mirror of
https://github.com/TomHarte/CLK.git
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253 lines
7.4 KiB
Objective-C
253 lines
7.4 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 <OpenGL/gl3.h>
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#import <OpenGL/gl3ext.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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GLuint _textureName;
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CRTSize _textureSize;
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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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// 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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[self prepareShader];
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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_ZERO);
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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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glDeleteProgram(_shaderProgram);
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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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NSPoint backingSize = {.x = self.bounds.size.width, .y = self.bounds.size.height};
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NSPoint viewSize = [self convertPointToBacking:backingSize];
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glViewport(0, 0, viewSize.x, viewSize.y);
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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, 16,
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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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}
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- (void)setCrtFrame:(CRTFrame *)crtFrame
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{
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_crtFrame = crtFrame;
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[self setNeedsDisplay:YES];
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if(crtFrame)
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{
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[self.openGLContext makeCurrentContext];
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glBufferData(GL_ARRAY_BUFFER, _crtFrame->number_of_runs * sizeof(GLushort) * 24, _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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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _crtFrame->size.width, _crtFrame->size.height, 0, GL_RGBA, 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, GL_RGBA, GL_UNSIGNED_BYTE, _crtFrame->buffers[0].data);
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}
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}
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#pragma mark - Frame output
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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.
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const char *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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"\n"
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"out vec2 srcCoordinatesVarying;\n"
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"\n"
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"void main (void)\n"
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"{\n"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / 512.0, (srcCoordinates.y + 0.5) / 512.0);\n"
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 + position.x / 131.0, 0.0, 1.0);\n"
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"}\n";
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// TODO: this should be factored out and be per project
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const char *fragmentShader =
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"#version 150\n"
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"\n"
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"in vec2 srcCoordinatesVarying;\n"
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"out vec4 fragColour;\n"
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"uniform sampler2D texID;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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"fragColour = texture(texID, srcCoordinatesVarying);\n" // vec4(1.0, 1.0, 1.0, 0.5)
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"}\n";
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#if defined(DEBUG)
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- (void)logErrorForObject:(GLuint)object
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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(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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#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)prepareShader
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{
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_shaderProgram = glCreateProgram();
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_vertexShader = [self compileShader:vertexShader type:GL_VERTEX_SHADER];
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_fragmentShader = [self compileShader:fragmentShader 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);
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glBindBuffer(GL_ARRAY_BUFFER, _arrayBuffer);
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glUseProgram(_shaderProgram);
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_positionAttribute = glGetAttribLocation(_shaderProgram, "position");
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_textureCoordinatesAttribute = glGetAttribLocation(_shaderProgram, "srcCoordinates");
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glEnableVertexAttribArray(_positionAttribute);
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glEnableVertexAttribArray(_textureCoordinatesAttribute);
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glVertexAttribPointer(_positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, 4 * sizeof(GLushort), (void *)0);
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glVertexAttribPointer(_textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, 4 * sizeof(GLushort), (void *)(2 * sizeof(GLushort)));
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glGenTextures(1, &_textureName);
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glBindTexture(GL_TEXTURE_2D, _textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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- (void)drawRect:(NSRect)dirtyRect
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{
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[self.openGLContext makeCurrentContext];
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glClear(GL_COLOR_BUFFER_BIT);
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if (_crtFrame)
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{
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glDrawArrays(GL_TRIANGLES, 0, _crtFrame->number_of_runs*6);
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}
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glSwapAPPLE();
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}
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@end
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