mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Cleans up and simplifies shader creation.
This commit is contained in:
parent
2ef6d4327c
commit
7aec5be61a
@ -100,17 +100,6 @@ void ScanTarget::set_modals(Modals modals) {
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is_drawing_.clear();
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// pixels are painted only exactly once per field.
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target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
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target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
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}
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Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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if(allocation_has_failed_) return nullptr;
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@ -157,24 +157,11 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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Line
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};
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/*!
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@returns A string containing GLSL code describing the standard set of
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@c in and @c uniform variables to bind to the relevant struct
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from [...]OpenGL::ScanTarget and a vertex function to provide
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the standard varyings.
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*/
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static std::string glsl_globals(ShaderType type);
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/*!
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*/
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static std::string glsl_default_vertex_shader(ShaderType type);
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/*!
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Calls @c taret.enable_vertex_attribute_with_pointer to attach all
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globals for shaders of @c type to @c target.
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*/
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static void enable_vertex_attributes(ShaderType type, Shader &target);
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static std::vector<Shader::AttributeBinding> attribute_bindings(ShaderType type);
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void set_uniforms(ShaderType type, Shader &target);
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GLsync fence_ = nullptr;
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@ -184,7 +171,16 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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std::unique_ptr<Shader> input_shader_;
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std::unique_ptr<Shader> output_shader_;
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/*!
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Produces a shader that composes fragment of the input stream to a single buffer,
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normalising the data into one of four forms: RGB, 8-bit luminance,
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phase-linked luminance or luminance+phase offset.
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*/
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static std::unique_ptr<Shader> composition_shader(InputDataType input_data_type);
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/*!
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Produces a shader that reads from a composition buffer and converts to host
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output RGB, decoding composite or S-Video as necessary.
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*/
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static std::unique_ptr<Shader> conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space);
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};
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@ -10,166 +10,14 @@
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using namespace Outputs::Display::OpenGL;
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std::string ScanTarget::glsl_globals(ShaderType type) {
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switch(type) {
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan:
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return
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in float startDataX;"
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"in float startCompositeAngle;"
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"in float startClock;"
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"in vec2 endPoint;"
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"in float endDataX;"
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"in float endCompositeAngle;"
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"in float endClock;"
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"in float dataY;"
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"in float lineY;"
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"in float compositeAmplitude;";
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case ShaderType::Line:
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return "";
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}
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}
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std::vector<Shader::AttributeBinding> ScanTarget::attribute_bindings(ShaderType type) {
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switch(type) {
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan:
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return {
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{"startPoint", 0},
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{"startDataX", 1},
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{"startCompositeAngle", 2},
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{"startClock", 3},
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{"endPoint", 4},
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{"endDataX", 5},
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{"endCompositeAngle", 6},
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{"endClock", 7},
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{"dataY", 8},
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{"lineY", 9},
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{"compositeAmplitude", 10},
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};
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case ShaderType::Line:
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return {
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{"startPoint", 0},
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{"endPoint", 1},
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{"startClock", 2},
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{"endClock", 3},
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{"lineY", 4},
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{"lineCompositeAmplitude", 5},
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{"startCompositeAngle", 6},
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{"endCompositeAngle", 7},
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};
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}
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}
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std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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switch(type) {
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan: {
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std::string result;
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if(type == ShaderType::InputScan) {
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result +=
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;";
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} else {
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result +=
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"out vec2 textureCoordinates[15];"
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"out vec2 chromaCoordinates[2];"
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"uniform sampler2D textureName;"
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"uniform float chromaOffset;"
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"uniform float edgeExpansion;";
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}
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result +=
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"out float compositeAngle;"
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"out float oneOverCompositeAmplitude;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / compositeAmplitude, step(0.01, compositeAmplitude));";
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if(type == ShaderType::InputScan) {
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result +=
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);";
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} else {
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result +=
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"vec2 sourcePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + 0.5);"
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"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
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"sourcePosition /= vec2(scale.x, 2048.0);"
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// "vec2 expansion = vec2(edgeExpansion, 0.0) / textureSize(textureName, 0);"
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// "eyePosition = eyePosition + expansion;"
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// "sourcePosition = sourcePosition + expansion;"
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"textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[2] = sourcePosition + vec2(-5.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[3] = sourcePosition + vec2(-4.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[4] = sourcePosition + vec2(-3.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[5] = sourcePosition + vec2(-2.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[6] = sourcePosition + vec2(-1.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[7] = sourcePosition;"
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"textureCoordinates[8] = sourcePosition + vec2(1.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[9] = sourcePosition + vec2(2.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[10] = sourcePosition + vec2(3.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[11] = sourcePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[12] = sourcePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);"
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"chromaCoordinates[0] = sourcePosition + vec2(chromaOffset, 0.0);"
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"chromaCoordinates[1] = sourcePosition - vec2(chromaOffset, 0.0);"
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"eyePosition = eyePosition;";
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}
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return result +
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"}";
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}
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case ShaderType::Line:
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return
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"out vec2 textureCoordinates[4];"
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"out float compositeAngle;"
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"out float oneOverCompositeAmplitude;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinates[0] = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / compositeAmplitude, step(0.01, compositeAmplitude));"
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"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
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"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
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"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}";
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// pixels are painted only exactly once per field.
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target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
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}
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void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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@ -179,24 +27,13 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].x)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "DataX",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "CompositeAngle",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].composite_angle)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "Clock",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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@ -211,18 +48,13 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, data_y)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, line)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"compositeAmplitude",
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1, GL_UNSIGNED_BYTE, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.composite_amplitude)),
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1);
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break;
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case ShaderType::Line:
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@ -269,6 +101,30 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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}
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std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
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const std::string vertex_shader =
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"#version 150\n"
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"in float startDataX;"
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"in float startClock;"
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"in float endDataX;"
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"in float endClock;"
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"in float dataY;"
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"in float lineY;"
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"}";
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std::string fragment_shader =
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"#version 150\n"
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@ -312,15 +168,20 @@ std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_
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}
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
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vertex_shader,
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fragment_shader + "}",
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attribute_bindings(ShaderType::InputScan)
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{
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{"startDataX", 0},
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{"startClock", 1},
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{"endDataX", 2},
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{"endClock", 3},
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{"dataY", 4},
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{"lineY", 5},
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}
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));
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}
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std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space) {
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display_type = DisplayType::CompositeColour; // Just a test.
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// Compose a vertex shader. If the display type is RGB, generate just the proper
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// geometry position, plus a solitary textureCoordinate.
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//
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@ -337,7 +198,6 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in vec2 endPoint;"
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@ -379,14 +239,10 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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break;
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case DisplayType::CompositeColour:
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case DisplayType::SVideo:
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vertex_shader += "out vec2 textureCoordinates[4];";
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fragment_shader += "in vec2 textureCoordinates[4];";
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break;
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case DisplayType::SVideo:
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vertex_shader += "out vec2 textureCoordinates[3];";
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fragment_shader += "in vec2 textureCoordinates[3];";
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break;
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}
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// Add the code to generate a proper output position; this applies to all display types.
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@ -417,6 +273,7 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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break;
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case DisplayType::CompositeColour:
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case DisplayType::SVideo:
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vertex_shader +=
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"float centreClock = mix(startClock, endClock, lateral);"
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"float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);"
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@ -425,10 +282,6 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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"textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
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break;
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case DisplayType::SVideo:
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// TODO
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break;
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}
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vertex_shader += "}";
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@ -443,6 +296,46 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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"uniform mat3 rgbToLumaChroma;";
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}
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if(display_type == DisplayType::SVideo) {
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fragment_shader +=
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return vec2(texture(textureName, coordinate).r, 0.0);";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return vec2(texture(textureName, coordinate)[iPhase], 0.0);";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = texture(textureName, coordinate).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return vec2(yc.x, rawChroma);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return vec2(colour.r, dot(quadrature, colour.gb));";
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break;
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}
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fragment_shader += "}";
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}
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||||
|
||||
if(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) {
|
||||
fragment_shader +=
|
||||
"float composite_sample(vec2 coordinate, float angle) {";
|
||||
@ -466,7 +359,7 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
||||
|
||||
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
|
||||
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
|
||||
"return mix(yc.x, yc.y * rawChroma, compositeAmplitude);";
|
||||
"return mix(yc.x, rawChroma, compositeAmplitude);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red1Green1Blue1:
|
||||
@ -487,25 +380,50 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
||||
"void main(void) {"
|
||||
"vec3 fragColour3;";
|
||||
|
||||
if(display_type == DisplayType::CompositeColour || display_type == DisplayType::SVideo) {
|
||||
fragment_shader +=
|
||||
// Figure out the four composite angles.
|
||||
"vec4 angles = vec4("
|
||||
"compositeAngle - 2.356194490192345,"
|
||||
"compositeAngle - 0.785398163397448,"
|
||||
"compositeAngle + 0.785398163397448,"
|
||||
"compositeAngle + 2.356194490192345"
|
||||
");";
|
||||
}
|
||||
|
||||
switch(display_type) {
|
||||
case DisplayType::RGB:
|
||||
fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;";
|
||||
break;
|
||||
|
||||
case DisplayType::SVideo:
|
||||
// TODO
|
||||
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 +=
|
||||
// Figure out the four composite angles. TODO: make these an input?
|
||||
"vec4 angles = vec4("
|
||||
"compositeAngle - 2.356194490192345,"
|
||||
"compositeAngle - 0.785398163397448,"
|
||||
"compositeAngle + 0.785398163397448,"
|
||||
"compositeAngle + 2.356194490192345"
|
||||
");"
|
||||
|
||||
// Sample four times over, at proper angle offsets.
|
||||
"vec4 samples = vec4("
|
||||
"composite_sample(textureCoordinates[0], angles[0]),"
|
||||
@ -542,7 +460,16 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
||||
const auto shader = new Shader(
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
attribute_bindings(ShaderType::Line)
|
||||
{
|
||||
{"startPoint", 0},
|
||||
{"endPoint", 1},
|
||||
{"startClock", 2},
|
||||
{"endClock", 3},
|
||||
{"lineY", 4},
|
||||
{"lineCompositeAmplitude", 5},
|
||||
{"startCompositeAngle", 6},
|
||||
{"endCompositeAngle", 7},
|
||||
}
|
||||
);
|
||||
|
||||
// If this isn't an RGB or composite colour shader, set the proper colour space.
|
||||
|
Loading…
Reference in New Issue
Block a user