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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-23 03:32:32 +00:00

Finished consolidation into OutputShader. With its documentation yet to update.

This commit is contained in:
Thomas Harte 2016-04-27 22:41:32 -04:00
parent 496d979aca
commit 8849dc3265
4 changed files with 40 additions and 75 deletions

View File

@ -580,58 +580,6 @@ char *OpenGLOutputBuilder::get_chrominance_filter_fragment_shader()
#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
#pragma mark - Output fragment shaders; RGB and from composite
char *OpenGLOutputBuilder::get_rgb_output_fragment_shader()
{
const char *rgb_shader = _rgb_shader;
if(!_rgb_shader)
{
rgb_shader =
"vec3 rgb_sample(usampler2D sampler, vec2 coordinate, vec2 icoordinate)"
"{"
"return texture(sampler, coordinate).rgb / vec3(255.0);"
"}";
}
char *result = get_output_fragment_shader(rgb_shader, "uniform usampler2D texID;",
"vec3 colour = rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying);");
return result;
}
char *OpenGLOutputBuilder::get_composite_output_fragment_shader()
{
return get_output_fragment_shader("",
"uniform sampler2D texID;",
"vec3 colour = texture(texID, srcCoordinatesVarying).rgb;"
);
}
char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function)
{
char *result;
asprintf(&result,
"#version 150\n"
"in float lateralVarying;"
"in vec2 srcCoordinatesVarying;"
"in vec2 iSrcCoordinatesVarying;"
"out vec4 fragColour;"
"%s\n"
"%s\n"
"void main(void)"
"{"
"\n%s\n"
"fragColour = vec4(colour, 0.5*cos(lateralVarying));"
"}",
header, sampling_function, fragColour_function);
return result;
}
#pragma mark - Program compilation
std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends)
@ -695,24 +643,26 @@ void OpenGLOutputBuilder::prepare_source_vertex_array()
}
}
std::unique_ptr<OpenGL::OutputShader> OpenGLOutputBuilder::prepare_output_shader(char *fragment_shader, bool use_usampler, GLenum source_texture_unit)
{
std::unique_ptr<OpenGL::OutputShader> shader_program;
shader_program = OpenGL::OutputShader::make_shader(fragment_shader, use_usampler);
shader_program->set_source_texture_unit(source_texture_unit);
return shader_program;
}
void OpenGLOutputBuilder::prepare_rgb_output_shader()
{
rgb_shader_program = prepare_output_shader(get_rgb_output_fragment_shader(), true, source_data_texture_unit);
const char *rgb_shader = _rgb_shader;
if(!_rgb_shader)
{
rgb_shader =
"vec3 rgb_sample(usampler2D sampler, vec2 coordinate, vec2 icoordinate)"
"{"
"return texture(sampler, coordinate).rgb / vec3(255.0);"
"}";
}
rgb_shader_program = OpenGL::OutputShader::make_shader(rgb_shader, "rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying)", true);
rgb_shader_program->set_source_texture_unit(source_data_texture_unit);
}
void OpenGLOutputBuilder::prepare_composite_output_shader()
{
composite_output_shader_program = prepare_output_shader(get_composite_output_fragment_shader(), false, filtered_texture_unit);
composite_output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
composite_output_shader_program->set_source_texture_unit(filtered_texture_unit);
}
void OpenGLOutputBuilder::prepare_output_vertex_array()

View File

@ -63,14 +63,6 @@ class OpenGLOutputBuilder {
// transient buffers indicating composite data not yet decoded
uint16_t _composite_src_output_y, _cleared_composite_output_y;
char *get_output_vertex_shader(const char *header);
char *get_rgb_output_vertex_shader();
char *get_composite_output_vertex_shader();
char *get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function);
char *get_rgb_output_fragment_shader();
char *get_composite_output_fragment_shader();
char *get_input_vertex_shader(const char *input_position, const char *header);
char *get_input_fragment_shader();

View File

@ -23,8 +23,10 @@ namespace {
};
}
std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_shader, bool use_usampler)
std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *output_colour, bool use_usampler)
{
const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
char *vertex_shader;
asprintf(&vertex_shader,
"#version 150\n"
@ -54,10 +56,31 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_sha
"vec2 floatingPosition = (position / positionConversion) + lateral * scanNormal;"
"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
"}", use_usampler ? "usampler2D" : "sampler2D");
"}", sampler_type);
char *fragment_shader;
asprintf(&fragment_shader,
"#version 150\n"
"in float lateralVarying;"
"in vec2 srcCoordinatesVarying;"
"in vec2 iSrcCoordinatesVarying;"
"out vec4 fragColour;"
"uniform %s texID;"
"\n%s\n"
"void main(void)"
"{"
"fragColour = vec4(%s, 0.6*cos(lateralVarying));"
"}",
sampler_type, fragment_methods, output_colour);
std::unique_ptr<OutputShader> result = std::unique_ptr<OutputShader>(new OutputShader(vertex_shader, fragment_shader, bindings));
free(vertex_shader);
free(fragment_shader);
result->boundsSizeUniform = result->get_uniform_location("boundsSize");
result->boundsOriginUniform = result->get_uniform_location("boundsOrigin");

View File

@ -43,7 +43,7 @@ public:
@returns an instance of OutputShader.
*/
static std::unique_ptr<OutputShader> make_shader(const char *fragment_shader, bool use_usampler);
static std::unique_ptr<OutputShader> make_shader(const char *fragment_methods, const char *output_colour, bool use_usampler);
using Shader::Shader;
void set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area);