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https://github.com/TomHarte/CLK.git
synced 2024-12-27 16:31:31 +00:00
Switched to an in-framebuffer approach to phosphor decay, which might be acceptable now that every single pixel is being painted, re-emphasises luminance and stretched sampling period for the two FIR filters as well as decreasing the amount of signal that is retained, subjectively to improve output.
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@ -93,7 +93,7 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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}
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Create intermediate textures and bind to slots 0, 1 and 2
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glActiveTexture(composite_texture_unit);
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@ -435,19 +435,19 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, c
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"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
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"textureSize = textureSize * vec2(1.0);"
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"inputPositionsVarying[0] = inputPositionVarying - (vec2(5.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = inputPositionVarying - (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = inputPositionVarying - (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[0] = inputPositionVarying - (vec2(10.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = inputPositionVarying - (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = inputPositionVarying - (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[5] = inputPositionVarying;"
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"inputPositionsVarying[6] = inputPositionVarying + (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = inputPositionVarying + (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = inputPositionVarying + (vec2(5.0, 0.0) / textureSize);"
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"inputPositionsVarying[6] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = inputPositionVarying + (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = inputPositionVarying + (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = inputPositionVarying + (vec2(10.0, 0.0) / textureSize);"
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"phaseVarying = (phaseCyclesPerTick * (extendedOutputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
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"amplitudeVarying = 0.33;" // phaseAmplitudeAndOffset.y
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@ -546,7 +546,7 @@ char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
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"dot(samples[0], weights[0]),"
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"dot(samples[1], weights[1]),"
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"dot(samples[2], weights[2])"
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"), vec3(1.0));"
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"), vec3(1.0)) / (1.0 - amplitudeVarying);"
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"float chrominance = 0.5 * (samples[1].y - luminance) / amplitudeVarying;"
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"vec2 quadrature = vec2(sin(phaseVarying), cos(phaseVarying));"
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@ -575,17 +575,17 @@ char *OpenGLOutputBuilder::get_chrominance_filter_fragment_shader()
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"{"
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"vec3 centreSample = texture(texID, inputPositionsVarying[5]).rgb;"
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"vec2 samples[] = vec2[]("
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"texture(texID, inputPositionsVarying[0]).gb,"
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"texture(texID, inputPositionsVarying[1]).gb,"
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"texture(texID, inputPositionsVarying[2]).gb,"
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"texture(texID, inputPositionsVarying[3]).gb,"
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"texture(texID, inputPositionsVarying[4]).gb,"
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"centreSample.gb,"
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"texture(texID, inputPositionsVarying[6]).gb,"
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"texture(texID, inputPositionsVarying[7]).gb,"
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"texture(texID, inputPositionsVarying[8]).gb,"
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"texture(texID, inputPositionsVarying[9]).gb,"
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"texture(texID, inputPositionsVarying[10]).gb"
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"texture(texID, inputPositionsVarying[0]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[1]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[2]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[3]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[4]).gb - vec2(0.5),"
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"centreSample.gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[6]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[7]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[8]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[9]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[10]).gb - vec2(0.5)"
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");"
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"vec4 channel1[] = vec4[]("
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@ -604,12 +604,12 @@ char *OpenGLOutputBuilder::get_chrominance_filter_fragment_shader()
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"dot(channel1[0], weights[0]),"
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"dot(channel1[1], weights[1]),"
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"dot(channel1[2], weights[2])"
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"), vec3(1.0, 1.0, 1.0)),"
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"), vec3(1.0)) + 0.5,"
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"dot(vec3("
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"dot(channel2[0], weights[0]),"
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"dot(channel2[1], weights[1]),"
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"dot(channel2[2], weights[2])"
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"), vec3(1.0, 1.0, 1.0))"
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"), vec3(1.0)) + 0.5"
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");"
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"vec3 yuvColourInRange = (yuvColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
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@ -667,7 +667,7 @@ char *OpenGLOutputBuilder::get_output_vertex_shader(const char *header)
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"iSrcCoordinatesVarying = srcCoordinates;"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);"
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"float age = (timestampBase[int(lateralAndTimestampBaseOffset.y)] - timestamp) / ticksPerFrame;"
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"alpha = 15.0*exp(-age*3.0);"
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"alpha = 0.75;"//15.0*exp(-age*3.0);"
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"vec2 floatingPosition = (position / positionConversion) + lateralAndTimestampBaseOffset.x * scanNormal;"
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"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
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@ -775,14 +775,14 @@ void OpenGLOutputBuilder::prepare_composite_input_shader()
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float weights[12];
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composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
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SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line, 0.0f, colour_subcarrier_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
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SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
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composite_y_filter_shader_program->bind();
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weightsUniform = composite_y_filter_shader_program->get_uniform_location("weights");
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luminance_filter.get_coefficients(weights);
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glUniform4fv(weightsUniform, 3, weights);
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composite_chrominance_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_chrominance_filter_fragment_shader(), filtered_y_texture_unit, false);
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SignalProcessing::FIRFilter chrominance_filter(11, _cycles_per_line, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
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SignalProcessing::FIRFilter chrominance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
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composite_chrominance_filter_shader_program->bind();
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weightsUniform = composite_chrominance_filter_shader_program->get_uniform_location("weights");
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chrominance_filter.get_coefficients(weights);
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