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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-06 01:28:57 +00:00

Switched wholeheartedly to the new shader.

This commit is contained in:
Thomas Harte 2016-04-28 21:45:44 -04:00
parent 8538b62ea2
commit e6c3b148ac
4 changed files with 36 additions and 313 deletions

View File

@ -359,263 +359,21 @@ void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
_rgb_shader = strdup(shader);
}
#pragma mark - Input vertex shader (i.e. from source data to intermediate line layout)
char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, const char *header)
{
char *result;
asprintf(&result,
"#version 150\n"
"in vec2 inputPosition;"
"in vec2 outputPosition;"
"in vec3 phaseAmplitudeAndOffset;"
"in float phaseTime;"
"uniform float phaseCyclesPerTick;"
"uniform ivec2 outputTextureSize;"
"uniform float extension;"
"\n%s\n"
"out vec2 inputPositionVarying;"
"out vec2 iInputPositionVarying;"
"out float phaseVarying;"
"out float amplitudeVarying;"
"out vec2 inputPositionsVarying[11];"
"void main(void)"
"{"
"vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (phaseAmplitudeAndOffset.z - 0.5);"
"vec2 extendedInputPosition = %s + extensionVector;"
"vec2 extendedOutputPosition = outputPosition + extensionVector;"
"vec2 textureSize = vec2(textureSize(texID, 0));"
"iInputPositionVarying = extendedInputPosition;"
"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
"textureSize = textureSize * vec2(1.0);"
"inputPositionsVarying[0] = inputPositionVarying - (vec2(10.0, 0.0) / textureSize);"
"inputPositionsVarying[1] = inputPositionVarying - (vec2(8.0, 0.0) / textureSize);"
"inputPositionsVarying[2] = inputPositionVarying - (vec2(6.0, 0.0) / textureSize);"
"inputPositionsVarying[3] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
"inputPositionsVarying[4] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
"inputPositionsVarying[5] = inputPositionVarying;"
"inputPositionsVarying[6] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
"inputPositionsVarying[7] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
"inputPositionsVarying[8] = inputPositionVarying + (vec2(6.0, 0.0) / textureSize);"
"inputPositionsVarying[9] = inputPositionVarying + (vec2(8.0, 0.0) / textureSize);"
"inputPositionsVarying[10] = inputPositionVarying + (vec2(10.0, 0.0) / textureSize);"
"phaseVarying = (phaseCyclesPerTick * (extendedOutputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
"amplitudeVarying = 0.33;" // phaseAmplitudeAndOffset.y
"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
"}", header, input_position);
return result;
}
char *OpenGLOutputBuilder::get_input_fragment_shader()
{
char *composite_shader = _composite_shader;
if(!composite_shader)
{
asprintf(&composite_shader,
"%s\n"
"uniform mat3 rgbToLumaChroma;"
"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
"{"
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
"}",
_rgb_shader);
// TODO: use YIQ if this is NTSC
}
char *result;
asprintf(&result,
"#version 150\n"
"in vec2 inputPositionVarying;"
"in vec2 iInputPositionVarying;"
"in float phaseVarying;"
"in float amplitudeVarying;"
"out vec4 fragColour;"
"uniform usampler2D texID;"
"\n%s\n"
"void main(void)"
"{"
"fragColour = vec4(composite_sample(texID, inputPositionVarying, iInputPositionVarying, phaseVarying, amplitudeVarying));"
"}"
, composite_shader);
if(!_composite_shader) free(composite_shader);
return result;
}
char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
{
return strdup(
"#version 150\n"
"in float phaseVarying;"
"in float amplitudeVarying;"
"in vec2 inputPositionsVarying[11];"
"uniform vec4 weights[3];"
"out vec3 fragColour;"
"uniform sampler2D texID;"
"void main(void)"
"{"
"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"
")"
");"
"float luminance = "
"dot(vec3("
"dot(samples[0], weights[0]),"
"dot(samples[1], weights[1]),"
"dot(samples[2], weights[2])"
"), vec3(1.0)) / (1.0 - amplitudeVarying);"
"float chrominance = 0.5 * (samples[1].y - luminance) / amplitudeVarying;"
"vec2 quadrature = vec2(cos(phaseVarying), -sin(phaseVarying));"
"fragColour = vec3(luminance, vec2(0.5) + (chrominance * quadrature));"
"}");
}
char *OpenGLOutputBuilder::get_chrominance_filter_fragment_shader()
{
return strdup(
"#version 150\n"
"in float phaseVarying;"
"in float amplitudeVarying;"
"in vec2 inputPositionsVarying[11];"
"uniform vec4 weights[3];"
"out vec3 fragColour;"
"uniform sampler2D texID;"
"uniform mat3 lumaChromaToRGB;"
"void main(void)"
"{"
"vec3 centreSample = texture(texID, inputPositionsVarying[5]).rgb;"
"vec2 samples[] = vec2[]("
"texture(texID, inputPositionsVarying[0]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[1]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[2]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[3]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[4]).gb - vec2(0.5),"
"centreSample.gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[6]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[7]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[8]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[9]).gb - vec2(0.5),"
"texture(texID, inputPositionsVarying[10]).gb - vec2(0.5)"
");"
"vec4 channel1[] = vec4[]("
"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
");"
"vec4 channel2[] = vec4[]("
"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
"vec4(samples[8].g, samples[9].g, samples[10].g, 0.0)"
");"
"vec3 lumaChromaColour = vec3(centreSample.r,"
"dot(vec3("
"dot(channel1[0], weights[0]),"
"dot(channel1[1], weights[1]),"
"dot(channel1[2], weights[2])"
"), vec3(1.0)) + 0.5,"
"dot(vec3("
"dot(channel2[0], weights[0]),"
"dot(channel2[1], weights[1]),"
"dot(channel2[2], weights[2])"
"), vec3(1.0)) + 0.5"
");"
"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
"}");
}
#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
#pragma mark - Program compilation
std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends)
{
std::unique_ptr<OpenGL::Shader> shader;
char *vertex_shader = get_input_vertex_shader(input_position, header);
if(vertex_shader && fragment_shader)
{
OpenGL::Shader::AttributeBinding bindings[] =
{
{"inputPosition", 0},
{"outputPosition", 1},
{"phaseAmplitudeAndOffset", 2},
{"phaseTime", 3},
{nullptr}
};
shader = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, bindings));
GLint texIDUniform = shader->get_uniform_location("texID");
GLint outputTextureSizeUniform = shader->get_uniform_location("outputTextureSize");
shader->bind();
glUniform1i(texIDUniform, (GLint)(texture_unit - GL_TEXTURE0));
glUniform2i(outputTextureSizeUniform, IntermediateBufferWidth, IntermediateBufferHeight);
}
free(vertex_shader);
free(fragment_shader);
return 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);
composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
composite_chrominance_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_chrominance_filter_fragment_shader(), filtered_y_texture_unit, true);
composite_input_shader_program = OpenGL::IntermediateShader::make_source_conversion_shader(_composite_shader, _rgb_shader);
composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_y_filter_shader_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
composite_y_filter_shader_program->set_source_texture_unit(composite_texture_unit);
composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
composite_chrominance_filter_shader_program->set_source_texture_unit(filtered_y_texture_unit);
composite_chrominance_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
}
void OpenGLOutputBuilder::prepare_source_vertex_array()
@ -735,49 +493,24 @@ void OpenGLOutputBuilder::set_colour_space_uniforms()
break;
}
if(composite_input_shader_program)
{
composite_input_shader_program->bind();
GLint uniform = composite_input_shader_program->get_uniform_location("rgbToLumaChroma");
if(uniform >= 0)
{
glUniformMatrix3fv(uniform, 1, GL_FALSE, fromRGB);
}
}
if(composite_chrominance_filter_shader_program)
{
composite_chrominance_filter_shader_program->bind();
GLint uniform = composite_chrominance_filter_shader_program->get_uniform_location("lumaChromaToRGB");
if(uniform >= 0)
{
glUniformMatrix3fv(uniform, 1, GL_FALSE, toRGB);
}
}
if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
_output_mutex->unlock();
}
void OpenGLOutputBuilder::set_timing_uniforms()
{
_output_mutex->lock();
OpenGL::Shader *intermediate_shaders[] = {
OpenGL::IntermediateShader *intermediate_shaders[] = {
composite_input_shader_program.get(),
composite_y_filter_shader_program.get(),
composite_chrominance_filter_shader_program.get()
};
bool extends = false;
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
for(int c = 0; c < 3; c++)
{
if(intermediate_shaders[c])
{
intermediate_shaders[c]->bind();
GLint phaseCyclesPerTickUniform = intermediate_shaders[c]->get_uniform_location("phaseCyclesPerTick");
GLint extensionUniform = intermediate_shaders[c]->get_uniform_location("extension");
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
glUniform1f(phaseCyclesPerTickUniform, phaseCyclesPerTick);
glUniform1f(extensionUniform, extends ? ceilf(1.0f / phaseCyclesPerTick) : 0.0f);
}
if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
extends = true;
}
@ -787,32 +520,11 @@ void OpenGLOutputBuilder::set_timing_uniforms()
};
for(int c = 0; c < 2; c++)
{
if(output_shaders[c])
{
output_shaders[c]->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
}
if(output_shaders[c]) output_shaders[c]->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
}
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
GLint weightsUniform;
float weights[12];
if(composite_y_filter_shader_program)
{
SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
composite_y_filter_shader_program->bind();
weightsUniform = composite_y_filter_shader_program->get_uniform_location("weights");
luminance_filter.get_coefficients(weights);
glUniform4fv(weightsUniform, 3, weights);
}
if(composite_chrominance_filter_shader_program)
{
SignalProcessing::FIRFilter chrominance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
composite_chrominance_filter_shader_program->bind();
weightsUniform = composite_chrominance_filter_shader_program->get_uniform_location("weights");
chrominance_filter.get_coefficients(weights);
glUniform4fv(weightsUniform, 3, weights);
}
if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
_output_mutex->unlock();
}

View File

@ -17,6 +17,7 @@
#include "CRTInputBufferBuilder.hpp"
#include "Shaders/OutputShader.hpp"
#include "Shaders/IntermediateShader.hpp"
#include <mutex>
@ -70,14 +71,11 @@ class OpenGLOutputBuilder {
char *get_chrominance_filter_fragment_shader();
std::unique_ptr<OpenGL::OutputShader> rgb_shader_program, composite_output_shader_program;
std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_y_filter_shader_program, composite_chrominance_filter_shader_program;
std::unique_ptr<OpenGL::IntermediateShader> composite_input_shader_program, composite_y_filter_shader_program, composite_chrominance_filter_shader_program;
GLuint output_array_buffer, output_vertex_array;
GLuint source_array_buffer, source_vertex_array;
GLint windowSizeUniform, timestampBaseUniform;
GLint boundsOriginUniform, boundsSizeUniform;
GLuint textureName, shadowMaskTextureName;
GLuint defaultFramebuffer;

View File

@ -264,7 +264,11 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
{
bind();
sampling_rate *= 0.5f;
cutoff_frequency *= 0.5f;
float weights[12];
weights[11] = 0.0f;
SignalProcessing::FIRFilter luminance_filter(11, sampling_rate, 0.0f, cutoff_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
luminance_filter.get_coefficients(weights);
glUniform4fv(weightsUniform, 3, weights);

View File

@ -25,8 +25,7 @@ public:
static std::unique_ptr<IntermediateShader> make_chroma_filter_shader();
/*!
Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels, ensuring
the largest possible drawing size that allows everything within `visible_area` to be visible.
Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels.
*/
void set_output_size(unsigned int output_width, unsigned int output_height);
@ -35,10 +34,20 @@ public:
*/
void set_source_texture_unit(GLenum unit);
/*!
Binds this shader and sets filtering coefficients for a lowpass filter based on the cutoff.
*/
void set_filter_coefficients(float sampling_rate, float cutoff_frequency);
/*!
Binds this shader and sets the number of colour phase cycles per sample, indicating whether output
geometry should be extended so that a complete colour cycle is included at both the beginning and end.
*/
void set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle);
/*!
Binds this shader and sets the matrices that convert between RGB and chrominance/luminance.
*/
void set_colour_conversion_matrices(float *fromRGB, float *toRGB);
private: