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105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
//
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// IntermediateShader.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 28/04/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#ifndef IntermediateShader_hpp
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#define IntermediateShader_hpp
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#include <stdio.h>
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#include "Shader.hpp"
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#include <memory>
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namespace OpenGL {
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class IntermediateShader: public Shader {
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public:
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using Shader::Shader;
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to single-channel composite values using @c composite_shader if supplied
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or @c rgb_shader and a reference composite conversion if @c composite_shader is @c nullptr.
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*/
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static std::unique_ptr<IntermediateShader> make_source_conversion_shader(const char *composite_shader, const char *rgb_shader);
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/*!
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Constructs and returns an intermediate shader that will take runs from the inputPositions,
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converting them to RGB values using @c rgb_shader.
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*/
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static std::unique_ptr<IntermediateShader> make_rgb_source_shader(const char *rgb_shader);
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/*!
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Constructs and returns an intermediate shader that will read composite samples from the R channel,
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filter then to obtain luminance, stored to R, and to separate out unfiltered chrominance, store to G and B.
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*/
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static std::unique_ptr<IntermediateShader> make_chroma_luma_separation_shader();
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/*!
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Constructs and returns an intermediate shader that will pass R through unchanged while filtering G and B.
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*/
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static std::unique_ptr<IntermediateShader> make_chroma_filter_shader();
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/*!
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Constructs and returns an intermediate shader that will filter R while passing through G and B unchanged.
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*/
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static std::unique_ptr<IntermediateShader> make_luma_filter_shader();
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/*!
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Constructs and returns an intermediate shader that will filter R, G and B.
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*/
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static std::unique_ptr<IntermediateShader> make_rgb_filter_shader();
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/*!
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Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels.
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*/
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void set_output_size(unsigned int output_width, unsigned int output_height);
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/*!
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Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data.
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*/
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void set_source_texture_unit(GLenum unit);
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/*!
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Binds this shader and sets filtering coefficients for a lowpass filter based on the cutoff.
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*/
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void set_filter_coefficients(float sampling_rate, float cutoff_frequency);
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/*!
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Binds this shader and configures filtering to separate luminance and chrominance based on a colour
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subcarrier of the given frequency.
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*/
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void set_separation_frequency(float sampling_rate, float colour_burst_frequency);
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/*!
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Binds this shader and sets the number of colour phase cycles per sample, indicating whether output
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geometry should be extended so that a complete colour cycle is included at both the beginning and end.
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*/
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void set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle);
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/*!
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Binds this shader and sets the matrices that convert between RGB and chrominance/luminance.
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*/
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void set_colour_conversion_matrices(float *fromRGB, float *toRGB);
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private:
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static std::unique_ptr<IntermediateShader> make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition);
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GLint texIDUniform;
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GLint outputTextureSizeUniform;
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GLint weightsUniform;
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GLint phaseCyclesPerTickUniform;
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GLint extensionUniform;
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GLint rgbToLumaChromaUniform;
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GLint lumaChromaToRGBUniform;
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GLint offsetsUniform;
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};
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}
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#endif /* IntermediateShader_hpp */
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