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184 lines
6.3 KiB
C++
184 lines
6.3 KiB
C++
//
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// TextureTarget.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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// Copyright 2016 Thomas Harte. All rights reserved.
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//
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#include "TextureTarget.hpp"
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#include <cstdlib>
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#include <vector>
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#include <stdexcept>
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using namespace Outputs::Display::OpenGL;
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TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit, GLint mag_filter, bool has_stencil_buffer) :
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width_(width),
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height_(height),
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texture_unit_(texture_unit) {
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// Generate and bind a frame buffer.
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test_gl(glGenFramebuffers, 1, &framebuffer_);
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test_gl(glBindFramebuffer, GL_FRAMEBUFFER, framebuffer_);
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// Round the width and height up to the next power of two.
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expanded_width_ = 1;
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while(expanded_width_ < width) expanded_width_ <<= 1;
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expanded_height_ = 1;
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while(expanded_height_ < height) expanded_height_ <<= 1;
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// Generate a texture and bind it to the nominated texture unit.
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test_gl(glGenTextures, 1, &texture_);
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bind_texture();
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// Set dimensions and set the user-supplied magnification filter.
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test_gl(glTexImage2D, GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(expanded_width_), GLsizei(expanded_height_), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// Set the texture as colour attachment 0 on the frame buffer.
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test_gl(glFramebufferTexture2D, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0);
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// Also add a stencil buffer if requested.
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if(has_stencil_buffer) {
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test_gl(glGenRenderbuffers, 1, &renderbuffer_);
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test_gl(glBindRenderbuffer, GL_RENDERBUFFER, renderbuffer_);
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test_gl(glRenderbufferStorage, GL_RENDERBUFFER, GL_STENCIL_INDEX8, expanded_width_, expanded_height_);
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test_gl(glFramebufferRenderbuffer, GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_);
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}
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// Check for successful construction.
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const auto framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(framebuffer_status != GL_FRAMEBUFFER_COMPLETE) {
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switch(framebuffer_status) {
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER");
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER");
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
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case GL_FRAMEBUFFER_UNSUPPORTED:
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throw std::runtime_error("GL_FRAMEBUFFER_UNSUPPORTED");
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default:
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throw std::runtime_error("Framebuffer status incomplete: " + std::to_string(framebuffer_status));
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case 0:
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test_gl_error();
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break;
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}
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}
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// Clear the framebuffer.
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test_gl(glClear, GL_COLOR_BUFFER_BIT);
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}
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TextureTarget::~TextureTarget() {
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glDeleteFramebuffers(1, &framebuffer_);
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glDeleteTextures(1, &texture_);
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if(renderbuffer_) glDeleteRenderbuffers(1, &renderbuffer_);
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if(drawing_vertex_array_) glDeleteVertexArrays(1, &drawing_vertex_array_);
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if(drawing_array_buffer_) glDeleteBuffers(1, &drawing_array_buffer_);
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}
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void TextureTarget::bind_framebuffer() {
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test_gl(glBindFramebuffer, GL_FRAMEBUFFER, framebuffer_);
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test_gl(glViewport, 0, 0, width_, height_);
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}
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void TextureTarget::bind_texture() const {
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test_gl(glActiveTexture, texture_unit_);
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test_gl(glBindTexture, GL_TEXTURE_2D, texture_);
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}
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void TextureTarget::draw(float aspect_ratio, float colour_threshold) const {
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if(!pixel_shader_) {
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const char *vertex_shader =
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"#version 150\n"
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"in vec2 texCoord;"
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"in vec2 position;"
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"out vec2 texCoordVarying;"
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"void main(void)"
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"{"
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"texCoordVarying = texCoord;"
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"gl_Position = vec4(position, 0.0, 1.0);"
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"}";
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const char *fragment_shader =
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"#version 150\n"
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"in vec2 texCoordVarying;"
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"uniform sampler2D texID;"
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"uniform float threshold;"
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"out vec4 fragColour;"
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"void main(void)"
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"{"
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"fragColour = clamp(texture(texID, texCoordVarying), threshold, 1.0);"
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"}";
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pixel_shader_ = std::make_unique<Shader>(vertex_shader, fragment_shader);
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pixel_shader_->bind();
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test_gl(glGenVertexArrays, 1, &drawing_vertex_array_);
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test_gl(glGenBuffers, 1, &drawing_array_buffer_);
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test_gl(glBindVertexArray, drawing_vertex_array_);
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test_gl(glBindBuffer, GL_ARRAY_BUFFER, drawing_array_buffer_);
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const GLint position_attribute = pixel_shader_->get_attrib_location("position");
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const GLint tex_coord_attribute = pixel_shader_->get_attrib_location("texCoord");
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test_gl(glEnableVertexAttribArray, GLuint(position_attribute));
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test_gl(glEnableVertexAttribArray, GLuint(tex_coord_attribute));
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const GLsizei vertex_stride = 4 * sizeof(GLfloat);
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test_gl(glVertexAttribPointer, GLuint(position_attribute), 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)0);
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test_gl(glVertexAttribPointer, GLuint(tex_coord_attribute), 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)(2 * sizeof(GLfloat)));
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const GLint texIDUniform = pixel_shader_->get_uniform_location("texID");
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test_gl(glUniform1i, texIDUniform, GLint(texture_unit_ - GL_TEXTURE0));
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threshold_uniform_ = pixel_shader_->get_uniform_location("threshold");
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}
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if(set_aspect_ratio_ != aspect_ratio) {
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set_aspect_ratio_ = aspect_ratio;
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float buffer[4*4];
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// establish texture coordinates
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buffer[2] = 0.0f;
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buffer[3] = 0.0f;
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buffer[6] = 0.0f;
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buffer[7] = float(height_) / float(expanded_height_);
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buffer[10] = float(width_) / float(expanded_width_);
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buffer[11] = 0.0f;
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buffer[14] = buffer[10];
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buffer[15] = buffer[7];
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// determine positions; rule is to keep the same height and centre
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float internal_aspect_ratio = float(width_) / float(height_);
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float aspect_ratio_ratio = internal_aspect_ratio / aspect_ratio;
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buffer[0] = -aspect_ratio_ratio; buffer[1] = -1.0f;
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buffer[4] = -aspect_ratio_ratio; buffer[5] = 1.0f;
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buffer[8] = aspect_ratio_ratio; buffer[9] = -1.0f;
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buffer[12] = aspect_ratio_ratio; buffer[13] = 1.0f;
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// upload buffer
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test_gl(glBindBuffer, GL_ARRAY_BUFFER, drawing_array_buffer_);
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test_gl(glBufferData, GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW);
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}
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pixel_shader_->bind();
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test_gl(glUniform1f, threshold_uniform_, colour_threshold);
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test_gl(glBindVertexArray, drawing_vertex_array_);
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test_gl(glDrawArrays, GL_TRIANGLE_STRIP, 0, 4);
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}
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