Merge tag '1.11.0-beta2' into jgrpp

# Conflicts:
#	.github/workflows/ci-build.yml
#	.github/workflows/release.yml
#	CMakeLists.txt
#	src/blitter/32bpp_optimized.cpp
#	src/debug.cpp
#	src/gfx.cpp
#	src/gfx_func.h
#	src/lang/czech.txt
#	src/lang/english.txt
#	src/lang/italian.txt
#	src/lang/swedish.txt
#	src/lang/ukrainian.txt
#	src/network/network_server.cpp
#	src/os/windows/crashlog_win.cpp
#	src/os/windows/win32.cpp
#	src/pathfinder/follow_track.hpp
#	src/screenshot.cpp
#	src/settings_type.h
#	src/spritecache.cpp
#	src/vehicle_gui.cpp
#	src/video/sdl2_v.cpp
#	src/video/video_driver.cpp
#	src/video/video_driver.hpp
#	src/video/win32_v.cpp
This commit is contained in:
Jonathan G Rennison
2021-03-02 11:59:03 +00:00
148 changed files with 19670 additions and 1452 deletions

View File

@@ -86,3 +86,8 @@ add_files(
unicode.h
water_land.h
)
add_files(
opengl_shader.h
CONDITION OPENGL_FOUND
)

203
src/table/opengl_shader.h Normal file
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@@ -0,0 +1,203 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file opengl_shader.h OpenGL shader programs. */
/** 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 * size + offset, 0.0, 1.0);",
"}",
};
/** 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 * size + offset, 0.0, 1.0);",
"}",
};
/** Fragment shader that reads the fragment colour from a 32bpp texture. */
static const char *_frag_shader_direct[] = {
"#version 110\n",
"uniform sampler2D colour_tex;",
"varying vec2 colour_tex_uv;",
"void main() {",
" gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
"}",
};
/** GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture. */
static const char *_frag_shader_direct_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" colour = texture(colour_tex, colour_tex_uv);",
"}",
};
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette[] = {
"#version 110\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"varying vec2 colour_tex_uv;",
"void main() {",
" float idx = texture2D(colour_tex, colour_tex_uv).r;",
" gl_FragData[0] = texture1D(palette, idx);",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" float idx = texture(colour_tex, colour_tex_uv).r;",
" 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;",
"}",
};
/** Fragment shader that performs a palette lookup to read the colour from a sprite texture. */
static const char *_frag_shader_sprite_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 sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"varying vec2 colour_tex_uv;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
" float r = texture1D(pal, idx).r;",
" vec4 remap_col = texture1D(palette, idx);",
" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? 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 a sprite texture. */
static const char *_frag_shader_sprite_blend_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"uniform sampler2D remap_tex;",
"uniform sampler1D pal;",
"uniform float zoom;",
"uniform bool rgb;",
"uniform bool crash;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"",
_frag_shader_remap_func,
"",
"void main() {",
" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
" float r = texture(pal, idx).r;",
" vec4 remap_col = texture(palette, r);",
" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
"",
" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
" colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
"}",
};