// // 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 "Shader.hpp" #include #include namespace OpenGL { class IntermediateShader: public Shader { public: using Shader::Shader; enum class Input { /// Contains the 2d start position of this run's input data. InputStart, /// Contains the 2d start position of this run's output position. OutputStart, /// A 2d vector comprised of (the final x position for input, the final x position for output). Ends, /// A 3d vector recording the colour subcarrier's (phase, time, amplitude) at the start of this span of data. PhaseTimeAndAmplitude }; /*! Obtains the name of a designated input. Designated inputs are guaranteed to have the same attribute location across multiple instances of IntermediateShader. So binding a vertex array to these inputs for any instance of IntermediateShader allows that array to work with all instances of IntermediateShader. @param input The input to query. @returns The name used in this shader's source for the nominated input. */ static std::string get_input_name(Input input); /*! 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 non-empty or a reference composite conversion of @c svideo_shader (first preference) or @c rgb_shader (second preference) otherwise. [input format] => one-channel composite. */ static std::unique_ptr make_composite_source_shader(const std::string &composite_shader, const std::string &svideo_shader, const std::string &rgb_shader); /*! Constructs and returns an intermediate shader that will take runs from the inputPositions, converting them to two-channel svideo values using @c svideo_shader if non-empty or a reference svideo conversion of @c rgb_shader otherwise. [input format] => three-channel Y, noisy (m, n). */ static std::unique_ptr make_svideo_source_shader(const std::string &svideo_shader, const std::string &rgb_shader); /*! Constructs and returns an intermediate shader that will take runs from the inputPositions, converting them to RGB values using @c rgb_shader. [input format] => three-channel RGB. */ static std::unique_ptr make_rgb_source_shader(const std::string &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. one-channel composite => three-channel Y, noisy (m, n). */ 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. three-channel Y, noisy (m, n) => three-channel RGB. */ static std::unique_ptr make_chroma_filter_shader(); /*! Constructs and returns an intermediate shader that will filter R, G and B. three-channel RGB => frequency-limited three-channel RGB. */ static std::unique_ptr make_rgb_filter_shader(); /*! Queues the configuration of this shader for output to an area of `output_width` and `output_height` pixels to occur upon the next `bind`. */ void set_output_size(unsigned int output_width, unsigned int output_height); /*! Queues setting the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data to occur upon the next `bind`. */ void set_source_texture_unit(GLenum unit); /*! Queues setting filtering coefficients for a lowpass filter based on the cutoff frequency to occur upon the next `bind`. */ void set_filter_coefficients(float sampling_rate, float cutoff_frequency); /*! Queues configuration of filtering to separate luminance and chrominance based on a colour subcarrier of the given frequency to occur upon the next `bind`. */ void set_separation_frequency(float sampling_rate, float colour_burst_frequency); /*! Queues setting of 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, to occur upon the next `bind`. */ void set_extension(float extension); /*! Queues setting the matrices that convert between RGB and chrominance/luminance to occur on the next `bind`. */ void set_colour_conversion_matrices(float *fromRGB, float *toRGB); /*! Sets the proportions of the input and output areas that should be considered the whole width — 1.0 means use all available space, 0.5 means use half, etc. */ void set_width_scalers(float input_scaler, float output_scaler); /*! Sets source and target vertical offsets. */ void set_is_double_height(bool is_double_height, float input_offset = 0.0f, float output_offset = 0.0f); private: static std::unique_ptr make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition); }; } #endif /* IntermediateShader_hpp */