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https://github.com/TomHarte/CLK.git
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Substitutes std::osringstream for C-esque asprintf
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@ -8,10 +8,8 @@
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#include "IntermediateShader.hpp"
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cmath>
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#include <sstream>
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#include "../../../../SignalProcessing/FIRFilter.hpp"
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@ -28,11 +26,8 @@ namespace {
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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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const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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const char *input_variable = input_is_inputPosition ? "inputPosition" : "outputPosition";
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char *vertex_shader;
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int length = asprintf(&vertex_shader,
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std::ostringstream vertex_shader;
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vertex_shader <<
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"#version 150\n"
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"in vec2 inputStart;"
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@ -42,7 +37,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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"uniform %s texID;"
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"uniform " << (use_usampler ? "usampler2D" : "sampler2D") << " texID;"
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"uniform float offsets[5];"
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"uniform vec2 widthScalers;"
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"uniform float inputVerticalOffset;"
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@ -73,7 +68,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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"vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (extent - 0.5);"
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// extended[Input/Output]Position are [input/output]Position with the necessary applied extension
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"vec2 extendedInputPosition = %s + extensionVector;"
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"vec2 extendedInputPosition = " << (input_is_inputPosition ? "inputPosition" : "outputPosition") << " + extensionVector;"
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"vec2 extendedOutputPosition = outputPosition + extensionVector;"
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// keep iInputPositionVarying in whole source pixels, scale mappedInputPosition to the ordinary normalised range
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@ -105,39 +100,16 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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// determine output position by scaling the output position according to the texture size
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}", sampler_type, input_variable);
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"}";
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if(length <= 0) return nullptr;
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std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader, fragment_shader, bindings));
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std::free(vertex_shader);
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std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader.str(), fragment_shader, bindings));
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return shader;
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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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char *derived_composite_sample = nullptr;
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const char *composite_sample = composite_shader.c_str();
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if(!composite_shader.size()) {
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int length = asprintf(&derived_composite_sample,
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"%s\n"
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"uniform mat3 rgbToLumaChroma;"
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
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"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
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"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
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"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
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"}",
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rgb_shader.c_str());
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if(length <= 0) {
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derived_composite_sample = nullptr;
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}
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composite_sample = derived_composite_sample;
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}
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char *fragment_shader;
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int length = asprintf(&fragment_shader,
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std::ostringstream fragment_shader;
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fragment_shader <<
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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@ -146,28 +118,39 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_s
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"out vec4 fragColour;"
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"uniform usampler2D texID;"
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"uniform usampler2D texID;";
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"\n%s\n"
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if(!composite_shader.size()) {
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std::ostringstream derived_composite_sample;
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derived_composite_sample <<
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rgb_shader <<
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"uniform mat3 rgbToLumaChroma;"
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
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"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
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"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
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"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
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"}";
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fragment_shader << derived_composite_sample.str();
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} else {
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fragment_shader << composite_shader;
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}
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fragment_shader <<
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"void main(void)"
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"{"
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"fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));"
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"}"
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, composite_sample);
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std::free(derived_composite_sample);
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"}";
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if(!length) return nullptr;
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
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std::free(fragment_shader);
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true);
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return shader;
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const std::string &rgb_shader) {
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char *fragment_shader;
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int length = asprintf(&fragment_shader,
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std::ostringstream fragment_shader;
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fragment_shader <<
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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@ -178,18 +161,14 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(c
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"uniform usampler2D texID;"
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"\n%s\n"
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<< rgb_shader <<
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"void main(void)"
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"{"
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"fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);"
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"}"
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, rgb_shader.c_str());
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"}";
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if(length <= 0) return nullptr;
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
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std::free(fragment_shader);
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true);
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return shader;
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}
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@ -8,8 +8,7 @@
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#include "OutputShader.hpp"
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#include <cstdlib>
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#include <cmath>
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#include <sstream>
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using namespace OpenGL;
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@ -22,10 +21,10 @@ namespace {
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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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const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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const std::string sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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char *vertex_shader;
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int vertex_length = asprintf(&vertex_shader,
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std::ostringstream vertex_shader;
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vertex_shader <<
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"#version 150\n"
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"in vec2 horizontal;"
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@ -35,7 +34,7 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"uniform vec2 boundsSize;"
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"uniform vec2 positionConversion;"
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"uniform vec2 scanNormal;"
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"uniform %s texID;"
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"uniform " << sampler_type << " texID;"
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"uniform float inputScaler;"
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"uniform int textureHeightDivisor;"
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@ -61,10 +60,10 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;"
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"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
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"}", sampler_type);
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"}";
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char *fragment_shader;
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int fragment_length = asprintf(&fragment_shader,
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std::ostringstream fragment_shader;
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fragment_shader <<
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"#version 150\n"
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"in float lateralVarying;"
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@ -73,24 +72,17 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"out vec4 fragColour;"
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"uniform %s texID;"
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"uniform " << sampler_type << " texID;"
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"uniform float gamma;"
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"\n%s\n"
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<< fragment_methods <<
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"void main(void)"
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"{"
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"fragColour = vec4(pow(%s, vec3(gamma)), 0.5);"//*cos(lateralVarying)
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"}",
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sampler_type, fragment_methods, colour_expression);
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"fragColour = vec4(pow(" << colour_expression << ", vec3(gamma)), 0.5);"//*cos(lateralVarying)
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"}";
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if(vertex_length <= 0 || fragment_length <= 0) return nullptr;
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std::unique_ptr<OutputShader> result(new OutputShader(vertex_shader, fragment_shader, bindings));
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std::free(vertex_shader);
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std::free(fragment_shader);
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return result;
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return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), bindings));
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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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