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246 lines
7.4 KiB
C++
246 lines
7.4 KiB
C++
//
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// ScanTargetVertexArrayAttributs.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 11/11/2018.
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// Copyright © 2018 Thomas Harte. All rights reserved.
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//
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#include "ScanTarget.hpp"
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using namespace Outputs::Display::OpenGL;
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std::string ScanTarget::glsl_globals(ShaderType type) {
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switch(type) {
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case ShaderType::Scan:
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return
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in float startDataX;"
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"in float startCompositeAngle;"
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"in vec2 endPoint;"
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"in float endDataX;"
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"in float endCompositeAngle;"
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"in float dataY;"
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"in float lineY;"
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"in float compositeAmplitude;"
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"uniform usampler2D textureName;";
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case ShaderType::Line:
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return
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in vec2 endPoint;"
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"in float lineY;"
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"uniform sampler2D textureName;"
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"uniform vec2 origin;"
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"uniform vec2 size;";
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}
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}
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std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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switch(type) {
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case ShaderType::Scan:
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return
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"out vec2 textureCoordinate;"
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"out float compositeAngle;"
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"out float compositeAmplitudeOut;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAmplitudeOut = compositeAmplitude / 255.0;"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
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"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
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"}";
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case ShaderType::Line:
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return
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"out vec2 textureCoordinate;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(lateral * processingWidth, lineY + 0.5) / vec2(1.0, textureSize(textureName, 0).y);"
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"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
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"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
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"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}";
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}
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}
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void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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switch(type) {
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case ShaderType::Scan:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].x)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "DataX",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "CompositeAngle",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].composite_angle)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"dataY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, data_y)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, line)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"compositeAmplitude",
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1, GL_UNSIGNED_BYTE, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.composite_amplitude)),
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1);
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break;
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case ShaderType::Line:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, line)),
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1);
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break;
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}
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}
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std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
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std::string fragment_shader =
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"in float compositeAngle;"
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"in float compositeAmplitudeOut;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform usampler2D textureName;"
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"void main(void) {";
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DisplayType computed_display_type;
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switch(input_data_type) {
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case InputDataType::Luminance1:
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computed_display_type = DisplayType::CompositeMonochrome;
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fragment_shader += "fragColour = vec4(vec3(texture(textureName, textureCoordinate).r), 1.0);";
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break;
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case InputDataType::Luminance8:
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computed_display_type = DisplayType::CompositeMonochrome;
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fragment_shader += "fragColour = vec4(vec3(texture(textureName, textureCoordinate).r / 255.0), 1.0);";
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break;
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case InputDataType::Phase8Luminance8:
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computed_display_type = DisplayType::SVideo;
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rg / vec2(255.0), 0.0, 1.0);";
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break;
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case InputDataType::Red1Green1Blue1:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(uvec3(textureValue) & uvec3(4u, 2u, 1u), 1.0);";
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break;
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case InputDataType::Red2Green2Blue2:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0, 1.0);";
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break;
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case InputDataType::Red4Green4Blue4:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
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"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
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break;
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case InputDataType::Red8Green8Blue8:
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computed_display_type = DisplayType::RGB;
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rgb / vec3(255.0), 1.0);";
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break;
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}
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if(computed_display_type != display_type) {
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// If the input type is RGB but the output type isn't then
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// there'll definitely be an RGB to SVideo step.
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if(computed_display_type == DisplayType::RGB) {
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fragment_shader +=
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"vec3 composite_colour = rgbToLumaChroma * vec3(fragColour);"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"fragColour = vec4(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0, 1.0);";
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}
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// If the output type isn't SVideo, add an SVideo to composite step.
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if(computed_display_type != DisplayType::SVideo) {
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fragment_shader += "fragColour = vec4(vec3(mix(fragColour.r,fragColour.g, compositeAmplitudeOut)), 1.0);";
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}
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}
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
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fragment_shader + "}"
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));
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}
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