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129 lines
4.0 KiB
C++
129 lines
4.0 KiB
C++
//
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// OutputShader.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 27/04/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "OutputShader.hpp"
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#include <stdlib.h>
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#include <math.h>
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using namespace OpenGL;
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namespace {
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const OpenGL::Shader::AttributeBinding bindings[] =
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{
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{"position", 0},
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{"srcCoordinates", 1},
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{"lateral", 2},
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{nullptr}
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};
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}
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std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler)
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{
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const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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char *vertex_shader;
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asprintf(&vertex_shader,
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"#version 150\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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// "in float lateral;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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"uniform vec2 positionConversion;"
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"uniform vec2 scanNormal;"
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"uniform %s texID;"
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"out float lateralVarying;"
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"out vec2 srcCoordinatesVarying;"
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"out vec2 iSrcCoordinatesVarying;"
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"void main(void)"
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"{"
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"float laterals[] = float[](0, 0, 1, 0, 1, 1);"
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"float lateral = laterals[gl_VertexID %% 6];"
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"lateralVarying = lateral - 0.5;"
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"ivec2 textureSize = textureSize(texID, 0);"
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"iSrcCoordinatesVarying = srcCoordinates;"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);"
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"vec2 floatingPosition = (position / positionConversion) + lateral * scanNormal;"
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"vec2 mappedPosition = (floatingPosition - 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);"
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"}", sampler_type);
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char *fragment_shader;
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asprintf(&fragment_shader,
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"#version 150\n"
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"in float lateralVarying;"
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"in vec2 srcCoordinatesVarying;"
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"in vec2 iSrcCoordinatesVarying;"
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"out vec4 fragColour;"
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"uniform %s texID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(%s, 0.5*cos(lateralVarying));"
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"}",
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sampler_type, fragment_methods, colour_expression);
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std::unique_ptr<OutputShader> result = std::unique_ptr<OutputShader>(new OutputShader(vertex_shader, fragment_shader, bindings));
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free(vertex_shader);
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free(fragment_shader);
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result->boundsSizeUniform = result->get_uniform_location("boundsSize");
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result->boundsOriginUniform = result->get_uniform_location("boundsOrigin");
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result->texIDUniform = result->get_uniform_location("texID");
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result->scanNormalUniform = result->get_uniform_location("scanNormal");
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result->positionConversionUniform = result->get_uniform_location("positionConversion");
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return result;
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}
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void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area)
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{
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bind();
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GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
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GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * visible_area.size.width;
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visible_area.origin.x -= bonusWidth * 0.5f * visible_area.size.width;
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visible_area.size.width *= outputAspectRatioMultiplier;
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glUniform2f(boundsOriginUniform, (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y);
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glUniform2f(boundsSizeUniform, (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height);
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}
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void OutputShader::set_source_texture_unit(GLenum unit)
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{
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bind();
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glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0));
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}
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void OutputShader::set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
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{
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bind();
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float scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f);
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float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
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float multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period);
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scan_normal[0] *= multiplier;
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scan_normal[1] *= multiplier;
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glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
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glUniform2f(positionConversionUniform, horizontal_scan_period, vertical_scan_period / (unsigned int)vertical_period_divider);
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}
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