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CLK/OSBindings/Mac/Clock Signal/Views/CSCathodeRayView.m
2016-01-09 21:53:33 -05:00

523 lines
16 KiB
Objective-C

//
// CSCathodeRayView.m
// CLK
//
// Created by Thomas Harte on 16/07/2015.
// Copyright © 2015 Thomas Harte. All rights reserved.
//
#import "CSCathodeRayView.h"
@import CoreVideo;
@import GLKit;
#import <OpenGL/gl3.h>
#import <OpenGL/gl3ext.h>
#import <libkern/OSAtomic.h>
@implementation CSCathodeRayView {
CVDisplayLinkRef displayLink;
GLuint _vertexShader, _fragmentShader;
GLuint _shaderProgram;
GLuint _arrayBuffer, _vertexArray;
GLint _positionAttribute;
GLint _textureCoordinatesAttribute;
GLint _lateralAttribute;
GLint _textureSizeUniform, _windowSizeUniform;
GLint _boundsOriginUniform, _boundsSizeUniform;
GLint _alphaUniform;
GLuint _textureName, _shadowMaskTextureName;
CRTSize _textureSize;
CRTFrame *_crtFrame;
NSString *_signalDecoder;
CSCathodeRayViewSignalType _signalType;
int32_t _signalDecoderGeneration;
int32_t _compiledSignalDecoderGeneration;
}
- (GLuint)textureForImageNamed:(NSString *)name
{
NSImage *const image = [NSImage imageNamed:name];
NSBitmapImageRep *bitmapRepresentation = [[NSBitmapImageRep alloc] initWithData: [image TIFFRepresentation]];
GLuint textureName;
glGenTextures(1, &textureName);
glBindTexture(GL_TEXTURE_2D, textureName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)image.size.width, (GLsizei)image.size.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapRepresentation.bitmapData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
return textureName;
}
- (void)prepareOpenGL
{
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
// Create a display link capable of being used with all active displays
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
// Set the renderer output callback function
CVDisplayLinkSetOutputCallback(displayLink, DisplayLinkCallback, (__bridge void * __nullable)(self));
// Set the display link for the current renderer
CGLContextObj cglContext = [[self openGLContext] CGLContextObj];
CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat);
// install the shadow mask texture as the second texture
glActiveTexture(GL_TEXTURE1);
_shadowMaskTextureName = [self textureForImageNamed:@"ShadowMask"];
// otherwise, we'll be working on the first texture
glActiveTexture(GL_TEXTURE0);
// get the shader ready, set the clear colour
[self.openGLContext makeCurrentContext];
glClearColor(0.0, 0.0, 0.0, 1.0);
// Activate the display link
CVDisplayLinkStart(displayLink);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *now, const CVTimeStamp *outputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext)
{
CSCathodeRayView *view = (__bridge CSCathodeRayView *)displayLinkContext;
[view.delegate openGLView:view didUpdateToTime:*now];
return kCVReturnSuccess;
}
- (void)invalidate
{
CVDisplayLinkStop(displayLink);
}
- (void)dealloc
{
// Release the display link
CVDisplayLinkRelease(displayLink);
// Release OpenGL buffers
[self.openGLContext makeCurrentContext];
glDeleteBuffers(1, &_arrayBuffer);
glDeleteVertexArrays(1, &_vertexArray);
glDeleteTextures(1, &_textureName);
glDeleteTextures(1, &_shadowMaskTextureName);
glDeleteProgram(_shaderProgram);
}
- (NSPoint)backingViewSize
{
NSPoint backingSize = {.x = self.bounds.size.width, .y = self.bounds.size.height};
return [self convertPointToBacking:backingSize];
}
- (void)reshape
{
[super reshape];
[self.openGLContext makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
NSPoint viewSize = [self backingViewSize];
glViewport(0, 0, (GLsizei)viewSize.x, (GLsizei)viewSize.y);
[self pushSizeUniforms];
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)setFrameBounds:(CGRect)frameBounds
{
_frameBounds = frameBounds;
[self.openGLContext makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
[self pushSizeUniforms];
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)pushSizeUniforms
{
if(_shaderProgram)
{
if(_windowSizeUniform >= 0)
{
NSPoint viewSize = [self backingViewSize];
glUniform2f(_windowSizeUniform, (GLfloat)viewSize.x, (GLfloat)viewSize.y);
}
if(_boundsOriginUniform >= 0) glUniform2f(_boundsOriginUniform, (GLfloat)_frameBounds.origin.x, (GLfloat)_frameBounds.origin.y);
if(_boundsSizeUniform >= 0) glUniform2f(_boundsSizeUniform, (GLfloat)_frameBounds.size.width, (GLfloat)_frameBounds.size.height);
}
}
- (void)awakeFromNib
{
NSOpenGLPixelFormatAttribute attributes[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
NSOpenGLPFASampleBuffers, 1,
NSOpenGLPFASamples, 2,
0
};
NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
NSOpenGLContext *context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
#ifdef DEBUG
// When we're using a CoreProfile context, crash if we call a legacy OpenGL function
// This will make it much more obvious where and when such a function call is made so
// that we can remove such calls.
// Without this we'd simply get GL_INVALID_OPERATION error for calling legacy functions
// but it would be more difficult to see where that function was called.
CGLEnable([context CGLContextObj], kCGLCECrashOnRemovedFunctions);
#endif
self.pixelFormat = pixelFormat;
self.openGLContext = context;
self.wantsBestResolutionOpenGLSurface = YES;
// establish default instance variable values
self.frameBounds = CGRectMake(0.0, 0.0, 1.0, 1.0);
}
- (GLint)formatForDepth:(unsigned int)depth
{
switch(depth)
{
default: return -1;
case 1: return GL_RED;
case 2: return GL_RG;
case 3: return GL_RGB;
case 4: return GL_RGBA;
}
}
- (BOOL)pushFrame:(nonnull CRTFrame *)crtFrame
{
[[self openGLContext] makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
BOOL hadFrame = _crtFrame ? YES : NO;
_crtFrame = crtFrame;
glBufferData(GL_ARRAY_BUFFER, _crtFrame->number_of_runs * kCRTSizeOfVertex * 6, _crtFrame->runs, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, _textureName);
if(_textureSize.width != _crtFrame->size.width || _textureSize.height != _crtFrame->size.height)
{
GLint format = [self formatForDepth:_crtFrame->buffers[0].depth];
glTexImage2D(GL_TEXTURE_2D, 0, format, _crtFrame->size.width, _crtFrame->size.height, 0, (GLenum)format, GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
_textureSize = _crtFrame->size;
}
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _crtFrame->size.width, _crtFrame->dirty_size.height, (GLenum)[self formatForDepth:_crtFrame->buffers[0].depth], GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
[self drawView];
CGLUnlockContext([[self openGLContext] CGLContextObj]);
return hadFrame;
}
#pragma mark - Frame output
#if defined(DEBUG)
- (void)logErrorForObject:(GLuint)object
{
GLint isCompiled = 0;
glGetShaderiv(object, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint logLength;
glGetShaderiv(object, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc((size_t)logLength);
glGetShaderInfoLog(object, logLength, &logLength, log);
NSLog(@"Compile log:\n%s", log);
free(log);
}
}
}
#endif
- (GLuint)compileShader:(const char *)source type:(GLenum)type
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
#ifdef DEBUG
[self logErrorForObject:shader];
#endif
return shader;
}
- (void)setSignalDecoder:(nonnull NSString *)signalDecoder type:(CSCathodeRayViewSignalType)type
{
_signalType = type;
_signalDecoder = [signalDecoder copy];
OSAtomicIncrement32(&_signalDecoderGeneration);
}
- (nonnull NSString *)vertexShaderForType:(CSCathodeRayViewSignalType)type
{
// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
NSString *const ntscVertexShaderGlobals =
@"out vec2 srcCoordinatesVarying[4];\n"
"out float phase;\n";
NSString *const ntscVertexShaderBody =
@"phase = srcCoordinates.x * 6.283185308;\n"
"\n"
"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
NSString *const rgbVertexShaderGlobals =
@"out vec2 srcCoordinatesVarying;\n";
NSString *const rgbVertexShaderBody =
@"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n";
NSString *const vertexShader =
@"#version 150\n"
"\n"
"in vec2 position;\n"
"in vec2 srcCoordinates;\n"
"in float lateral;\n"
"\n"
"uniform vec2 boundsOrigin;\n"
"uniform vec2 boundsSize;\n"
"\n"
"out float lateralVarying;\n"
"out vec2 shadowMaskCoordinates;\n"
"\n"
"uniform vec2 textureSize;\n"
"\n"
"const float shadowMaskMultiple = 600;\n"
"\n"
"%@\n"
"void main (void)\n"
"{\n"
"lateralVarying = lateral + 1.0707963267949;\n"
"\n"
"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
"\n"
"%@\n"
"\n"
"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
"}\n";
// + mappedPosition.x / 131.0
switch(_signalType)
{
case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
}
}
- (nonnull NSString *)fragmentShaderForType:(CSCathodeRayViewSignalType)type
{
NSString *const fragmentShader =
@"#version 150\n"
"\n"
"in float lateralVarying;\n"
"in vec2 shadowMaskCoordinates;\n"
"out vec4 fragColour;\n"
"\n"
"uniform sampler2D texID;\n"
"uniform sampler2D shadowMaskTexID;\n"
"uniform float alpha;\n"
"\n"
"%@\n"
"%%@\n"
"\n"
"void main(void)\n"
"{\n"
"%@\n"
"}\n";
NSString *const ntscFragmentShaderGlobals =
@"in vec2 srcCoordinatesVarying[4];\n"
"in float phase;\n"
"\n"
"// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
NSString *const ntscFragmentShaderBody =
@"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
"vec4 samples = vec4("
" sample(srcCoordinatesVarying[0], angles.x),"
" sample(srcCoordinatesVarying[1], angles.y),"
" sample(srcCoordinatesVarying[2], angles.z),"
" sample(srcCoordinatesVarying[3], angles.w)"
");\n"
"\n"
"float y = dot(vec4(0.25), samples);\n"
"samples -= vec4(y);\n"
"\n"
"float i = dot(cos(angles), samples);\n"
"float q = dot(sin(angles), samples);\n"
"\n"
"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
NSString *const rgbFragmentShaderGlobals =
@"in vec2 srcCoordinatesVarying;\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
NSString *const rgbFragmentShaderBody =
@"fragColour = sample(srcCoordinatesVarying);//sin(lateralVarying));\n";
switch(_signalType)
{
case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
}
}
- (void)prepareShader
{
if(_shaderProgram)
{
glDeleteProgram(_shaderProgram);
glDeleteShader(_vertexShader);
glDeleteShader(_fragmentShader);
}
if(!_signalDecoder)
return;
NSString *const vertexShader = [self vertexShaderForType:_signalType];
NSString *const fragmentShader = [self fragmentShaderForType:_signalType];
_shaderProgram = glCreateProgram();
_vertexShader = [self compileShader:[vertexShader UTF8String] type:GL_VERTEX_SHADER];
_fragmentShader = [self compileShader:_signalDecoder ?
[[NSString stringWithFormat:fragmentShader, _signalDecoder] UTF8String] :
[fragmentShader UTF8String]
type:GL_FRAGMENT_SHADER];
glAttachShader(_shaderProgram, _vertexShader);
glAttachShader(_shaderProgram, _fragmentShader);
glLinkProgram(_shaderProgram);
#ifdef DEBUG
// [self logErrorForObject:_shaderProgram];
#endif
glGenVertexArrays(1, &_vertexArray);
glBindVertexArray(_vertexArray);
glGenBuffers(1, &_arrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _arrayBuffer);
glUseProgram(_shaderProgram);
_positionAttribute = glGetAttribLocation(_shaderProgram, "position");
_textureCoordinatesAttribute = glGetAttribLocation(_shaderProgram, "srcCoordinates");
_lateralAttribute = glGetAttribLocation(_shaderProgram, "lateral");
_alphaUniform = glGetUniformLocation(_shaderProgram, "alpha");
_textureSizeUniform = glGetUniformLocation(_shaderProgram, "textureSize");
_windowSizeUniform = glGetUniformLocation(_shaderProgram, "windowSize");
_boundsSizeUniform = glGetUniformLocation(_shaderProgram, "boundsSize");
_boundsOriginUniform = glGetUniformLocation(_shaderProgram, "boundsOrigin");
GLint texIDUniform = glGetUniformLocation(_shaderProgram, "texID");
GLint shadowMaskTexIDUniform = glGetUniformLocation(_shaderProgram, "shadowMaskTexID");
[self pushSizeUniforms];
glUniform1i(texIDUniform, 0);
glUniform1i(shadowMaskTexIDUniform, 1);
glEnableVertexAttribArray((GLuint)_positionAttribute);
glEnableVertexAttribArray((GLuint)_textureCoordinatesAttribute);
glEnableVertexAttribArray((GLuint)_lateralAttribute);
const GLsizei vertexStride = kCRTSizeOfVertex;
glVertexAttribPointer((GLuint)_positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
glVertexAttribPointer((GLuint)_textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
glVertexAttribPointer((GLuint)_lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
glGenTextures(1, &_textureName);
glBindTexture(GL_TEXTURE_2D, _textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
- (void)drawRect:(NSRect)dirtyRect
{
[self drawView];
}
- (void)drawView
{
[self.openGLContext makeCurrentContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
while((!_shaderProgram || (_signalDecoderGeneration != _compiledSignalDecoderGeneration)) && _signalDecoder) {
_compiledSignalDecoderGeneration = _signalDecoderGeneration;
[self prepareShader];
}
glClear(GL_COLOR_BUFFER_BIT);
if (_crtFrame)
{
if(_textureSizeUniform >= 0) glUniform2f(_textureSizeUniform, _crtFrame->size.width, _crtFrame->size.height);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(_crtFrame->number_of_runs*6));
}
CGLFlushDrawable([[self openGLContext] CGLContextObj]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
#pragma mark - NSResponder
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)keyDown:(NSEvent *)theEvent
{
[self.responderDelegate keyDown:theEvent];
}
- (void)keyUp:(NSEvent *)theEvent
{
[self.responderDelegate keyUp:theEvent];
}
- (void)flagsChanged:(NSEvent *)theEvent
{
[self.responderDelegate flagsChanged:theEvent];
}
@end