// // ScanTargetVertexArrayAttributs.cpp // Clock Signal // // Created by Thomas Harte on 11/11/2018. // Copyright © 2018 Thomas Harte. All rights reserved. // #include "ScanTarget.hpp" using namespace Outputs::Display::OpenGL; std::string ScanTarget::glsl_globals(ShaderType type) { switch(type) { case ShaderType::InputScan: case ShaderType::ProcessedScan: return "#version 150\n" "uniform vec2 scale;" "uniform mat3 lumaChromaToRGB;" "uniform mat3 rgbToLumaChroma;" "uniform float rowHeight;" "uniform float processingWidth;" "in vec2 startPoint;" "in float startDataX;" "in float startCompositeAngle;" "in float startClock;" "in vec2 endPoint;" "in float endDataX;" "in float endCompositeAngle;" "in float endClock;" "in float dataY;" "in float lineY;" "in float compositeAmplitude;"; case ShaderType::Line: return ""; } } std::vector ScanTarget::attribute_bindings(ShaderType type) { switch(type) { case ShaderType::InputScan: case ShaderType::ProcessedScan: return { {"startPoint", 0}, {"startDataX", 1}, {"startCompositeAngle", 2}, {"startClock", 3}, {"endPoint", 4}, {"endDataX", 5}, {"endCompositeAngle", 6}, {"endClock", 7}, {"dataY", 8}, {"lineY", 9}, {"compositeAmplitude", 10}, }; case ShaderType::Line: return { {"startPoint", 0}, {"endPoint", 1}, {"startClock", 2}, {"endClock", 3}, {"lineY", 4}, {"lineCompositeAmplitude", 5}, {"startCompositeAngle", 6}, {"endCompositeAngle", 7}, }; } } std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) { switch(type) { case ShaderType::InputScan: case ShaderType::ProcessedScan: { std::string result; if(type == ShaderType::InputScan) { result += "out vec2 textureCoordinate;" "uniform usampler2D textureName;"; } else { result += "out vec2 textureCoordinates[15];" "out vec2 chromaCoordinates[2];" "uniform sampler2D textureName;" "uniform float chromaOffset;" "uniform float edgeExpansion;"; } result += "out float compositeAngle;" "out float oneOverCompositeAmplitude;" "void main(void) {" "float lateral = float(gl_VertexID & 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);" "compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;" "oneOverCompositeAmplitude = mix(0.0, 255.0 / compositeAmplitude, step(0.01, compositeAmplitude));"; if(type == ShaderType::InputScan) { result += "textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);" "vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"; } else { result += "vec2 sourcePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + 0.5);" "vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);" "sourcePosition /= vec2(scale.x, 2048.0);" // "vec2 expansion = vec2(edgeExpansion, 0.0) / textureSize(textureName, 0);" // "eyePosition = eyePosition + expansion;" // "sourcePosition = sourcePosition + expansion;" "textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[2] = sourcePosition + vec2(-5.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[3] = sourcePosition + vec2(-4.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[4] = sourcePosition + vec2(-3.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[5] = sourcePosition + vec2(-2.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[6] = sourcePosition + vec2(-1.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[7] = sourcePosition;" "textureCoordinates[8] = sourcePosition + vec2(1.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[9] = sourcePosition + vec2(2.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[10] = sourcePosition + vec2(3.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[11] = sourcePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[12] = sourcePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);" "textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);" "chromaCoordinates[0] = sourcePosition + vec2(chromaOffset, 0.0);" "chromaCoordinates[1] = sourcePosition - vec2(chromaOffset, 0.0);" "eyePosition = eyePosition;"; } return result + "gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);" "}"; } case ShaderType::Line: return "out vec2 textureCoordinates[4];" "out float compositeAngle;" "out float oneOverCompositeAmplitude;" "void main(void) {" "float lateral = float(gl_VertexID & 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);" "textureCoordinates[0] = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);" "compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;" "oneOverCompositeAmplitude = mix(0.0, 255.0 / compositeAmplitude, step(0.01, compositeAmplitude));" "vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;" "vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;" "vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);" "gl_Position = vec4(eyePosition, 0.0, 1.0);" "}"; } } void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) { switch(type) { case ShaderType::InputScan: case ShaderType::ProcessedScan: for(int c = 0; c < 2; ++c) { const std::string prefix = c ? "end" : "start"; target.enable_vertex_attribute_with_pointer( prefix + "Point", 2, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, scan.end_points[c].x)), 1); target.enable_vertex_attribute_with_pointer( prefix + "DataX", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, scan.end_points[c].data_offset)), 1); target.enable_vertex_attribute_with_pointer( prefix + "CompositeAngle", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, scan.end_points[c].composite_angle)), 1); target.enable_vertex_attribute_with_pointer( prefix + "Clock", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, scan.end_points[c].cycles_since_end_of_horizontal_retrace)), 1); } target.enable_vertex_attribute_with_pointer( "dataY", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, data_y)), 1); target.enable_vertex_attribute_with_pointer( "lineY", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, line)), 1); target.enable_vertex_attribute_with_pointer( "compositeAmplitude", 1, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(Scan), reinterpret_cast(offsetof(Scan, scan.composite_amplitude)), 1); break; case ShaderType::Line: for(int c = 0; c < 2; ++c) { const std::string prefix = c ? "end" : "start"; target.enable_vertex_attribute_with_pointer( prefix + "Point", 2, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Line), reinterpret_cast(offsetof(Line, end_points[c].x)), 1); target.enable_vertex_attribute_with_pointer( prefix + "Clock", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Line), reinterpret_cast(offsetof(Line, end_points[c].cycles_since_end_of_horizontal_retrace)), 1); target.enable_vertex_attribute_with_pointer( prefix + "CompositeAngle", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Line), reinterpret_cast(offsetof(Line, end_points[c].composite_angle)), 1); } target.enable_vertex_attribute_with_pointer( "lineY", 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Line), reinterpret_cast(offsetof(Line, line)), 1); target.enable_vertex_attribute_with_pointer( "lineCompositeAmplitude", 1, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(Line), reinterpret_cast(offsetof(Line, composite_amplitude)), 1); break; } } std::unique_ptr ScanTarget::composition_shader(InputDataType input_data_type) { std::string fragment_shader = "#version 150\n" "out vec4 fragColour;" "in vec2 textureCoordinate;" "uniform usampler2D textureName;" "void main(void) {"; switch(input_data_type) { case InputDataType::Luminance1: fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr;"; break; case InputDataType::Luminance8: fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr / vec4(255.0);"; break; case InputDataType::PhaseLinkedLuminance8: case InputDataType::Luminance8Phase8: case InputDataType::Red8Green8Blue8: fragment_shader += "fragColour = texture(textureName, textureCoordinate) / vec4(255.0);"; break; case InputDataType::Red1Green1Blue1: fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr & uvec3(4u, 2u, 1u), 1.0);"; break; case InputDataType::Red2Green2Blue2: fragment_shader += "uint textureValue = texture(textureName, textureCoordinate).r;" "fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;"; break; case InputDataType::Red4Green4Blue4: fragment_shader += "uvec2 textureValue = texture(textureName, textureCoordinate).rg;" "fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);"; break; } return std::unique_ptr(new Shader( glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan), fragment_shader + "}", attribute_bindings(ShaderType::InputScan) )); } std::unique_ptr ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space) { display_type = DisplayType::CompositeColour; // Just a test. // Compose a vertex shader. If the display type is RGB, generate just the proper // geometry position, plus a solitary textureCoordinate. // // If the display type is anything other than RGB, also produce composite // angle and 1/composite amplitude as outputs. // // If the display type is composite colour, generate four textureCoordinates, // spanning a range of -135, -45, +45, +135 degrees. // // If the display type is S-Video, generate three textureCoordinates, at // -45, 0, +45. std::string vertex_shader = "#version 150\n" "uniform vec2 scale;" "uniform float rowHeight;" "uniform float processingWidth;" "in vec2 startPoint;" "in vec2 endPoint;" "in float startClock;" "in float startCompositeAngle;" "in float endClock;" "in float endCompositeAngle;" "in float lineY;" "in float lineCompositeAmplitude;" "uniform sampler2D textureName;" "uniform vec2 origin;" "uniform vec2 size;"; std::string fragment_shader = "#version 150\n" "uniform sampler2D textureName;" "out vec4 fragColour;"; if(display_type != DisplayType::RGB) { vertex_shader += "out float compositeAngle;" "out float compositeAmplitude;" "out float oneOverCompositeAmplitude;"; fragment_shader += "in float compositeAngle;" "in float compositeAmplitude;" "in float oneOverCompositeAmplitude;"; } switch(display_type){ case DisplayType::RGB: case DisplayType::CompositeMonochrome: vertex_shader += "out vec2 textureCoordinate;"; fragment_shader += "in vec2 textureCoordinate;"; break; case DisplayType::CompositeColour: vertex_shader += "out vec2 textureCoordinates[4];"; fragment_shader += "in vec2 textureCoordinates[4];"; break; case DisplayType::SVideo: vertex_shader += "out vec2 textureCoordinates[3];"; fragment_shader += "in vec2 textureCoordinates[3];"; break; } // Add the code to generate a proper output position; this applies to all display types. vertex_shader += "void main(void) {" "float lateral = float(gl_VertexID & 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);" "vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;" "vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;" "vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);" "gl_Position = vec4(eyePosition, 0.0, 1.0);"; // For everything other than RGB, calculate the two composite outputs. if(display_type != DisplayType::RGB) { vertex_shader += "compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;" "compositeAmplitude = lineCompositeAmplitude / 255.0;" "oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));"; } // For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three // or four depending on the type of decoding to apply. switch(display_type){ case DisplayType::RGB: case DisplayType::CompositeMonochrome: vertex_shader += "textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);"; break; case DisplayType::CompositeColour: vertex_shader += "float centreClock = mix(startClock, endClock, lateral);" "float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);" "textureCoordinates[0] = vec2(centreClock - 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[1] = vec2(centreClock - 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"; break; case DisplayType::SVideo: // TODO break; } vertex_shader += "}"; // Compose a fragment shader. // // For an RGB display ... [TODO] if(display_type != DisplayType::RGB) { fragment_shader += "uniform mat3 lumaChromaToRGB;" "uniform mat3 rgbToLumaChroma;"; } if(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) { fragment_shader += "float composite_sample(vec2 coordinate, float angle) {"; switch(input_data_type) { case InputDataType::Luminance1: case InputDataType::Luminance8: // Easy, just copy across. fragment_shader += "return texture(textureName, coordinate).r;"; break; case InputDataType::PhaseLinkedLuminance8: fragment_shader += "uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0 "return texture(textureName, coordinate)[iPhase];"; break; case InputDataType::Luminance8Phase8: fragment_shader += "vec2 yc = texture(textureName, coordinate).rg;" "float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;" "float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);" "return mix(yc.x, yc.y * rawChroma, compositeAmplitude);"; break; case InputDataType::Red1Green1Blue1: case InputDataType::Red2Green2Blue2: case InputDataType::Red4Green4Blue4: case InputDataType::Red8Green8Blue8: fragment_shader += "vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;" "vec2 quadrature = vec2(cos(angle), sin(angle));" "return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);"; break; } fragment_shader += "}"; } fragment_shader += "void main(void) {" "vec3 fragColour3;"; switch(display_type) { case DisplayType::RGB: fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;"; break; case DisplayType::SVideo: // TODO break; case DisplayType::CompositeColour: fragment_shader += // Figure out the four composite angles. TODO: make these an input? "vec4 angles = vec4(" "compositeAngle - 2.356194490192345," "compositeAngle - 0.785398163397448," "compositeAngle + 0.785398163397448," "compositeAngle + 2.356194490192345" ");" // Sample four times over, at proper angle offsets. "vec4 samples = vec4(" "composite_sample(textureCoordinates[0], angles[0])," "composite_sample(textureCoordinates[1], angles[1])," "composite_sample(textureCoordinates[2], angles[2])," "composite_sample(textureCoordinates[3], angles[3])" ");" // Take the average to calculate luminance, then subtract that from all four samples to // give chrominance. "float luminance = dot(samples, vec4(0.25));" "samples -= vec4(luminance);" // Split and average chrominance. "vec2 channels = vec2(" "dot(cos(angles), samples)," "dot(sin(angles), samples)" ") * vec2(0.25);" // Apply a colour space conversion to get RGB. "fragColour3 = lumaChromaToRGB * vec3(luminance, channels);"; break; case DisplayType::CompositeMonochrome: fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));"; break; } // TODO gamma and range corrections. fragment_shader += "fragColour = vec4(fragColour3, 0.64);" "}"; const auto shader = new Shader( vertex_shader, fragment_shader, attribute_bindings(ShaderType::Line) ); // If this isn't an RGB or composite colour shader, set the proper colour space. if(display_type != DisplayType::RGB) { switch(colour_space) { case ColourSpace::YIQ: { const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f}; const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f}; shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB); shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ); } break; case ColourSpace::YUV: { const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f}; const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f}; shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB); shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV); } break; } } return std::unique_ptr(shader); }