCreateProgram();
|
||||
_openGL_state->vertexShader = _openGL_state->compile_shader(vertex_shader, GL_VERTEX_SHADER);
|
||||
_openGL_state->fragmentShader = _openGL_state->compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
|
||||
|
||||
delete vertex_shader;
|
||||
delete fragment_shader;
|
||||
|
||||
glAttachShader(_openGL_state->shaderProgram, _openGL_state->vertexShader);
|
||||
glAttachShader(_openGL_state->shaderProgram, _openGL_state->fragmentShader);
|
||||
glLinkProgram(_openGL_state->shaderProgram);
|
||||
|
||||
glUseProgram(_openGL_state->shaderProgram);
|
||||
|
||||
_openGL_state->positionAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "position");
|
||||
_openGL_state->textureCoordinatesAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "srcCoordinates");
|
||||
_openGL_state->lateralAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "lateral");
|
||||
_openGL_state->alphaUniform = glGetUniformLocation(_openGL_state->shaderProgram, "alpha");
|
||||
_openGL_state->textureSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "textureSize");
|
||||
_openGL_state->windowSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "windowSize");
|
||||
_openGL_state->boundsSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "boundsSize");
|
||||
_openGL_state->boundsOriginUniform = glGetUniformLocation(_openGL_state->shaderProgram, "boundsOrigin");
|
||||
|
||||
GLint texIDUniform = glGetUniformLocation(_openGL_state->shaderProgram, "texID");
|
||||
GLint shadowMaskTexIDUniform = glGetUniformLocation(_openGL_state->shaderProgram, "shadowMaskTexID");
|
||||
|
||||
// [self pushSizeUniforms];
|
||||
|
||||
glUniform1i(texIDUniform, 0);
|
||||
glUniform1i(shadowMaskTexIDUniform, 1);
|
||||
|
||||
glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute);
|
||||
glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute);
|
||||
glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute);
|
||||
|
||||
const GLsizei vertexStride = kCRTSizeOfVertex;
|
||||
glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
|
||||
glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
|
||||
glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user