// // OutputShader.cpp // Clock Signal // // Created by Thomas Harte on 27/04/2016. // Copyright © 2016 Thomas Harte. All rights reserved. // #include "OutputShader.hpp" #include #include using namespace OpenGL; namespace { const OpenGL::Shader::AttributeBinding bindings[] = { {"position", 0}, {"srcCoordinates", 1}, {nullptr} }; } std::unique_ptr OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler) { const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D"; char *vertex_shader; asprintf(&vertex_shader, "#version 150\n" "in vec2 horizontal;" "in vec2 vertical;" "uniform vec2 boundsOrigin;" "uniform vec2 boundsSize;" "uniform vec2 positionConversion;" "uniform vec2 scanNormal;" "uniform %s texID;" "out float lateralVarying;" "out vec2 srcCoordinatesVarying;" "out vec2 iSrcCoordinatesVarying;" "void main(void)" "{" "float lateral = float(gl_VertexID & 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);" "float x = mix(horizontal.x, horizontal.y, longitudinal);" "lateralVarying = lateral - 0.5;" "vec2 vSrcCoordinates = vec2(x, vertical.y);" "ivec2 textureSize = textureSize(texID, 0);" "iSrcCoordinatesVarying = vSrcCoordinates;" "srcCoordinatesVarying = vec2(vSrcCoordinates.x / textureSize.x, (vSrcCoordinates.y + 0.5) / textureSize.y);" "vec2 vPosition = vec2(x, vertical.x);" "vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;" "vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;" "gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);" "}", sampler_type); char *fragment_shader; asprintf(&fragment_shader, "#version 150\n" "in float lateralVarying;" "in vec2 srcCoordinatesVarying;" "in vec2 iSrcCoordinatesVarying;" "out vec4 fragColour;" "uniform %s texID;" "\n%s\n" "void main(void)" "{" "fragColour = vec4(%s, 0.5*cos(lateralVarying));" "}", sampler_type, fragment_methods, colour_expression); std::unique_ptr result = std::unique_ptr(new OutputShader(vertex_shader, fragment_shader, bindings)); free(vertex_shader); free(fragment_shader); return result; } void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area) { GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f); GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * visible_area.size.width; visible_area.origin.x -= bonusWidth * 0.5f * visible_area.size.width; visible_area.size.width *= outputAspectRatioMultiplier; set_uniform("boundsOrigin", (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y); set_uniform("boundsSize", (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height); } void OutputShader::set_source_texture_unit(GLenum unit) { set_uniform("texID", (GLint)(unit - GL_TEXTURE0)); } void OutputShader::set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider) { GLfloat scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f); GLfloat scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)}; GLfloat multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period); scan_normal[0] *= multiplier; scan_normal[1] *= multiplier; set_uniform("scanNormal", scan_normal[0], scan_normal[1]); set_uniform("positionConversion", (GLfloat)horizontal_scan_period, (GLfloat)vertical_scan_period / (GLfloat)vertical_period_divider); }