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CLK/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp

105 lines
3.5 KiB
C++

//
// 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 <stdio.h>
#include "Shader.hpp"
#include <memory>
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<IntermediateShader> make_source_conversion_shader(const char *composite_shader, const char *rgb_shader);
/*!
Constructs and returns an intermediate shader that will take runs from the inputPositions,
converting them to RGB values using @c rgb_shader.
*/
static std::unique_ptr<IntermediateShader> make_rgb_source_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<IntermediateShader> 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<IntermediateShader> make_chroma_filter_shader();
/*!
Constructs and returns an intermediate shader that will filter R while passing through G and B unchanged.
*/
static std::unique_ptr<IntermediateShader> make_luma_filter_shader();
/*!
Constructs and returns an intermediate shader that will filter R, G and B.
*/
static std::unique_ptr<IntermediateShader> make_rgb_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 configures filtering to separate luminance and chrominance based on a colour
subcarrier of the given frequency.
*/
void set_separation_frequency(float sampling_rate, float colour_burst_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<IntermediateShader> 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 */