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https://github.com/TomHarte/CLK.git
synced 2024-11-26 08:49:37 +00:00
Formalises naming of shader inputs and related guarantees.
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90c4e3726f
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@ -306,10 +306,26 @@ void OpenGLOutputBuilder::prepare_source_vertex_array() {
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glBindVertexArray(source_vertex_array_);
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array_builder.bind_input();
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
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using Shader = OpenGL::IntermediateShader;
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composite_input_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::InputStart),
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2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize,
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(void *)SourceVertexOffsetOfInputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::OutputStart),
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2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize,
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(void *)SourceVertexOffsetOfOutputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::Ends),
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2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize,
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(void *)SourceVertexOffsetOfEnds, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::PhaseTimeAndAmplitude),
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3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize,
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(void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
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}
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}
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@ -324,8 +340,17 @@ void OpenGLOutputBuilder::prepare_output_vertex_array() {
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if(output_shader_program_) {
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glBindVertexArray(output_vertex_array_);
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array_builder.bind_output();
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output_shader_program_->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
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output_shader_program_->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
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using Shader = OpenGL::OutputShader;
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output_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::Horizontal),
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2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize,
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(void *)OutputVertexOffsetOfHorizontal, 1);
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output_shader_program_->enable_vertex_attribute_with_pointer(
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Shader::get_input_name(Shader::Input::Vertical),
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2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize,
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(void *)OutputVertexOffsetOfVertical, 1);
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}
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}
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@ -15,14 +15,13 @@
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using namespace OpenGL;
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namespace {
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const OpenGL::Shader::AttributeBinding bindings[] = {
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{"inputStart", 0},
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{"outputStart", 1},
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{"ends", 2},
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{"phaseTimeAndAmplitude", 3},
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{nullptr, 0}
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};
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std::string IntermediateShader::get_input_name(Input input) {
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switch(input) {
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case Input::InputStart: return "inputStart";
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case Input::OutputStart: return "outputStart";
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case Input::Ends: return "ends";
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case Input::PhaseTimeAndAmplitude: return "phaseTimeAndAmplitude";
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}
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition) {
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@ -30,10 +29,10 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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vertex_shader <<
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"#version 150\n"
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"in vec2 inputStart;"
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"in vec2 outputStart;"
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"in vec2 ends;"
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"in vec3 phaseTimeAndAmplitude;"
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"in vec2 " << get_input_name(Input::InputStart) << ";"
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"in vec2 " << get_input_name(Input::OutputStart) << ";"
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"in vec2 " << get_input_name(Input::Ends) << ";"
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"in vec3 " << get_input_name(Input::PhaseTimeAndAmplitude) << ";"
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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@ -102,7 +101,12 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}";
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return std::unique_ptr<IntermediateShader>(new IntermediateShader(vertex_shader.str(), fragment_shader, bindings));
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return std::unique_ptr<IntermediateShader>(new IntermediateShader(vertex_shader.str(), fragment_shader, {
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{get_input_name(Input::InputStart), 0},
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{get_input_name(Input::OutputStart), 1},
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{get_input_name(Input::Ends), 2},
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{get_input_name(Input::PhaseTimeAndAmplitude), 3}
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}));
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader) {
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@ -20,6 +20,27 @@ class IntermediateShader: public Shader {
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public:
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using Shader::Shader;
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enum class Input {
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/// Contains the 2d start position of this run's input data.
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InputStart,
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/// Contains the 2d start position of this run's output position.
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OutputStart,
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/// A 2d vector comprised of (the final x position for input, the final x position for output).
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Ends,
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/// A 3d vector recording the colour subcarrier's (phase, time, amplitude) at the start of this span of data.
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PhaseTimeAndAmplitude
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};
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/*!
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Obtains the name of a designated input. Designated inputs are guaranteed to have the same attribute location
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across multiple instances of IntermediateShader. So binding a vertex array to these inputs for any instance of
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IntermediateShader allows that array to work with all instances of IntermediateShader.
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@param input The input to query.
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@returns The name used in this shader's source for the nominated input.
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*/
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static std::string get_input_name(Input input);
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to single-channel composite values using @c composite_shader if supplied
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@ -13,12 +13,11 @@
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using namespace OpenGL;
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namespace {
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const OpenGL::Shader::AttributeBinding bindings[] = {
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{"position", 0},
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{"srcCoordinates", 1},
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{nullptr, 0}
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};
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std::string OutputShader::get_input_name(Input input) {
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switch(input) {
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case Input::Horizontal: return "horizontal";
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case Input::Vertical: return "vertical";
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}
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}
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std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler) {
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@ -28,8 +27,8 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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vertex_shader <<
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"#version 150\n"
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"in vec2 horizontal;"
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"in vec2 vertical;"
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"in vec2 " << get_input_name(Input::Horizontal) << ";"
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"in vec2 " << get_input_name(Input::Vertical) << ";"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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@ -83,7 +82,10 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"fragColour = vec4(pow(" << colour_expression << ", vec3(gamma)), 0.5);"//*cos(lateralVarying)
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"}";
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return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), bindings));
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return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), {
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{get_input_name(Input::Horizontal), 0},
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{get_input_name(Input::Vertical), 1}
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}));
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}
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void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area) {
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@ -17,6 +17,23 @@ namespace OpenGL {
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class OutputShader: public Shader {
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public:
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enum class Input {
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/// A 2d vector; the first element is the horizontal start of this scan, the second element is the end.
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Horizontal,
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/// A 2d vector; the first element is the vertical start of this scan, the second element is the end.
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Vertical
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};
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/*!
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Obtains the name of a designated input. Designated inputs are guaranteed to have the same attribute location
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across multiple instances of OutputShader. So binding a vertex array to these inputs for any instance of
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OutputShader allows that array to work with all instances of OutputShader.
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@param input The input to query.
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@returns The name used in this shader's source for the nominated input.
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*/
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static std::string get_input_name(Input input);
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/*!
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Constructs and returns an instance of OutputShader. OutputShaders are intended to read source data
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from a texture and draw a single raster scan containing that data as output.
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@ -43,7 +43,7 @@ GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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return shader;
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}
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const AttributeBinding *attribute_bindings) {
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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shader_program_ = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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@ -51,11 +51,8 @@ Shader::Shader(const std::string &vertex_shader, const std::string &fragment_sha
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glAttachShader(shader_program_, vertex);
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glAttachShader(shader_program_, fragment);
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if(attribute_bindings) {
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while(attribute_bindings->name) {
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glBindAttribLocation(shader_program_, attribute_bindings->index, attribute_bindings->name);
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attribute_bindings++;
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}
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for(auto &binding : attribute_bindings) {
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glBindAttribLocation(shader_program_, binding.index, binding.name.c_str());
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}
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glLinkProgram(shader_program_);
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@ -95,15 +92,15 @@ void Shader::unbind() {
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glUseProgram(0);
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}
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GLint Shader::get_attrib_location(const GLchar *name) {
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return glGetAttribLocation(shader_program_, name);
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GLint Shader::get_attrib_location(const std::string &name) {
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return glGetAttribLocation(shader_program_, name.c_str());
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}
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GLint Shader::get_uniform_location(const GLchar *name) {
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return glGetUniformLocation(shader_program_, name);
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GLint Shader::get_uniform_location(const std::string &name) {
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return glGetUniformLocation(shader_program_, name.c_str());
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}
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void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor) {
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void Shader::enable_vertex_attribute_with_pointer(const std::string &name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor) {
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GLint location = get_attrib_location(name);
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glEnableVertexAttribArray((GLuint)location);
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glVertexAttribPointer((GLuint)location, size, type, normalised, stride, pointer);
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@ -10,10 +10,11 @@
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#define Shader_hpp
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#include "../OpenGL.hpp"
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#include <string>
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#include <functional>
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#include <vector>
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#include <mutex>
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#include <string>
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#include <vector>
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namespace OpenGL {
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@ -31,7 +32,7 @@ public:
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};
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struct AttributeBinding {
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const GLchar *const name;
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const std::string name;
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const GLuint index;
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};
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@ -39,9 +40,9 @@ public:
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param attribute_bindings Either @c nullptr or an array terminated by an entry with a @c nullptr-name of attribute bindings.
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@param attribute_bindings A vector of attribute bindings.
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*/
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const AttributeBinding *attribute_bindings);
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings = {});
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~Shader();
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/*!
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@ -63,14 +64,14 @@ public:
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@param name The name of the attribute to locate.
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@returns The location of the requested attribute.
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*/
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GLint get_attrib_location(const GLchar *name);
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GLint get_attrib_location(const std::string &name);
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/*!
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Performs a @c glGetUniformLocation call.
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@param name The name of the uniform to locate.
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@returns The location of the requested uniform.
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*/
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GLint get_uniform_location(const GLchar *name);
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GLint get_uniform_location(const std::string &name);
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/*!
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Shorthand for an appropriate sequence of:
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@ -79,7 +80,7 @@ public:
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* @c glVertexAttribPointer;
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* @c glVertexAttribDivisor.
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*/
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void enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor);
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void enable_vertex_attribute_with_pointer(const std::string &name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor);
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/*!
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All @c set_uniforms queue up the requested uniform changes. Changes are applied automatically the next time the shader is bound.
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@ -82,7 +82,7 @@ void TextureTarget::draw(float aspect_ratio) {
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"{"
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"fragColour = texture(texID, texCoordVarying);"
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"}";
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pixel_shader_.reset(new Shader(vertex_shader, fragment_shader, nullptr));
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pixel_shader_.reset(new Shader(vertex_shader, fragment_shader));
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pixel_shader_->bind();
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glGenVertexArrays(1, &drawing_vertex_array_);
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