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

Introduced the second filtering stage, albeit that it presently does nothing whatsoever.

This commit is contained in:
Thomas Harte 2016-04-21 21:32:36 -04:00
parent ae2760e034
commit e7ed1224a5
2 changed files with 61 additions and 26 deletions

View File

@ -248,26 +248,38 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
glBindVertexArray(source_vertex_array);
glDisable(GL_BLEND);
// switch to the initial texture
compositeTexture->bind_framebuffer();
composite_input_shader_program->bind();
// clear as desired
if(number_of_clearing_zones)
OpenGL::TextureTarget *targets[] = {
compositeTexture.get(),
filteredYTexture.get(),
filteredTexture.get()
};
OpenGL::Shader *shaders[] = {
composite_input_shader_program.get(),
composite_y_filter_shader_program.get()
};
for(int stage = 0; stage < 2; stage++)
{
glEnable(GL_SCISSOR_TEST);
for(int c = 0; c < number_of_clearing_zones; c++)
// switch to the initial texture
targets[stage]->bind_framebuffer();
shaders[stage]->bind();
// clear as desired
if(number_of_clearing_zones)
{
glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
for(int c = 0; c < number_of_clearing_zones; c++)
{
glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}
glDisable(GL_SCISSOR_TEST);
}
// draw as desired
for(int c = 0; c < number_of_drawing_zones; c++)
{
glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
// draw as desired
for(int c = 0; c < number_of_drawing_zones; c++)
{
glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
}
}
// switch back to screen output
@ -381,7 +393,7 @@ void OpenGLOutputBuilder::set_rgb_sampling_function(const char *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)
char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, const char *header)
{
char *result;
asprintf(&result,
@ -393,10 +405,11 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position)
"in float phaseTime;"
"uniform float phaseCyclesPerTick;"
"uniform usampler2D texID;"
"uniform ivec2 outputTextureSize;"
"uniform float extension;"
"\n%s\n"
"out vec2 inputPositionVarying;"
"out vec2 iInputPositionVarying;"
"out float phaseVarying;"
@ -417,7 +430,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position)
"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
"}", input_position);
"}", header, input_position);
return result;
}
@ -466,6 +479,26 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
return result;
}
char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
{
return strdup(
"#version 150\n"
"in vec2 inputPositionVarying;"
"in vec2 iInputPositionVarying;"
"in float phaseVarying;"
"in float amplitudeVarying;"
"out vec4 fragColour;"
"uniform sampler2D texID;"
"void main(void)"
"{"
"fragColour = texture(texID, inputPositionVarying);"
"}");
}
#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
#pragma mark - Output vertex shader
@ -574,10 +607,10 @@ char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_funct
#pragma mark - Program compilation
std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, char *fragment_shader, GLenum texture_unit, bool extends)
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);
char *vertex_shader = get_input_vertex_shader(input_position, header);
if(vertex_shader && fragment_shader)
{
OpenGL::Shader::AttributeBinding bindings[] =
@ -611,7 +644,8 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader
void OpenGLOutputBuilder::prepare_composite_input_shader()
{
composite_input_shader_program = prepare_intermediate_shader("inputPosition", get_input_fragment_shader(), source_data_texture_unit, false);
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);
}
void OpenGLOutputBuilder::prepare_source_vertex_array()
@ -731,7 +765,7 @@ void OpenGLOutputBuilder::prepare_rgb_output_shader()
void OpenGLOutputBuilder::prepare_composite_output_shader()
{
composite_output_shader_program = prepare_output_shader(get_composite_output_vertex_shader(), get_composite_output_fragment_shader(), composite_texture_unit);
composite_output_shader_program = prepare_output_shader(get_composite_output_vertex_shader(), get_composite_output_fragment_shader(), filtered_y_texture_unit);
}
void OpenGLOutputBuilder::prepare_output_vertex_array()

View File

@ -50,7 +50,7 @@ class OpenGLOutputBuilder {
std::unique_ptr<OpenGL::Shader> prepare_output_shader(char *vertex_shader, char *fragment_shader, GLint source_texture_unit);
void prepare_composite_input_shader();
std::unique_ptr<OpenGL::Shader> prepare_intermediate_shader(const char *input_position, char *fragment_shader, GLenum texture_unit, bool extends);
std::unique_ptr<OpenGL::Shader> prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends);
void prepare_output_vertex_array();
void prepare_source_vertex_array();
@ -73,11 +73,12 @@ class OpenGLOutputBuilder {
char *get_rgb_output_fragment_shader();
char *get_composite_output_fragment_shader();
char *get_input_vertex_shader(const char *input_position);
char *get_input_vertex_shader(const char *input_position, const char *header);
char *get_input_fragment_shader();
char *get_y_filter_fragment_shader();
std::unique_ptr<OpenGL::Shader> rgb_shader_program;
std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_output_shader_program;
std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_y_filter_shader_program, composite_output_shader_program;
GLuint output_array_buffer, output_vertex_array;
GLuint source_array_buffer, source_vertex_array;