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545 lines
18 KiB
Objective-C
545 lines
18 KiB
Objective-C
//
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// CSCathodeRayView.m
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// CLK
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//
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// Created by Thomas Harte on 16/07/2015.
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// Copyright © 2015 Thomas Harte. All rights reserved.
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//
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#import "CSCathodeRayView.h"
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@import CoreVideo;
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@import GLKit;
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#import <OpenGL/gl3.h>
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#import <OpenGL/gl3ext.h>
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#import <libkern/OSAtomic.h>
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@implementation CSCathodeRayView {
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CVDisplayLinkRef displayLink;
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GLuint _vertexShader, _fragmentShader;
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GLuint _shaderProgram;
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GLuint _arrayBuffer, _vertexArray;
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GLint _positionAttribute;
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GLint _textureCoordinatesAttribute;
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GLint _lateralAttribute;
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GLint _textureSizeUniform, _windowSizeUniform;
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GLint _boundsOriginUniform, _boundsSizeUniform;
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GLint _alphaUniform;
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GLuint _textureName, _shadowMaskTextureName;
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CRTSize _textureSize;
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CRTFrame *_crtFrame;
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NSString *_signalDecoder;
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CSCathodeRayViewSignalType _signalType;
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int32_t _signalDecoderGeneration;
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int32_t _compiledSignalDecoderGeneration;
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CGRect _aspectRatioCorrectedBounds;
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}
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- (GLuint)textureForImageNamed:(NSString *)name
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{
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NSImage *const image = [NSImage imageNamed:name];
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NSBitmapImageRep *bitmapRepresentation = [[NSBitmapImageRep alloc] initWithData: [image TIFFRepresentation]];
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GLuint textureName;
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glGenTextures(1, &textureName);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)image.size.width, (GLsizei)image.size.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapRepresentation.bitmapData);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glGenerateMipmap(GL_TEXTURE_2D);
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return textureName;
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}
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- (void)prepareOpenGL
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{
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// Synchronize buffer swaps with vertical refresh rate
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GLint swapInt = 1;
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[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
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// Create a display link capable of being used with all active displays
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CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
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// Set the renderer output callback function
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CVDisplayLinkSetOutputCallback(displayLink, DisplayLinkCallback, (__bridge void * __nullable)(self));
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// Set the display link for the current renderer
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CGLContextObj cglContext = [[self openGLContext] CGLContextObj];
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CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
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CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat);
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// install the shadow mask texture as the second texture
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glActiveTexture(GL_TEXTURE1);
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_shadowMaskTextureName = [self textureForImageNamed:@"ShadowMask"];
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// otherwise, we'll be working on the first texture
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glActiveTexture(GL_TEXTURE0);
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// get the shader ready, set the clear colour
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[self.openGLContext makeCurrentContext];
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glClearColor(0.0, 0.0, 0.0, 1.0);
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// Activate the display link
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CVDisplayLinkStart(displayLink);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *now, const CVTimeStamp *outputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext)
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{
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CSCathodeRayView *view = (__bridge CSCathodeRayView *)displayLinkContext;
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[view.delegate openGLView:view didUpdateToTime:*now];
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return kCVReturnSuccess;
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}
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- (void)invalidate
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{
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CVDisplayLinkStop(displayLink);
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}
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- (void)dealloc
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{
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// Release the display link
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CVDisplayLinkRelease(displayLink);
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// Release OpenGL buffers
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[self.openGLContext makeCurrentContext];
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glDeleteBuffers(1, &_arrayBuffer);
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glDeleteVertexArrays(1, &_vertexArray);
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glDeleteTextures(1, &_textureName);
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glDeleteTextures(1, &_shadowMaskTextureName);
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glDeleteProgram(_shaderProgram);
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}
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- (NSPoint)backingViewSize
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{
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NSPoint backingSize = {.x = self.bounds.size.width, .y = self.bounds.size.height};
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return [self convertPointToBacking:backingSize];
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}
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- (void)reshape
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{
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[super reshape];
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[self.openGLContext makeCurrentContext];
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CGLLockContext([[self openGLContext] CGLContextObj]);
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NSPoint viewSize = [self backingViewSize];
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glViewport(0, 0, (GLsizei)viewSize.x, (GLsizei)viewSize.y);
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[self pushSizeUniforms];
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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}
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- (void)setFrameBounds:(CGRect)frameBounds
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{
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_frameBounds = frameBounds;
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[self.openGLContext makeCurrentContext];
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CGLLockContext([[self openGLContext] CGLContextObj]);
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[self pushSizeUniforms];
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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}
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- (void)pushSizeUniforms
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{
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if(_shaderProgram)
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{
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NSPoint viewSize = [self backingViewSize];
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if(_windowSizeUniform >= 0)
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{
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glUniform2f(_windowSizeUniform, (GLfloat)viewSize.x, (GLfloat)viewSize.y);
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}
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CGFloat outputAspectRatioMultiplier = (viewSize.x / viewSize.y) / (4.0 / 3.0);
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// NSLog(@"%0.2f v %0.2f", outputAspectRatio, desiredOutputAspectRatio);
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_aspectRatioCorrectedBounds = _frameBounds;
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CGFloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _frameBounds.size.width;
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_aspectRatioCorrectedBounds.origin.x -= bonusWidth * 0.5f * _aspectRatioCorrectedBounds.size.width;
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_aspectRatioCorrectedBounds.size.width *= outputAspectRatioMultiplier;
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if(_boundsOriginUniform >= 0) glUniform2f(_boundsOriginUniform, (GLfloat)_aspectRatioCorrectedBounds.origin.x, (GLfloat)_aspectRatioCorrectedBounds.origin.y);
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if(_boundsSizeUniform >= 0) glUniform2f(_boundsSizeUniform, (GLfloat)_aspectRatioCorrectedBounds.size.width, (GLfloat)_aspectRatioCorrectedBounds.size.height);
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}
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}
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- (void)awakeFromNib
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{
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NSOpenGLPixelFormatAttribute attributes[] =
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{
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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NSOpenGLPFASampleBuffers, 1,
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NSOpenGLPFASamples, 2,
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0
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};
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NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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NSOpenGLContext *context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
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#ifdef DEBUG
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// When we're using a CoreProfile context, crash if we call a legacy OpenGL function
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// This will make it much more obvious where and when such a function call is made so
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// that we can remove such calls.
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// Without this we'd simply get GL_INVALID_OPERATION error for calling legacy functions
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// but it would be more difficult to see where that function was called.
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CGLEnable([context CGLContextObj], kCGLCECrashOnRemovedFunctions);
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#endif
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self.pixelFormat = pixelFormat;
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self.openGLContext = context;
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self.wantsBestResolutionOpenGLSurface = YES;
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// establish default instance variable values
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self.frameBounds = CGRectMake(0.0, 0.0, 1.0, 1.0);
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}
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- (GLint)formatForDepth:(unsigned int)depth
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{
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switch(depth)
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{
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default: return -1;
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case 1: return GL_RED;
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case 2: return GL_RG;
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case 3: return GL_RGB;
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case 4: return GL_RGBA;
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}
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}
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- (BOOL)pushFrame:(nonnull CRTFrame *)crtFrame
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{
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[[self openGLContext] makeCurrentContext];
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CGLLockContext([[self openGLContext] CGLContextObj]);
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BOOL hadFrame = _crtFrame ? YES : NO;
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_crtFrame = crtFrame;
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glBufferData(GL_ARRAY_BUFFER, _crtFrame->number_of_runs * kCRTSizeOfVertex * 6, _crtFrame->runs, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, _textureName);
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if(_textureSize.width != _crtFrame->size.width || _textureSize.height != _crtFrame->size.height)
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{
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GLint format = [self formatForDepth:_crtFrame->buffers[0].depth];
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glTexImage2D(GL_TEXTURE_2D, 0, format, _crtFrame->size.width, _crtFrame->size.height, 0, (GLenum)format, GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
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_textureSize = _crtFrame->size;
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}
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else
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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);
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[self drawView];
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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return hadFrame;
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}
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#pragma mark - Frame output
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#if defined(DEBUG)
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- (void)logErrorForObject:(GLuint)object
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{
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GLint isCompiled = 0;
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glGetShaderiv(object, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE)
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{
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GLint logLength;
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glGetShaderiv(object, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetShaderInfoLog(object, logLength, &logLength, log);
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NSLog(@"Compile log:\n%s", log);
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free(log);
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}
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}
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}
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#endif
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- (GLuint)compileShader:(const char *)source type:(GLenum)type
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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#ifdef DEBUG
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[self logErrorForObject:shader];
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#endif
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return shader;
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}
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- (void)setSignalDecoder:(nonnull NSString *)signalDecoder type:(CSCathodeRayViewSignalType)type
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{
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_signalType = type;
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_signalDecoder = [signalDecoder copy];
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OSAtomicIncrement32(&_signalDecoderGeneration);
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}
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- (nonnull NSString *)vertexShaderForType:(CSCathodeRayViewSignalType)type
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{
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// 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
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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NSString *const ntscVertexShaderGlobals =
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@"out vec2 srcCoordinatesVarying[4];\n"
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"out float phase;\n";
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NSString *const ntscVertexShaderBody =
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@"phase = srcCoordinates.x * 6.283185308;\n"
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"\n"
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"srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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NSString *const rgbVertexShaderGlobals =
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@"out vec2 srcCoordinatesVarying[5];\n";
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NSString *const rgbVertexShaderBody =
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@"srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"srcCoordinatesVarying[0] = srcCoordinatesVarying[1] - vec2(1.0 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[1] = srcCoordinatesVarying[1] - vec2(0.5 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[3] = srcCoordinatesVarying[1] + vec2(0.5 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[4] = srcCoordinatesVarying[1] + vec2(1.0 / textureSize.x, 0.0);\n";
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NSString *const vertexShader =
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@"#version 150\n"
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"\n"
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"in vec2 position;\n"
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"in vec2 srcCoordinates;\n"
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"in float lateral;\n"
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"\n"
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"uniform vec2 boundsOrigin;\n"
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"uniform vec2 boundsSize;\n"
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"\n"
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"out float lateralVarying;\n"
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"out vec2 shadowMaskCoordinates;\n"
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"\n"
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"uniform vec2 textureSize;\n"
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"\n"
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"const float shadowMaskMultiple = 600;\n"
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"\n"
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"%@\n"
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"void main (void)\n"
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"{\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"\n"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);\n"
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"\n"
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"%@\n"
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"\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);\n"
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"}\n";
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// + mappedPosition.x / 131.0
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switch(_signalType)
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{
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case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:vertexShader, ntscVertexShaderGlobals, ntscVertexShaderBody];
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case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:vertexShader, rgbVertexShaderGlobals, rgbVertexShaderBody];
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}
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}
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- (nonnull NSString *)fragmentShaderForType:(CSCathodeRayViewSignalType)type
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{
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NSString *const fragmentShader =
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@"#version 150\n"
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"\n"
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"in float lateralVarying;\n"
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"in vec2 shadowMaskCoordinates;\n"
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"out vec4 fragColour;\n"
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"\n"
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"uniform sampler2D texID;\n"
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"uniform sampler2D shadowMaskTexID;\n"
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"uniform float alpha;\n"
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"\n"
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"%@\n"
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"%%@\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"%@\n"
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"}\n";
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NSString *const ntscFragmentShaderGlobals =
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@"in vec2 srcCoordinatesVarying[4];\n"
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"in float phase;\n"
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"\n"
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"// 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"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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NSString *const ntscFragmentShaderBody =
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@"vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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"vec4 samples = vec4("
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" sample(srcCoordinatesVarying[0], angles.x),"
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" sample(srcCoordinatesVarying[1], angles.y),"
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" sample(srcCoordinatesVarying[2], angles.z),"
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" sample(srcCoordinatesVarying[3], angles.w)"
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");\n"
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"\n"
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"float y = dot(vec4(0.25), samples);\n"
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"samples -= vec4(y);\n"
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"\n"
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"float i = dot(cos(angles), samples);\n"
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"float q = dot(sin(angles), samples);\n"
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"\n"
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"fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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NSString *const rgbFragmentShaderGlobals =
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@"in vec2 srcCoordinatesVarying[5];\n"; // texture(shadowMaskTexID, shadowMaskCoordinates) *
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NSString *const rgbFragmentShaderBody =
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@"fragColour = sample(srcCoordinatesVarying[2]);";
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// @"fragColour = (sample(srcCoordinatesVarying[0]) * -0.1) + \
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// (sample(srcCoordinatesVarying[1]) * 0.3) + \
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// (sample(srcCoordinatesVarying[2]) * 0.6) + \
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// (sample(srcCoordinatesVarying[3]) * 0.3) + \
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// (sample(srcCoordinatesVarying[4]) * -0.1);";
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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switch(_signalType)
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{
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case CSCathodeRayViewSignalTypeNTSC: return [NSString stringWithFormat:fragmentShader, ntscFragmentShaderGlobals, ntscFragmentShaderBody];
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case CSCathodeRayViewSignalTypeRGB: return [NSString stringWithFormat:fragmentShader, rgbFragmentShaderGlobals, rgbFragmentShaderBody];
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}
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}
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- (void)prepareShader
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{
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if(_shaderProgram)
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{
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glDeleteProgram(_shaderProgram);
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glDeleteShader(_vertexShader);
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glDeleteShader(_fragmentShader);
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}
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if(!_signalDecoder)
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return;
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NSString *const vertexShader = [self vertexShaderForType:_signalType];
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NSString *const fragmentShader = [self fragmentShaderForType:_signalType];
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_shaderProgram = glCreateProgram();
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_vertexShader = [self compileShader:[vertexShader UTF8String] type:GL_VERTEX_SHADER];
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_fragmentShader = [self compileShader:_signalDecoder ?
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[[NSString stringWithFormat:fragmentShader, _signalDecoder] UTF8String] :
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[fragmentShader UTF8String]
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type:GL_FRAGMENT_SHADER];
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glAttachShader(_shaderProgram, _vertexShader);
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glAttachShader(_shaderProgram, _fragmentShader);
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glLinkProgram(_shaderProgram);
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#ifdef DEBUG
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// [self logErrorForObject:_shaderProgram];
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#endif
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glGenVertexArrays(1, &_vertexArray);
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glBindVertexArray(_vertexArray);
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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
|