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https://github.com/TomHarte/CLK.git
synced 2026-04-21 17:16:44 +00:00
Attempts to introduce a full-on processing pipeline, in theory putting me two shaders away from completion.
Well, subject to finding the last flashing bug and updating the multimachine, anyway.
This commit is contained in:
@@ -8,11 +8,14 @@
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#include "ScanTarget.hpp"
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#include "../../SignalProcessing/FIRFilter.hpp"
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using namespace Outputs::Display::OpenGL;
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std::string ScanTarget::glsl_globals(ShaderType type) {
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switch(type) {
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case ShaderType::Scan:
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan:
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return
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"#version 150\n"
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@@ -59,23 +62,54 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
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std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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switch(type) {
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case ShaderType::Scan:
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return
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"out vec2 textureCoordinate;"
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"out float compositeAngle;"
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"out float compositeAmplitudeOut;"
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan: {
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std::string result;
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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if(type == ShaderType::InputScan) {
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result += "out vec2 textureCoordinate;";
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} else {
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result += "out vec2 textureCoordinates[11];";
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}
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAmplitudeOut = compositeAmplitude / 255.0;"
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result +=
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"out float compositeAngle;"
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"out float compositeAmplitudeOut;"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
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"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
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"}";
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAmplitudeOut = compositeAmplitude / 255.0;";
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if(type == ShaderType::InputScan) {
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result +=
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);";
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} else {
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result +=
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"vec2 eyePosition = vec2(mix(startDataX, endDataX, lateral) - 10.0 + lateral*20.0, dataY);"
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"textureCoordinates[0] = (eyePosition - vec2(5.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[1] = (eyePosition - vec2(4.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[2] = (eyePosition - vec2(3.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[3] = (eyePosition - vec2(2.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[4] = (eyePosition - vec2(1.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[5] = eyePosition / textureSize(textureName, 0);"
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"textureCoordinates[6] = (eyePosition + vec2(1.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[7] = (eyePosition + vec2(2.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[8] = (eyePosition + vec2(3.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[9] = (eyePosition + vec2(4.0, 0.0)) / textureSize(textureName, 0);"
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"textureCoordinates[10] = (eyePosition + vec2(5.0, 0.0)) / textureSize(textureName, 0);"
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"eyePosition = eyePosition / textureSize(textureName, 0);";
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}
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return result +
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"}";
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}
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case ShaderType::Line:
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return
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@@ -97,7 +131,8 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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switch(type) {
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case ShaderType::Scan:
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case ShaderType::InputScan:
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case ShaderType::ProcessedScan:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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@@ -244,7 +279,42 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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}
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
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glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
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fragment_shader + "}"
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));
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}
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std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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/*
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Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
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from the original to get chrominance.
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line);
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const auto coefficients = filter.get_coefficients();
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[11];"
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"uniform float textureWeights[11];"
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"out vec4 fragColour;"
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"void main(void) {"
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"fragColour = vec4(1.0);"
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"}"
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));
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shader->set_uniform("textureWeights", GLint(sizeof(GLfloat)), GLsizei(coefficients.size()), coefficients.data());
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return shader;
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}
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std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line * 0.5f);
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const auto coefficients = filter.get_coefficients();
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return nullptr;
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}
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