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428 lines
8.9 KiB
C++
428 lines
8.9 KiB
C++
//
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// CompositionShader.cpp
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// Clock Signal Kiosk
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//
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// Created by Thomas Harte on 26/01/2026.
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// Copyright © 2026 Thomas Harte. All rights reserved.
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//
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#include "CompositionShader.hpp"
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#include "Outputs/ScanTargets/BufferingScanTarget.hpp"
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namespace {
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// To compile the below shader programs:
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//
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// (1) #define output type; one of:
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// OUTPUT_COMPOSITE
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// OUTPUT_SVIDEO
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// OUTPUT_RGB
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// (2) #define the input format; one of:
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// INPUT_LUMINANCE1
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// INPUT_LUMINANCE8
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// INPUT_PHASE_LINKED_LUMINANCE8
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// INPUT_LUMINANCE8_PHASE8
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// INPUT_RED1_GREEN1_BLUE1
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// INPUT_RED2_GREEN2_BLUE2
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// INPUT_RED4_GREEN4_BLUE4
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// INPUT_RED8_GREEN8_BLUE8
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// (3) #define NO_BITWISE to perform sampling with floating
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// point operations only. Those versions are slower in principle,
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// but obviously faster if the target hardware is using
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// ES 2 or original WebGL and therefore isn't guaranteed to
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// support integers or bitwise operations.
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//
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// TODO: implement NO_BITWISE.
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constexpr char vertex_shader[] = R"glsl(
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uniform mediump float cyclesSinceRetraceMultiplier;
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uniform mediump vec2 sourceSize;
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uniform mediump vec2 targetSize;
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in mediump float scanEndpoint0CyclesSinceRetrace;
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in mediump float scanEndpoint0DataOffset;
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in mediump float scanEndpoint0CompositeAngle;
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in mediump float scanEndpoint1CyclesSinceRetrace;
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in mediump float scanEndpoint1DataOffset;
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in mediump float scanEndpoint1CompositeAngle;
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in mediump float scanDataY;
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in mediump float scanLine;
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in mediump float scanCompositeAmplitude;
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out mediump vec2 coordinate;
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out highp float phase;
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out highp float unitPhase;
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out lowp float compositeAmplitude;
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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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// Texture: interpolates x = [start -> end]DataX; y = dataY.
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coordinate = vec2(
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mix(
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scanEndpoint0DataOffset,
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scanEndpoint1DataOffset,
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lateral
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),
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scanDataY + 0.5
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) / sourceSize;
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// Phase and amplitude.
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unitPhase = mix(
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scanEndpoint0CompositeAngle,
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scanEndpoint1CompositeAngle,
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lateral
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) / 64.0;
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phase = 2.0 * 3.141592654 * unitPhase;
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compositeAmplitude = scanCompositeAmplitude;
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// Position: inteprolates x = [start -> end]Clock; y = line.
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vec2 eyePosition = vec2(
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mix(
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scanEndpoint0CyclesSinceRetrace,
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scanEndpoint1CyclesSinceRetrace,
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lateral
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) * cyclesSinceRetraceMultiplier,
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scanLine + longitudinal
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) / targetSize;
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gl_Position = vec4(
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eyePosition * vec2(2.0, -2.0) + vec2(-1.0, 1.0),
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0.0,
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1.0
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);
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}
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)glsl";
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constexpr char fragment_shader[] = R"glsl(
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uniform lowp mat3 fromRGB;
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in mediump vec2 coordinate;
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in highp float phase;
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in highp float unitPhase;
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in lowp float compositeAmplitude;
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lowp vec2 quadrature() {
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return vec2(cos(phase), sin(phase));
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}
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#ifdef INPUT_LUMINANCE1
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uniform sampler2D source;
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lowp vec4 sample_composite() {
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return vec4(
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clamp(texture(source, coordinate).r * 255.0, 0.0, 1.0),
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quadrature(),
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compositeAmplitude
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);
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}
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#endif
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#ifdef INPUT_LUMINANCE8
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uniform sampler2D source;
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lowp vec4 sample_composite() {
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return vec4(
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texture(source, coordinate).r,
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quadrature(),
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compositeAmplitude
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);
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}
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#endif
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#ifdef INPUT_PHASE_LINKED_LUMINANCE8
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uniform sampler2D source;
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lowp vec4 sample_composite() {
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vec4 source = texture(source, coordinate);
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int offset = int(floor(unitPhase * 4.0)) & 3;
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return vec4(
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source[offset],
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quadrature(),
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compositeAmplitude
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);
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}
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#endif
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#ifdef INPUT_LUMINANCE8_PHASE8
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uniform sampler2D source;
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#define SYNTHESISE_COMPOSITE
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lowp vec4 sample_svideo() {
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lowp vec2 source = texture(source, coordinate).rg;
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float chroma = cos(phase + source.g);
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lowp vec2 q = quadrature();
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return vec4(
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source.r,
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chroma * q,
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1.0
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);
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}
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#endif
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#ifdef INPUT_RED1_GREEN1_BLUE1
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uniform usampler2D source;
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#define SYNTHESISE_SVIDEO
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#define SYNTHESISE_COMPOSITE
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lowp vec3 sample_rgb() {
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uvec3 colour = texture(source, coordinate).rrr & uvec3(4u, 2u, 1u);
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return clamp(vec3(colour), 0.0, 1.0);
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}
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#endif
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#ifdef INPUT_RED2_GREEN2_BLUE2
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uniform usampler2D source;
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#define SYNTHESISE_SVIDEO
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#define SYNTHESISE_COMPOSITE
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lowp vec3 sample_rgb() {
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uint colour = texture(source, coordinate).r;
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return vec3(
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float((colour >> 4) & 3u),
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float((colour >> 2) & 3u),
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float((colour >> 0) & 3u)
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) / 3.0;
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}
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#endif
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#ifdef INPUT_RED4_GREEN4_BLUE4
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uniform usampler2D source;
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#define SYNTHESISE_SVIDEO
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#define SYNTHESISE_COMPOSITE
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lowp vec3 sample_rgb() {
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uvec2 colour = texture(source, coordinate).rg;
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return vec3(
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float(colour.r) / 15.0,
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float(colour.g & 240u) / 240.0,
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float(colour.g & 15u) / 15.0
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);
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}
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#endif
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#ifdef INPUT_RED8_GREEN8_BLUE8
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uniform sampler2D source;
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#define SYNTHESISE_SVIDEO
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#define SYNTHESISE_COMPOSITE
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lowp vec3 sample_rgb() {
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return texture(source, coordinate).rgb;
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}
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#endif
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#ifdef SYNTHESISE_COMPOSITE
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#ifdef SYNTHESISE_SVIDEO
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lowp vec4 sample_composite() {
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lowp vec3 colour = fromRGB * sample_rgb();
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lowp vec2 q = quadrature();
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lowp float chroma = dot(q, colour.gb);
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return vec4(
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colour.r * (1.0 - 2.0 * compositeAmplitude) + chroma * compositeAmplitude,
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q,
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compositeAmplitude
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);
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}
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#else
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lowp vec4 sample_composite() {
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lowp vec4 colour = sample_svideo();
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return vec4(
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colour.r * (1.0 - 2.0 * compositeAmplitude) + colour.g * compositeAmplitude,
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colour.ba,
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compositeAmplitude
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);
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}
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#endif
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#endif
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#ifdef SYNTHESISE_SVIDEO
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lowp vec4 sample_svideo() {
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lowp vec3 colour = fromRGB * sample_rgb();
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lowp vec2 q = quadrature();
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lowp float chroma = dot(q, colour.gb);
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return vec4(
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colour.r,
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chroma * q,
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1.0
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);
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}
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#endif
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out lowp vec4 outputColour;
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void main(void) {
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#ifdef OUTPUT_COMPOSITE
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outputColour = sample_composite();
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#endif
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#ifdef OUTPUT_SVIDEO
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outputColour = sample_svideo();
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#endif
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#ifdef OUTPUT_RGB
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outputColour = vec4(sample_rgb(), 1.0);
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#endif
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}
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)glsl";
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}
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using namespace Outputs::Display;
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OpenGL::Shader OpenGL::composition_shader(
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const OpenGL::API api,
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const InputDataType input,
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const DisplayType display,
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const ColourSpace colour_space,
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const float cycles_multiplier,
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const int source_width,
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const int source_height,
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const int target_width,
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const int target_height,
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const VertexArray &vertex_array,
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const GLenum source_texture_unit
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) {
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//
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// Compose and compiler shader.
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//
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std::string prefix;
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prefix += "#define INPUT_";
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prefix += [&] {
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switch(input) {
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case InputDataType::Luminance1: return "LUMINANCE1";
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case InputDataType::Luminance8: return "LUMINANCE8";
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case InputDataType::PhaseLinkedLuminance8: return "PHASE_LINKED_LUMINANCE8";
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case InputDataType::Luminance8Phase8: return "LUMINANCE8_PHASE8";
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case InputDataType::Red1Green1Blue1: return "RED1_GREEN1_BLUE1";
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case InputDataType::Red2Green2Blue2: return "RED2_GREEN2_BLUE2";
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case InputDataType::Red4Green4Blue4: return "RED4_GREEN4_BLUE4";
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case InputDataType::Red8Green8Blue8: return "RED8_GREEN8_BLUE8";
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}
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__builtin_unreachable();
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} ();
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prefix += "\n";
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prefix += "#define OUTPUT_";
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prefix += [&] {
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switch(display) {
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case DisplayType::RGB: return "RGB";
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case DisplayType::SVideo: return "SVIDEO";
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case DisplayType::CompositeColour:
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case DisplayType::CompositeMonochrome:
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return "COMPOSITE";
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}
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__builtin_unreachable();
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} ();
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prefix += "\n";
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if(!supports_bitwise_operations(api)) {
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prefix += "#define NO_BITWISE\n";
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}
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auto shader = OpenGL::Shader(
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api,
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prefix + vertex_shader,
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prefix + fragment_shader
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);
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//
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// Enable vertex attributes.
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//
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BufferingScanTarget::Scan scan;
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vertex_array.bind();
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const auto enable = [&](const std::string &name, auto &element, const bool normalise) {
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assert(sizeof(element) == 1 || sizeof(element) == 2);
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shader.enable_vertex_attribute_with_pointer(
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name,
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1,
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sizeof(element) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
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normalise ? GL_TRUE : GL_FALSE,
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sizeof(scan),
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reinterpret_cast<void *>((reinterpret_cast<uint8_t *>(&element) - reinterpret_cast<uint8_t *>(&scan))),
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1
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);
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};
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for(int c = 0; c < 2; c++) {
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const std::string endpoint = std::string("scanEndpoint") + std::to_string(c);
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enable(endpoint + "DataOffset", scan.scan.end_points[c].data_offset, false);
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enable(endpoint + "CyclesSinceRetrace", scan.scan.end_points[c].cycles_since_end_of_horizontal_retrace, false);
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enable(endpoint + "CompositeAngle", scan.scan.end_points[c].composite_angle, false);
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}
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enable("scanDataY", scan.data_y, false);
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enable("scanLine", scan.line, false);
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enable("scanCompositeAmplitude", scan.scan.composite_amplitude, true);
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//
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// Set uniforms.
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//
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shader.set_uniform("cyclesSinceRetraceMultiplier", cycles_multiplier);
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shader.set_uniform("sourceSize", float(source_width), float(source_height));
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shader.set_uniform("targetSize", float(target_width), float(target_height));
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shader.set_uniform("source", GLint(source_texture_unit - GL_TEXTURE0));
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shader.set_uniform_matrix("fromRGB", 3, false, from_rgb_matrix(colour_space).data());
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return shader;
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}
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