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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +00:00

This now attempts to filter y.

This commit is contained in:
Thomas Harte 2016-04-21 22:32:30 -04:00
parent e7ed1224a5
commit cc7bf97a9c

View File

@ -414,6 +414,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, c
"out vec2 iInputPositionVarying;"
"out float phaseVarying;"
"out float amplitudeVarying;"
"out vec2 inputPositionsVarying[11];"
"void main(void)"
"{"
@ -421,9 +422,24 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, c
"vec2 extendedInputPosition = %s + extensionVector;"
"vec2 extendedOutputPosition = outputPosition + extensionVector;"
"ivec2 textureSize = textureSize(texID, 0);"
"vec2 textureSize = vec2(textureSize(texID, 0));"
"iInputPositionVarying = extendedInputPosition;"
"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / vec2(textureSize);"
"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
"textureSize = textureSize * vec2(1.0);"
"inputPositionsVarying[0] = inputPositionVarying - (vec2(5.0, 0.0) / textureSize);"
"inputPositionsVarying[1] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
"inputPositionsVarying[2] = inputPositionVarying - (vec2(3.0, 0.0) / textureSize);"
"inputPositionsVarying[3] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
"inputPositionsVarying[4] = inputPositionVarying - (vec2(1.0, 0.0) / textureSize);"
"inputPositionsVarying[5] = inputPositionVarying;"
"inputPositionsVarying[6] = inputPositionVarying + (vec2(1.0, 0.0) / textureSize);"
"inputPositionsVarying[7] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
"inputPositionsVarying[8] = inputPositionVarying + (vec2(3.0, 0.0) / textureSize);"
"inputPositionsVarying[9] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
"inputPositionsVarying[10] = inputPositionVarying + (vec2(5.0, 0.0) / textureSize);"
"phaseVarying = (phaseCyclesPerTick * (outputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
"amplitudeVarying = phaseAmplitudeAndOffset.y;"
@ -484,18 +500,45 @@ char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
return strdup(
"#version 150\n"
"in vec2 inputPositionVarying;"
"in vec2 iInputPositionVarying;"
"in float phaseVarying;"
"in float amplitudeVarying;"
"in vec2 inputPositionsVarying[11];"
"uniform vec4 weights[3];"
"out vec4 fragColour;"
"uniform sampler2D texID;"
"void main(void)"
"{"
"fragColour = texture(texID, inputPositionVarying);"
"vec4 samples[3] = vec4[]("
"vec4("
"texture(texID, inputPositionsVarying[0]).r,"
"texture(texID, inputPositionsVarying[1]).r,"
"texture(texID, inputPositionsVarying[2]).r,"
"texture(texID, inputPositionsVarying[3]).r"
"),"
"vec4("
"texture(texID, inputPositionsVarying[4]).r,"
"texture(texID, inputPositionsVarying[5]).r,"
"texture(texID, inputPositionsVarying[6]).r,"
"texture(texID, inputPositionsVarying[7]).r"
"),"
"vec4("
"texture(texID, inputPositionsVarying[8]).r,"
"texture(texID, inputPositionsVarying[9]).r,"
"texture(texID, inputPositionsVarying[10]).r,"
"0.0"
")"
");"
"fragColour = vec4("
"dot(vec3("
"dot(samples[0], weights[0]),"
"dot(samples[1], weights[1]),"
"dot(samples[2], weights[2])"
"), vec3(1.0)));"
// "fragColour = vec4(dot(samples[0], weights[0]));"
"}");
}
@ -645,7 +688,15 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader
void OpenGLOutputBuilder::prepare_composite_input_shader()
{
composite_input_shader_program = prepare_intermediate_shader("inputPosition", "uniform usampler2D texID;", get_input_fragment_shader(), source_data_texture_unit, false);
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line, 0.0f, colour_subcarrier_frequency - 50, SignalProcessing::FIRFilter::DefaultAttenuation);
composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
composite_y_filter_shader_program->bind();
GLint weightsUniform = composite_y_filter_shader_program->get_uniform_location("weights");
float weights[12];
luminance_filter.get_coefficients(weights);
glUniform4fv(weightsUniform, 3, weights);
}
void OpenGLOutputBuilder::prepare_source_vertex_array()