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Files
CLK/Outputs/OpenGL/Shaders/LineOutputShader.cpp
2026-02-06 18:01:23 -05:00

135 lines
3.3 KiB
C++

//
// LineOutputShader.cpp
// Clock Signal Kiosk
//
// Created by Thomas Harte on 04/02/2026.
// Copyright © 2026 Thomas Harte. All rights reserved.
//
#include "LineOutputShader.hpp"
#include "CommonAtrributes.hpp"
#include "Outputs/ScanTargets/BufferingScanTarget.hpp"
namespace {
constexpr char vertex_shader[] = R"glsl(
uniform mediump vec2 sourceSize;
uniform highp vec2 positionScale;
uniform mediump float lineHeight;
uniform lowp mat3 scale;
in highp vec2 lineEndpoint0Position;
in highp float lineEndpoint0CyclesSinceRetrace;
in highp vec2 lineEndpoint1Position;
in highp float lineEndpoint1CyclesSinceRetrace;
in highp float lineLine;
out mediump vec2 coordinate;
void main(void) {
float lateral = float(gl_VertexID & 1);
float longitudinal = float((gl_VertexID & 2) >> 1);
coordinate = vec2(
mix(
lineEndpoint0CyclesSinceRetrace,
lineEndpoint1CyclesSinceRetrace,
lateral
),
sourceSize.y - lineLine - 0.5
) / sourceSize;
vec2 tangent = normalize(lineEndpoint1Position - lineEndpoint0Position);
vec2 normal = vec2(tangent.y, -tangent.x);
vec2 centre =
mix(
lineEndpoint0Position,
lineEndpoint1Position,
lateral
) / positionScale;
gl_Position =
vec4(
(scale * vec3(centre + (longitudinal - 0.5) * normal * lineHeight, 1.0)).xy,
0.0,
1.0
) ;
}
)glsl";
constexpr char fragment_shader[] = R"glsl(
uniform lowp sampler2D source;
uniform lowp float alpha;
in mediump vec2 coordinate;
out lowp vec4 outputColour;
void main(void) {
outputColour = texture(source, coordinate) * vec4(1.0, 1.0, 1.0, alpha);
}
)glsl";
}
using namespace Outputs::Display;
OpenGL::LineOutputShader::LineOutputShader(
const API api,
const int source_width,
const int source_height,
const float cycle_multiplier,
const int expected_vertical_lines,
const int scale_x,
const int scale_y,
const float alpha,
const VertexArray &vertex_array,
const GLenum source_texture_unit
) {
shader_ = OpenGL::Shader(
api,
vertex_shader,
fragment_shader,
line_attributes()
);
BufferingScanTarget::Line line;
vertex_array.bind_all();
const auto enable = [&](const std::string &name, uint16_t &element, const GLint size) {
shader_.enable_vertex_attribute_with_pointer(
name,
size,
GL_UNSIGNED_SHORT,
GL_FALSE,
sizeof(line),
reinterpret_cast<void *>((reinterpret_cast<uint8_t *>(&element) - reinterpret_cast<uint8_t *>(&line))),
1
);
};
enable("lineEndpoint0Position", line.end_points[0].x, 2);
enable("lineEndpoint1Position", line.end_points[1].x, 2);
enable("lineEndpoint0CyclesSinceRetrace", line.end_points[0].cycles_since_end_of_horizontal_retrace, 1);
enable("lineEndpoint1CyclesSinceRetrace", line.end_points[1].cycles_since_end_of_horizontal_retrace, 1);
enable("lineLine", line.line, 1);
shader_.set_uniform("lineHeight", 1.05f / GLfloat(expected_vertical_lines));
shader_.set_uniform("positionScale", GLfloat(scale_x), GLfloat(scale_y));
shader_.set_uniform("sourceSize", GLfloat(source_width) / cycle_multiplier, GLfloat(source_height));
shader_.set_uniform("source", GLint(source_texture_unit - GL_TEXTURE0));
shader_.set_uniform("alpha", GLfloat(alpha));
}
void OpenGL::LineOutputShader::set_aspect_ratio_transformation(const std::array<float, 9> &transform) {
shader_.set_uniform_matrix("scale", 3, false, transform.data());
}
void OpenGL::LineOutputShader::bind() {
shader_.bind();
}