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:
@@ -86,3 +86,8 @@ add_files(
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unicode.h
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water_land.h
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)
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add_files(
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opengl_shader.h
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CONDITION OPENGL_FOUND
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)
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203
src/table/opengl_shader.h
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203
src/table/opengl_shader.h
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@@ -0,0 +1,203 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file opengl_shader.h OpenGL shader programs. */
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/** Vertex shader that positions a sprite on screen.. */
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static const char *_vertex_shader_sprite[] = {
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"#version 110\n",
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"uniform vec4 sprite;",
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"uniform vec2 screen;",
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"attribute vec2 position, colour_uv;",
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"varying vec2 colour_tex_uv;",
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"void main() {",
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" vec2 size = sprite.zw / screen.xy;",
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" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
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" colour_tex_uv = colour_uv;",
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" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
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"}",
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};
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/** GLSL 1.50 vertex shader that positions a sprite on screen. */
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static const char *_vertex_shader_sprite_150[] = {
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"#version 150\n",
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"uniform vec4 sprite;",
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"uniform vec2 screen;",
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"in vec2 position, colour_uv;",
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"out vec2 colour_tex_uv;",
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"void main() {",
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" vec2 size = sprite.zw / screen.xy;",
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" vec2 offset = ((2.0 * sprite.xy + sprite.zw) / screen.xy - 1.0) * vec2(1.0, -1.0);",
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" colour_tex_uv = colour_uv;",
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" gl_Position = vec4(position * size + offset, 0.0, 1.0);",
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"}",
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};
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/** Fragment shader that reads the fragment colour from a 32bpp texture. */
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static const char *_frag_shader_direct[] = {
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"#version 110\n",
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"uniform sampler2D colour_tex;",
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"varying vec2 colour_tex_uv;",
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"void main() {",
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" gl_FragData[0] = texture2D(colour_tex, colour_tex_uv);",
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"}",
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};
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/** GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture. */
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static const char *_frag_shader_direct_150[] = {
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"#version 150\n",
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"uniform sampler2D colour_tex;",
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"in vec2 colour_tex_uv;",
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"out vec4 colour;",
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"void main() {",
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" colour = texture(colour_tex, colour_tex_uv);",
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"}",
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};
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/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
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static const char *_frag_shader_palette[] = {
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"#version 110\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"varying vec2 colour_tex_uv;",
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"void main() {",
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" float idx = texture2D(colour_tex, colour_tex_uv).r;",
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" gl_FragData[0] = texture1D(palette, idx);",
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"}",
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};
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/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
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static const char *_frag_shader_palette_150[] = {
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"#version 150\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"in vec2 colour_tex_uv;",
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"out vec4 colour;",
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"void main() {",
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" float idx = texture(colour_tex, colour_tex_uv).r;",
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" colour = texture(palette, idx);",
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"}",
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};
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/** Fragment shader function for remap brightness modulation. */
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static const char *_frag_shader_remap_func = \
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"float max3(vec3 v) {"
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" return max(max(v.x, v.y), v.z);"
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"}"
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""
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"vec3 adj_brightness(vec3 colour, float brightness) {"
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" vec3 adj = colour * (brightness > 0.0 ? brightness / 0.5 : 1.0);"
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" vec3 ob_vec = clamp(adj - 1.0, 0.0, 1.0);"
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" float ob = (ob_vec.r + ob_vec.g + ob_vec.b) / 2.0;"
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""
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" return clamp(adj + ob * (1.0 - adj), 0.0, 1.0);"
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"}";
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/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
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static const char *_frag_shader_rgb_mask_blend[] = {
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"#version 110\n",
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"#extension GL_ATI_shader_texture_lod: enable\n",
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"#extension GL_ARB_shader_texture_lod: enable\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"uniform sampler2D remap_tex;",
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"uniform bool rgb;",
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"uniform float zoom;",
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"varying vec2 colour_tex_uv;",
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"",
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_frag_shader_remap_func,
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"",
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"void main() {",
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" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
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" vec4 remap_col = texture1D(palette, idx);",
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" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
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"",
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" gl_FragData[0].a = rgb ? rgb_col.a : remap_col.a;",
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" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
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"}",
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};
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/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
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static const char *_frag_shader_rgb_mask_blend_150[] = {
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"#version 150\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"uniform sampler2D remap_tex;",
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"uniform float zoom;",
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"uniform bool rgb;",
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"in vec2 colour_tex_uv;",
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"out vec4 colour;",
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"",
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_frag_shader_remap_func,
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"",
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"void main() {",
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" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;",
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" vec4 remap_col = texture(palette, idx);",
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" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
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"",
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" colour.a = rgb ? rgb_col.a : remap_col.a;",
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" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
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"}",
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};
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/** Fragment shader that performs a palette lookup to read the colour from a sprite texture. */
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static const char *_frag_shader_sprite_blend[] = {
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"#version 110\n",
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"#extension GL_ATI_shader_texture_lod: enable\n",
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"#extension GL_ARB_shader_texture_lod: enable\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"uniform sampler2D remap_tex;",
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"uniform sampler1D pal;",
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"uniform float zoom;",
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"uniform bool rgb;",
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"uniform bool crash;",
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"varying vec2 colour_tex_uv;",
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"",
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_frag_shader_remap_func,
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"",
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"void main() {",
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" float idx = texture2DLod(remap_tex, colour_tex_uv, zoom).r;",
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" float r = texture1D(pal, idx).r;",
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" vec4 remap_col = texture1D(palette, idx);",
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" vec4 rgb_col = texture2DLod(colour_tex, colour_tex_uv, zoom);",
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"",
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" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
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" gl_FragData[0].a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
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" gl_FragData[0].rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
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"}",
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};
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/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from a sprite texture. */
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static const char *_frag_shader_sprite_blend_150[] = {
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"#version 150\n",
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"uniform sampler2D colour_tex;",
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"uniform sampler1D palette;",
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"uniform sampler2D remap_tex;",
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"uniform sampler1D pal;",
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"uniform float zoom;",
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"uniform bool rgb;",
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"uniform bool crash;",
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"in vec2 colour_tex_uv;",
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"out vec4 colour;",
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"",
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_frag_shader_remap_func,
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"",
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"void main() {",
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" float idx = textureLod(remap_tex, colour_tex_uv, zoom).r;"
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" float r = texture(pal, idx).r;",
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" vec4 remap_col = texture(palette, r);",
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" vec4 rgb_col = textureLod(colour_tex, colour_tex_uv, zoom);",
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"",
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" if (crash && idx == 0.0) rgb_col.rgb = vec2(dot(rgb_col.rgb, vec3(0.199325561523, 0.391342163085, 0.076004028320)), 0.0).rrr;"
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" colour.a = rgb && (r > 0.0 || idx == 0.0) ? rgb_col.a : remap_col.a;",
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" colour.rgb = idx > 0.0 ? adj_brightness(remap_col.rgb, max3(rgb_col.rgb)) : rgb_col.rgb;",
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"}",
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};
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