mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-29 12:50:28 +00:00
Corrects sample spacing, and removes a lot of detritus.
This commit is contained in:
parent
25a1f23fc0
commit
7c2c243985
@ -269,115 +269,6 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
|
std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
|
||||||
/* std::string fragment_shader =
|
|
||||||
"#version 150\n"
|
|
||||||
|
|
||||||
"out vec3 fragColour;"
|
|
||||||
"in vec2 textureCoordinate;"
|
|
||||||
"in float compositeAngle;"
|
|
||||||
"in float oneOverCompositeAmplitude;"
|
|
||||||
|
|
||||||
"uniform mat3 lumaChromaToRGB;"
|
|
||||||
"uniform mat3 rgbToLumaChroma;"
|
|
||||||
"uniform usampler2D textureName;"
|
|
||||||
"uniform float phaseOffset;"
|
|
||||||
|
|
||||||
"void main(void) {";
|
|
||||||
|
|
||||||
DisplayType computed_display_type;
|
|
||||||
switch(input_data_type) {
|
|
||||||
case InputDataType::Luminance1:
|
|
||||||
computed_display_type = DisplayType::CompositeMonochrome;
|
|
||||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrr;";
|
|
||||||
|
|
||||||
if(computed_display_type != display_type) {
|
|
||||||
fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Luminance8:
|
|
||||||
computed_display_type = DisplayType::CompositeMonochrome;
|
|
||||||
fragment_shader += "fragColour = vec3(texture(textureName, textureCoordinate).r / 255.0);";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::PhaseLinkedLuminance8:
|
|
||||||
computed_display_type = DisplayType::CompositeMonochrome;
|
|
||||||
fragment_shader +=
|
|
||||||
"uint iPhase = uint((compositeAngle * 2.0 / 3.141592654) + phaseOffset*4.0) & 3u;"
|
|
||||||
"fragColour = vec3(texture(textureName, textureCoordinate)[iPhase] / 255.0);";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Luminance8Phase8:
|
|
||||||
computed_display_type = DisplayType::SVideo;
|
|
||||||
fragment_shader +=
|
|
||||||
"vec2 yc = texture(textureName, textureCoordinate).rg / vec2(255.0);"
|
|
||||||
|
|
||||||
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
|
|
||||||
"float rawChroma = step(yc.y, 0.75) * cos(compositeAngle + phaseOffset);"
|
|
||||||
"fragColour = vec3(yc.x, 0.5 + rawChroma*0.5, 0.0);";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Red1Green1Blue1:
|
|
||||||
computed_display_type = DisplayType::RGB;
|
|
||||||
fragment_shader +=
|
|
||||||
"uint textureValue = texture(textureName, textureCoordinate).r;"
|
|
||||||
"fragColour = uvec3(textureValue) & uvec3(4u, 2u, 1u);";
|
|
||||||
|
|
||||||
if(computed_display_type != display_type) {
|
|
||||||
fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Red2Green2Blue2:
|
|
||||||
computed_display_type = DisplayType::RGB;
|
|
||||||
fragment_shader +=
|
|
||||||
"uint textureValue = texture(textureName, textureCoordinate).r;"
|
|
||||||
"fragColour = vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0;";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Red4Green4Blue4:
|
|
||||||
computed_display_type = DisplayType::RGB;
|
|
||||||
fragment_shader +=
|
|
||||||
"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
|
|
||||||
"fragColour = vec3(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0);";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case InputDataType::Red8Green8Blue8:
|
|
||||||
computed_display_type = DisplayType::RGB;
|
|
||||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
|
|
||||||
break;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
// If the input type is RGB but the output type isn't then
|
|
||||||
// there'll definitely be an RGB to SVideo step.
|
|
||||||
// if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
|
|
||||||
// fragment_shader +=
|
|
||||||
// "vec3 composite_colour = rgbToLumaChroma * fragColour;"
|
|
||||||
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
|
||||||
// "fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
|
|
||||||
// }
|
|
||||||
|
|
||||||
// If the output type is SVideo, throw in an attempt to separate the two chrominance
|
|
||||||
// channels here.
|
|
||||||
// if(display_type == DisplayType::SVideo) {
|
|
||||||
// if(computed_display_type != DisplayType::RGB) {
|
|
||||||
// fragment_shader +=
|
|
||||||
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
|
|
||||||
// }
|
|
||||||
// fragment_shader +=
|
|
||||||
// "vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
|
|
||||||
// "fragColour = vec3(fragColour.x, chroma);";
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Add an SVideo to composite step if necessary.
|
|
||||||
// if(
|
|
||||||
// (display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
|
|
||||||
// computed_display_type != DisplayType::CompositeMonochrome
|
|
||||||
// ) {
|
|
||||||
// fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
|
|
||||||
// }
|
|
||||||
|
|
||||||
|
|
||||||
std::string fragment_shader =
|
std::string fragment_shader =
|
||||||
"#version 150\n"
|
"#version 150\n"
|
||||||
|
|
||||||
@ -527,12 +418,12 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
|||||||
|
|
||||||
case DisplayType::CompositeColour:
|
case DisplayType::CompositeColour:
|
||||||
vertex_shader +=
|
vertex_shader +=
|
||||||
"float centreCoordinate = mix(startClock, endClock, lateral);"
|
"float centreClock = mix(startClock, endClock, lateral);"
|
||||||
"float samplesPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 32.0);"
|
"float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);"
|
||||||
"textureCoordinates[0] = vec2(centreCoordinate - 0.375*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
"textureCoordinates[0] = vec2(centreClock - 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||||
"textureCoordinates[1] = vec2(centreCoordinate - 0.125*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
"textureCoordinates[1] = vec2(centreClock - 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||||
"textureCoordinates[2] = vec2(centreCoordinate + 0.125*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
"textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||||
"textureCoordinates[3] = vec2(centreCoordinate + 0.375*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
|
"textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DisplayType::SVideo:
|
case DisplayType::SVideo:
|
||||||
@ -632,7 +523,7 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
|||||||
"vec2 channels = vec2("
|
"vec2 channels = vec2("
|
||||||
"dot(cos(angles), samples),"
|
"dot(cos(angles), samples),"
|
||||||
"dot(sin(angles), samples)"
|
"dot(sin(angles), samples)"
|
||||||
") / vec2(2.0);"
|
") * vec2(0.25);"
|
||||||
|
|
||||||
// Apply a colour space conversion to get RGB.
|
// Apply a colour space conversion to get RGB.
|
||||||
"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
|
"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
|
||||||
@ -675,149 +566,3 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
|
|||||||
|
|
||||||
return std::unique_ptr<Shader>(shader);
|
return std::unique_ptr<Shader>(shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
|
||||||
//SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
|
|
||||||
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
|
||||||
// return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
|
||||||
// /*
|
|
||||||
// Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
|
|
||||||
// from the original to get chrominance.
|
|
||||||
//
|
|
||||||
// (Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
|
|
||||||
// there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
|
|
||||||
// */
|
|
||||||
// auto shader = std::unique_ptr<Shader>(new Shader(
|
|
||||||
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
|
||||||
// "#version 150\n"
|
|
||||||
//
|
|
||||||
// "in vec2 textureCoordinates[15];"
|
|
||||||
// "in vec2 chromaCoordinates[2];"
|
|
||||||
// "in float compositeAngle;"
|
|
||||||
//
|
|
||||||
//// "uniform vec4 chromaWeights[4];"
|
|
||||||
//// "uniform vec4 lumaWeights[4];"
|
|
||||||
// "uniform sampler2D textureName;"
|
|
||||||
// "uniform mat3 lumaChromaToRGB;"
|
|
||||||
//
|
|
||||||
// "out vec3 fragColour;"
|
|
||||||
// "void main() {"
|
|
||||||
// "vec2 angles = vec2(compositeAngle - 1.570795827, compositeAngle + 1.570795827);"
|
|
||||||
//
|
|
||||||
// "vec2 sines = sin(angles) * vec2(0.5) + vec2(0.5);"
|
|
||||||
// "vec2 coses = cos(angles);"
|
|
||||||
// "float denominator = sines.y * coses.x - sines.x * coses.y;"
|
|
||||||
//
|
|
||||||
// "vec2 samples = vec2(texture(textureName, chromaCoordinates[0]).g, texture(textureName, chromaCoordinates[1]).g);"
|
|
||||||
//
|
|
||||||
// "float channel1 = (samples.x * sines.x - samples.y * sines.y) / denominator;"
|
|
||||||
// "float channel2 = (samples.x * coses.x - samples.y * coses.y) / denominator;"
|
|
||||||
//
|
|
||||||
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).r, channel1, channel2);"
|
|
||||||
// "fragColour = vec3(sines.x + sines.y, 0.0, 0.0);"
|
|
||||||
// //, 0.0);"
|
|
||||||
//
|
|
||||||
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).g, 0.0, 0.0);"
|
|
||||||
//// "fragColour = vec3(0.5);"
|
|
||||||
///* "vec3 samples[15] = vec3[15]("
|
|
||||||
// "texture(textureName, textureCoordinates[0]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[1]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[2]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[3]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[4]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[5]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[6]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[7]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[8]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[9]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[10]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[11]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[12]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[13]).rgb,"
|
|
||||||
// "texture(textureName, textureCoordinates[14]).rgb"
|
|
||||||
// ");"
|
|
||||||
// "vec4 samples0[4] = vec4[4]("
|
|
||||||
// "vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
|
|
||||||
// "vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
|
|
||||||
// "vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
|
|
||||||
// "vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
|
|
||||||
// ");"
|
|
||||||
// "vec4 samples1[4] = vec4[4]("
|
|
||||||
// "vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
|
|
||||||
// "vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
|
|
||||||
// "vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
|
|
||||||
// "vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
|
|
||||||
// ");"
|
|
||||||
// "vec4 samples2[4] = vec4[4]("
|
|
||||||
// "vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
|
|
||||||
// "vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
|
|
||||||
// "vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
|
|
||||||
// "vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
|
|
||||||
// ");"
|
|
||||||
// "float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
|
|
||||||
// "float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
|
|
||||||
// "float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
|
|
||||||
// "vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
|
|
||||||
// "fragColour = lumaChromaToRGB * vec3(channel0, chroma);"*/
|
|
||||||
// "}",
|
|
||||||
// attribute_bindings(ShaderType::ProcessedScan)
|
|
||||||
// ));
|
|
||||||
//
|
|
||||||
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
|
||||||
// const float chroma_offset = 0.25f / cycles_per_expanded_line;
|
|
||||||
// shader->set_uniform("chromaOffset", chroma_offset);
|
|
||||||
//
|
|
||||||
//// auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
|
|
||||||
//// chroma_coefficients.push_back(0.0f);
|
|
||||||
//// shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
|
|
||||||
////
|
|
||||||
//// auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
|
|
||||||
//// luma_coefficients.push_back(0.0f);
|
|
||||||
//// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
|
||||||
//
|
|
||||||
// shader->set_uniform("edgeExpansion", 20);
|
|
||||||
//
|
|
||||||
// return shader;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
|
||||||
// auto shader = std::unique_ptr<Shader>(new Shader(
|
|
||||||
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
|
||||||
// "#version 150\n"
|
|
||||||
//
|
|
||||||
// "in vec2 textureCoordinates[15];"
|
|
||||||
// "in float compositeAngle;"
|
|
||||||
// "in float oneOverCompositeAmplitude;"
|
|
||||||
//
|
|
||||||
// "uniform vec4 lumaWeights[4];"
|
|
||||||
// "uniform sampler2D textureName;"
|
|
||||||
//
|
|
||||||
// "out vec3 fragColour;"
|
|
||||||
// "void main() {"
|
|
||||||
// "vec4 samples[4] = vec4[4]("
|
|
||||||
// "vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
|
|
||||||
// "vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
|
|
||||||
// "vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
|
|
||||||
// "vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
|
|
||||||
// ");"
|
|
||||||
// "float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
|
|
||||||
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
|
||||||
// "vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
|
|
||||||
// "fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
|
|
||||||
// "}",
|
|
||||||
// attribute_bindings(ShaderType::ProcessedScan)
|
|
||||||
// ));
|
|
||||||
//
|
|
||||||
// auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
|
|
||||||
// auto luma_coefficients = luma_low.get_coefficients();
|
|
||||||
// luma_coefficients.push_back(0.0f);
|
|
||||||
// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
|
||||||
//
|
|
||||||
// shader->set_uniform("edgeExpansion", 10);
|
|
||||||
//
|
|
||||||
// return shader;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
|
Loading…
Reference in New Issue
Block a user