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819 lines
29 KiB
C++
819 lines
29 KiB
C++
// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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#include <math.h>
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#include "CRTOpenGL.hpp"
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#include "../../../SignalProcessing/FIRFilter.hpp"
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#include "Shaders/OutputShader.hpp"
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static const GLint internalFormatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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static int getCircularRanges(GLsizei start, GLsizei end, GLsizei buffer_length, GLsizei granularity, GLsizei *ranges)
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{
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GLsizei startOffset = start%granularity;
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if(startOffset)
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{
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start -= startOffset;
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}
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GLsizei length = end - start;
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if(!length) return 0;
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if(length > buffer_length)
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{
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ranges[0] = 0;
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ranges[1] = buffer_length;
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return 1;
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}
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else
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{
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ranges[0] = start % buffer_length;
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if(ranges[0]+length < buffer_length)
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{
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ranges[1] = length;
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return 1;
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}
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else
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{
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ranges[1] = buffer_length - ranges[0];
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ranges[2] = 0;
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ranges[3] = length - ranges[1];
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return 2;
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}
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}
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}
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using namespace Outputs::CRT;
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namespace {
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_texture_unit = GL_TEXTURE2;
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static const GLenum source_data_texture_unit = GL_TEXTURE3;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_output_mutex(new std::mutex),
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_visible_area(Rect(0, 0, 1, 1)),
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_composite_src_output_y(0),
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_cleared_composite_output_y(0),
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_composite_shader(nullptr),
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_rgb_shader(nullptr),
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_output_buffer_data(nullptr),
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_source_buffer_data(nullptr),
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_input_texture_data(nullptr),
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_output_buffer_data_pointer(0),
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_drawn_output_buffer_data_pointer(0),
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_source_buffer_data_pointer(0),
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_drawn_source_buffer_data_pointer(0)
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{
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.4f, 0.4f, 0.4f, 0.5f);
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// Create intermediate textures and bind to slots 0, 1 and 2
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glActiveTexture(composite_texture_unit);
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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compositeTexture->bind_texture();
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glActiveTexture(filtered_y_texture_unit);
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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filteredYTexture->bind_texture();
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glActiveTexture(filtered_texture_unit);
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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filteredTexture->bind_texture();
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(source_data_texture_unit);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
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// create a pixel unpack buffer
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glGenBuffers(1, &_input_texture_array);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->bytes_per_pixel);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, _input_texture_array_size, NULL, GL_STREAM_DRAW);
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// map the buffer for clients
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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// create a buffer for output vertex attributes
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glGenBuffers(1, &output_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// create the source vertex array
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glGenVertexArrays(1, &source_vertex_array);
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// create a buffer for source vertex attributes
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glGenBuffers(1, &source_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, SourceVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// map back the default framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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glDeleteTextures(1, &textureName);
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glDeleteBuffers(1, &_input_texture_array);
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glDeleteBuffers(1, &output_array_buffer);
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glDeleteBuffers(1, &source_array_buffer);
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glDeleteVertexArrays(1, &output_vertex_array);
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free(_composite_shader);
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free(_rgb_shader);
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}
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void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
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{
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// establish essentials
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if(!composite_input_shader_program && !rgb_shader_program)
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{
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prepare_composite_input_shader();
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prepare_source_vertex_array();
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prepare_composite_output_shader();
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prepare_rgb_output_shader();
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prepare_output_vertex_array();
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set_timing_uniforms();
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set_colour_space_uniforms();
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// This should return either an actual framebuffer number, if this is a target with a framebuffer intended for output,
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// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
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// it works either way.
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&defaultFramebuffer);
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// TODO: is this sustainable, cross-platform? If so, why store it at all?
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defaultFramebuffer = 0;
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}
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// lock down any further work on the current frame
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_output_mutex->lock();
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// release the mapping, giving up on trying to draw if data has been lost
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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if(_buffer_builder->_write_y_position < _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(InputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = 0;
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}
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if(_buffer_builder->_write_y_position > _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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}
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// for television, update intermediate buffers and then draw; for a monitor, just draw
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if(_output_device == Television || !rgb_shader_program)
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{
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// decide how much to draw
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if(_drawn_source_buffer_data_pointer != _source_buffer_data_pointer)
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{
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// determine how many lines are newly reclaimed; they'll need to be cleared
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GLsizei clearing_zones[4], drawing_zones[4];
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int number_of_clearing_zones = getCircularRanges(_cleared_composite_output_y+1, _composite_src_output_y+1, IntermediateBufferHeight, 1, clearing_zones);
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int number_of_drawing_zones = getCircularRanges(_drawn_source_buffer_data_pointer, _source_buffer_data_pointer, SourceVertexBufferDataSize, 2*SourceVertexSize, drawing_zones);
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_composite_src_output_y %= IntermediateBufferHeight;
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_cleared_composite_output_y = _composite_src_output_y;
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_source_buffer_data_pointer %= SourceVertexBufferDataSize;
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_drawn_source_buffer_data_pointer = _source_buffer_data_pointer;
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// all drawing will be from the source vertex array and without blending
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glBindVertexArray(source_vertex_array);
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glDisable(GL_BLEND);
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OpenGL::TextureTarget *targets[] = {
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compositeTexture.get(),
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filteredYTexture.get(),
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filteredTexture.get()
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};
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OpenGL::Shader *shaders[] = {
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composite_input_shader_program.get(),
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composite_y_filter_shader_program.get(),
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composite_chrominance_filter_shader_program.get()
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};
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float clear_colours[][3] = {
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{0.0, 0.0, 0.0},
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{0.0, 0.5, 0.5},
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{0.0, 0.0, 0.0}
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};
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for(int stage = 0; stage < 3; stage++)
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{
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// switch to the initial texture
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targets[stage]->bind_framebuffer();
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shaders[stage]->bind();
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// clear as desired
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if(number_of_clearing_zones)
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{
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glEnable(GL_SCISSOR_TEST);
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glClearColor(clear_colours[stage][0], clear_colours[stage][1], clear_colours[stage][2], 1.0);
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for(int c = 0; c < number_of_clearing_zones; c++)
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{
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glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// draw as desired
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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}
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// switch back to screen output
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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}
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// transfer to screen
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perform_output_stage(output_width, output_height, composite_output_shader_program.get());
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}
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else
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perform_output_stage(output_width, output_height, rgb_shader_program.get());
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// drawing commands having been issued, reclaim the array buffer pointer
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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_output_mutex->unlock();
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}
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void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsigned int output_height, OpenGL::OutputShader *const shader)
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{
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if(shader)
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{
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// clear the buffer
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// glClear(GL_COLOR_BUFFER_BIT);
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// draw all pending lines
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GLsizei drawing_zones[4];
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int number_of_drawing_zones = getCircularRanges(_drawn_output_buffer_data_pointer, _output_buffer_data_pointer, OutputVertexBufferDataSize, 6*OutputVertexSize, drawing_zones);
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_output_buffer_data_pointer %= SourceVertexBufferDataSize;
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_output_buffer_data_pointer -= (_output_buffer_data_pointer%(6*OutputVertexSize));
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_drawn_output_buffer_data_pointer = _output_buffer_data_pointer;
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if(number_of_drawing_zones > 0)
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{
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glEnable(GL_BLEND);
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// Ensure we're back on the output framebuffer, drawing from the output array buffer
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glBindVertexArray(output_vertex_array);
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// update uniforms (implicitly binding the shader)
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shader->set_output_size(output_width, output_height, _visible_area);
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// draw
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, drawing_zones[c*2] / OutputVertexSize, drawing_zones[c*2 + 1] / OutputVertexSize);
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}
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}
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}
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}
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void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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}
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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{
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_rgb_shader = strdup(shader);
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}
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#pragma mark - Input vertex shader (i.e. from source data to intermediate line layout)
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char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, const char *header)
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{
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char *result;
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asprintf(&result,
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"#version 150\n"
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"in vec2 inputPosition;"
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"in vec2 outputPosition;"
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"in vec3 phaseAmplitudeAndOffset;"
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"in float phaseTime;"
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"uniform float phaseCyclesPerTick;"
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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"\n%s\n"
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"out vec2 inputPositionVarying;"
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"out vec2 iInputPositionVarying;"
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"out float phaseVarying;"
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"out float amplitudeVarying;"
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"out vec2 inputPositionsVarying[11];"
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"void main(void)"
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"{"
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"vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (phaseAmplitudeAndOffset.z - 0.5);"
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"vec2 extendedInputPosition = %s + extensionVector;"
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"vec2 extendedOutputPosition = outputPosition + extensionVector;"
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"vec2 textureSize = vec2(textureSize(texID, 0));"
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"iInputPositionVarying = extendedInputPosition;"
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"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
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"textureSize = textureSize * vec2(1.0);"
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"inputPositionsVarying[0] = inputPositionVarying - (vec2(10.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = inputPositionVarying - (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = inputPositionVarying - (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[5] = inputPositionVarying;"
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"inputPositionsVarying[6] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = inputPositionVarying + (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = inputPositionVarying + (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = inputPositionVarying + (vec2(10.0, 0.0) / textureSize);"
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"phaseVarying = (phaseCyclesPerTick * (extendedOutputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
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"amplitudeVarying = 0.33;" // phaseAmplitudeAndOffset.y
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}", header, input_position);
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return result;
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}
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char *OpenGLOutputBuilder::get_input_fragment_shader()
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{
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char *composite_shader = _composite_shader;
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if(!composite_shader)
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{
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asprintf(&composite_shader,
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"%s\n"
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"uniform mat3 rgbToLumaChroma;"
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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|
"{"
|
|
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
|
|
"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
|
|
"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
|
|
"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
|
|
"}",
|
|
_rgb_shader);
|
|
// TODO: use YIQ if this is NTSC
|
|
}
|
|
|
|
char *result;
|
|
asprintf(&result,
|
|
"#version 150\n"
|
|
|
|
"in vec2 inputPositionVarying;"
|
|
"in vec2 iInputPositionVarying;"
|
|
"in float phaseVarying;"
|
|
"in float amplitudeVarying;"
|
|
|
|
"out vec4 fragColour;"
|
|
|
|
"uniform usampler2D texID;"
|
|
|
|
"\n%s\n"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"fragColour = vec4(composite_sample(texID, inputPositionVarying, iInputPositionVarying, phaseVarying, amplitudeVarying));"
|
|
"}"
|
|
, composite_shader);
|
|
|
|
if(!_composite_shader) free(composite_shader);
|
|
|
|
return result;
|
|
}
|
|
|
|
char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
|
|
{
|
|
return strdup(
|
|
"#version 150\n"
|
|
|
|
"in float phaseVarying;"
|
|
"in float amplitudeVarying;"
|
|
|
|
"in vec2 inputPositionsVarying[11];"
|
|
"uniform vec4 weights[3];"
|
|
|
|
"out vec3 fragColour;"
|
|
|
|
"uniform sampler2D texID;"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"vec4 samples[3] = vec4[]("
|
|
"vec4("
|
|
"texture(texID, inputPositionsVarying[0]).r,"
|
|
"texture(texID, inputPositionsVarying[1]).r,"
|
|
"texture(texID, inputPositionsVarying[2]).r,"
|
|
"texture(texID, inputPositionsVarying[3]).r"
|
|
"),"
|
|
"vec4("
|
|
"texture(texID, inputPositionsVarying[4]).r,"
|
|
"texture(texID, inputPositionsVarying[5]).r,"
|
|
"texture(texID, inputPositionsVarying[6]).r,"
|
|
"texture(texID, inputPositionsVarying[7]).r"
|
|
"),"
|
|
"vec4("
|
|
"texture(texID, inputPositionsVarying[8]).r,"
|
|
"texture(texID, inputPositionsVarying[9]).r,"
|
|
"texture(texID, inputPositionsVarying[10]).r,"
|
|
"0.0"
|
|
")"
|
|
");"
|
|
|
|
"float luminance = "
|
|
"dot(vec3("
|
|
"dot(samples[0], weights[0]),"
|
|
"dot(samples[1], weights[1]),"
|
|
"dot(samples[2], weights[2])"
|
|
"), vec3(1.0)) / (1.0 - amplitudeVarying);"
|
|
|
|
"float chrominance = 0.5 * (samples[1].y - luminance) / amplitudeVarying;"
|
|
"vec2 quadrature = vec2(cos(phaseVarying), -sin(phaseVarying));"
|
|
|
|
"fragColour = vec3(luminance, vec2(0.5) + (chrominance * quadrature));"
|
|
"}");
|
|
}
|
|
|
|
char *OpenGLOutputBuilder::get_chrominance_filter_fragment_shader()
|
|
{
|
|
return strdup(
|
|
"#version 150\n"
|
|
|
|
"in float phaseVarying;"
|
|
"in float amplitudeVarying;"
|
|
|
|
"in vec2 inputPositionsVarying[11];"
|
|
"uniform vec4 weights[3];"
|
|
|
|
"out vec3 fragColour;"
|
|
|
|
"uniform sampler2D texID;"
|
|
"uniform mat3 lumaChromaToRGB;"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"vec3 centreSample = texture(texID, inputPositionsVarying[5]).rgb;"
|
|
"vec2 samples[] = vec2[]("
|
|
"texture(texID, inputPositionsVarying[0]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[1]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[2]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[3]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[4]).gb - vec2(0.5),"
|
|
"centreSample.gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[6]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[7]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[8]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[9]).gb - vec2(0.5),"
|
|
"texture(texID, inputPositionsVarying[10]).gb - vec2(0.5)"
|
|
");"
|
|
|
|
"vec4 channel1[] = vec4[]("
|
|
"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
|
|
"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
|
|
"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
|
|
");"
|
|
"vec4 channel2[] = vec4[]("
|
|
"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
|
|
"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
|
|
"vec4(samples[8].g, samples[9].g, samples[10].g, 0.0)"
|
|
");"
|
|
|
|
"vec3 lumaChromaColour = vec3(centreSample.r,"
|
|
"dot(vec3("
|
|
"dot(channel1[0], weights[0]),"
|
|
"dot(channel1[1], weights[1]),"
|
|
"dot(channel1[2], weights[2])"
|
|
"), vec3(1.0)) + 0.5,"
|
|
"dot(vec3("
|
|
"dot(channel2[0], weights[0]),"
|
|
"dot(channel2[1], weights[1]),"
|
|
"dot(channel2[2], weights[2])"
|
|
"), vec3(1.0)) + 0.5"
|
|
");"
|
|
|
|
"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
|
|
"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
|
|
"}");
|
|
}
|
|
|
|
|
|
#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
|
|
|
|
#pragma mark - Program compilation
|
|
|
|
std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader(const char *input_position, const char *header, char *fragment_shader, GLenum texture_unit, bool extends)
|
|
{
|
|
std::unique_ptr<OpenGL::Shader> shader;
|
|
char *vertex_shader = get_input_vertex_shader(input_position, header);
|
|
if(vertex_shader && fragment_shader)
|
|
{
|
|
OpenGL::Shader::AttributeBinding bindings[] =
|
|
{
|
|
{"inputPosition", 0},
|
|
{"outputPosition", 1},
|
|
{"phaseAmplitudeAndOffset", 2},
|
|
{"phaseTime", 3},
|
|
{nullptr}
|
|
};
|
|
shader = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, bindings));
|
|
|
|
GLint texIDUniform = shader->get_uniform_location("texID");
|
|
GLint outputTextureSizeUniform = shader->get_uniform_location("outputTextureSize");
|
|
|
|
shader->bind();
|
|
glUniform1i(texIDUniform, (GLint)(texture_unit - GL_TEXTURE0));
|
|
glUniform2i(outputTextureSizeUniform, IntermediateBufferWidth, IntermediateBufferHeight);
|
|
}
|
|
free(vertex_shader);
|
|
free(fragment_shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_composite_input_shader()
|
|
{
|
|
composite_input_shader_program = prepare_intermediate_shader("inputPosition", "uniform usampler2D texID;", get_input_fragment_shader(), source_data_texture_unit, false);
|
|
composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
|
|
composite_chrominance_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_chrominance_filter_fragment_shader(), filtered_y_texture_unit, true);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_source_vertex_array()
|
|
{
|
|
if(composite_input_shader_program)
|
|
{
|
|
GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
|
|
GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
|
|
GLint phaseAmplitudeAndOffsetAttribute = composite_input_shader_program->get_attrib_location("phaseAmplitudeAndOffset");
|
|
GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
|
|
|
|
glBindVertexArray(source_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)inputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)outputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseAmplitudeAndOffsetAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
|
|
|
|
const GLsizei vertexStride = SourceVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
|
|
glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
|
|
glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
|
|
glVertexAttribPointer((GLuint)phaseAmplitudeAndOffsetAttribute, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAmplitudeAndOffset);
|
|
glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_rgb_output_shader()
|
|
{
|
|
const char *rgb_shader = _rgb_shader;
|
|
if(!_rgb_shader)
|
|
{
|
|
rgb_shader =
|
|
"vec3 rgb_sample(usampler2D sampler, vec2 coordinate, vec2 icoordinate)"
|
|
"{"
|
|
"return texture(sampler, coordinate).rgb / vec3(255.0);"
|
|
"}";
|
|
}
|
|
|
|
rgb_shader_program = OpenGL::OutputShader::make_shader(rgb_shader, "rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying)", true);
|
|
rgb_shader_program->set_source_texture_unit(source_data_texture_unit);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_composite_output_shader()
|
|
{
|
|
composite_output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
|
|
composite_output_shader_program->set_source_texture_unit(filtered_texture_unit);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_output_vertex_array()
|
|
{
|
|
if(rgb_shader_program)
|
|
{
|
|
GLint positionAttribute = rgb_shader_program->get_attrib_location("position");
|
|
GLint textureCoordinatesAttribute = rgb_shader_program->get_attrib_location("srcCoordinates");
|
|
GLint lateralAttribute = rgb_shader_program->get_attrib_location("lateral");
|
|
|
|
glBindVertexArray(output_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)positionAttribute);
|
|
glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
|
|
glEnableVertexAttribArray((GLuint)lateralAttribute);
|
|
|
|
const GLsizei vertexStride = OutputVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
|
|
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
|
|
glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
|
|
glVertexAttribPointer((GLuint)lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfLateral);
|
|
}
|
|
}
|
|
|
|
#pragma mark - Public Configuration
|
|
|
|
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
|
|
{
|
|
if(_output_device != output_device)
|
|
{
|
|
_output_device = output_device;
|
|
_composite_src_output_y = 0;
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing(unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
|
|
{
|
|
_cycles_per_line = cycles_per_line;
|
|
_height_of_display = height_of_display;
|
|
_horizontal_scan_period = horizontal_scan_period;
|
|
_vertical_scan_period = vertical_scan_period;
|
|
_vertical_period_divider = vertical_period_divider;
|
|
|
|
set_timing_uniforms();
|
|
}
|
|
|
|
#pragma mark - Internal Configuration
|
|
|
|
void OpenGLOutputBuilder::set_colour_space_uniforms()
|
|
{
|
|
_output_mutex->lock();
|
|
GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
|
|
GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
|
|
|
|
GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
|
|
GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
|
|
|
|
GLfloat *fromRGB, *toRGB;
|
|
|
|
switch(_colour_space)
|
|
{
|
|
case ColourSpace::YIQ:
|
|
fromRGB = rgbToYIQ;
|
|
toRGB = yiqToRGB;
|
|
break;
|
|
|
|
case ColourSpace::YUV:
|
|
fromRGB = rgbToYUV;
|
|
toRGB = yuvToRGB;
|
|
break;
|
|
}
|
|
|
|
if(composite_input_shader_program)
|
|
{
|
|
composite_input_shader_program->bind();
|
|
GLint uniform = composite_input_shader_program->get_uniform_location("rgbToLumaChroma");
|
|
if(uniform >= 0)
|
|
{
|
|
glUniformMatrix3fv(uniform, 1, GL_FALSE, fromRGB);
|
|
}
|
|
}
|
|
|
|
if(composite_chrominance_filter_shader_program)
|
|
{
|
|
composite_chrominance_filter_shader_program->bind();
|
|
GLint uniform = composite_chrominance_filter_shader_program->get_uniform_location("lumaChromaToRGB");
|
|
if(uniform >= 0)
|
|
{
|
|
glUniformMatrix3fv(uniform, 1, GL_FALSE, toRGB);
|
|
}
|
|
}
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing_uniforms()
|
|
{
|
|
_output_mutex->lock();
|
|
OpenGL::Shader *intermediate_shaders[] = {
|
|
composite_input_shader_program.get(),
|
|
composite_y_filter_shader_program.get(),
|
|
composite_chrominance_filter_shader_program.get()
|
|
};
|
|
bool extends = false;
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
if(intermediate_shaders[c])
|
|
{
|
|
intermediate_shaders[c]->bind();
|
|
GLint phaseCyclesPerTickUniform = intermediate_shaders[c]->get_uniform_location("phaseCyclesPerTick");
|
|
GLint extensionUniform = intermediate_shaders[c]->get_uniform_location("extension");
|
|
|
|
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
|
|
glUniform1f(phaseCyclesPerTickUniform, phaseCyclesPerTick);
|
|
glUniform1f(extensionUniform, extends ? ceilf(1.0f / phaseCyclesPerTick) : 0.0f);
|
|
}
|
|
extends = true;
|
|
}
|
|
|
|
OpenGL::OutputShader *output_shaders[] = {
|
|
rgb_shader_program.get(),
|
|
composite_output_shader_program.get()
|
|
};
|
|
for(int c = 0; c < 2; c++)
|
|
{
|
|
if(output_shaders[c])
|
|
{
|
|
output_shaders[c]->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
|
|
}
|
|
}
|
|
|
|
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
|
|
GLint weightsUniform;
|
|
float weights[12];
|
|
|
|
if(composite_y_filter_shader_program)
|
|
{
|
|
SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
|
|
composite_y_filter_shader_program->bind();
|
|
weightsUniform = composite_y_filter_shader_program->get_uniform_location("weights");
|
|
luminance_filter.get_coefficients(weights);
|
|
glUniform4fv(weightsUniform, 3, weights);
|
|
}
|
|
|
|
if(composite_chrominance_filter_shader_program)
|
|
{
|
|
SignalProcessing::FIRFilter chrominance_filter(11, _cycles_per_line * 0.5f, 0.0f, colour_subcarrier_frequency * 0.5f, SignalProcessing::FIRFilter::DefaultAttenuation);
|
|
composite_chrominance_filter_shader_program->bind();
|
|
weightsUniform = composite_chrominance_filter_shader_program->get_uniform_location("weights");
|
|
chrominance_filter.get_coefficients(weights);
|
|
glUniform4fv(weightsUniform, 3, weights);
|
|
}
|
|
_output_mutex->unlock();
|
|
}
|