// // IntermediateShader.hpp // Clock Signal // // Created by Thomas Harte on 28/04/2016. // Copyright © 2016 Thomas Harte. All rights reserved. // #ifndef IntermediateShader_hpp #define IntermediateShader_hpp #include #include "Shader.hpp" #include namespace OpenGL { class IntermediateShader: public Shader { public: using Shader::Shader; /*! Constructs and returns an intermediate shader that will take runs from the inputPositions, converting them to single-channel composite values using @c composite_shader if supplied or @c rgb_shader and a reference composite conversion if @c composite_shader is @c nullptr. */ static std::unique_ptr make_source_conversion_shader(const char *composite_shader, const char *rgb_shader); /*! Constructs and returns an intermediate shader that will read composite samples from the R channel, filter then to obtain luminance, stored to R, and to separate out unfiltered chrominance, store to G and B. */ static std::unique_ptr make_chroma_luma_separation_shader(); /*! Constructs and returns an intermediate shader that will pass R through unchanged while filtering G and B. */ static std::unique_ptr make_chroma_filter_shader(); /*! 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); /*! Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data. */ 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: static std::unique_ptr make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition); GLint texIDUniform; GLint outputTextureSizeUniform; GLint weightsUniform; GLint phaseCyclesPerTickUniform; GLint extensionUniform; GLint rgbToLumaChromaUniform; GLint lumaChromaToRGBUniform; GLint offsetsUniform; }; } #endif /* IntermediateShader_hpp */