Add: [OpenGL] Accelerated mouse cursor drawing.

This commit is contained in:
Michael Lutz
2021-01-16 16:43:38 +01:00
parent d4dbb3f46e
commit 6bcc4884c2
5 changed files with 481 additions and 29 deletions

View File

@@ -9,25 +9,33 @@
/** @file opengl_shader.h OpenGL shader programs. */
/** Vertex shader that just passes colour and tex coords through. */
static const char *_vertex_shader_direct[] = {
/** Vertex shader that positions a sprite on screen.. */
static const char *_vertex_shader_sprite[] = {
"#version 110\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"attribute vec2 position, colour_uv;",
"varying vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position, 0.0, 1.0);",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
/** GLSL 1.50 vertex shader that just passes colour and tex coords through. */
static const char *_vertex_shader_direct_150[] = {
/** GLSL 1.50 vertex shader that positions a sprite on screen. */
static const char *_vertex_shader_sprite_150[] = {
"#version 150\n",
"uniform vec4 sprite;",
"uniform vec2 screen;",
"in vec2 position, colour_uv;",
"out vec2 colour_tex_uv;",
"void main() {",
" vec2 size = sprite.zw / screen.xy;",
" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
" colour_tex_uv = colour_uv;",
" gl_Position = vec4(position, 0.0, 1.0);",
" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
"}",
};
@@ -76,3 +84,65 @@ static const char *_frag_shader_palette_150[] = {
" colour = texture(palette, idx);",
"}",
};
/** Fragment shader function for remap brightness modulation. */
static const char *_frag_shader_remap_func = \
"float max3(vec3 v) {"
" return max(max(v.x, v.y), v.z);"
"}"
""
"vec3 adj_brightness(vec3 colour, float brightness) {"
" vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
" vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
" float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
""
" return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
"}";
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend[] = {
"#version 110\n",
"#extension GL_ATI_shader_texture_lod: enable\n",
"#extension GL_ARB_shader_texture_lod: enable\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform bool rgb;",
"uniform float zoom;",
"varying vec2 colour_tex_uv;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_rgb_mask_blend_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform float zoom;",
"uniform bool rgb;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
" vec4 remap_col = texture(palette, idx);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" colour.a = rgb ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};