diff options
author | Michael Lutz <michi@icosahedron.de> | 2021-02-24 22:10:25 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-02-24 22:10:25 +0100 |
commit | e1e8cc38513c0131ad6a5764219b308f912dfee9 (patch) | |
tree | 25ab453bbfef04587ea79bca9ddaef5cae41bb08 /src | |
parent | 6a8c461e38360d14fc36d77a63150a07c6e64ff9 (diff) | |
download | openttd-e1e8cc38513c0131ad6a5764219b308f912dfee9.tar.xz |
Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)
Diffstat (limited to 'src')
-rw-r--r-- | src/gfxinit.cpp | 1 | ||||
-rw-r--r-- | src/table/opengl_shader.h | 55 | ||||
-rw-r--r-- | src/video/opengl.cpp | 115 | ||||
-rw-r--r-- | src/video/opengl.h | 16 |
4 files changed, 176 insertions, 11 deletions
diff --git a/src/gfxinit.cpp b/src/gfxinit.cpp index 7884f89b5..f569f6edf 100644 --- a/src/gfxinit.cpp +++ b/src/gfxinit.cpp @@ -344,6 +344,7 @@ void GfxLoadSprites() DEBUG(sprite, 2, "Loading sprite set %d", _settings_game.game_creation.landscape); SwitchNewGRFBlitter(); + VideoDriver::GetInstance()->ClearSystemSprites(); ClearFontCache(); GfxInitSpriteMem(); LoadSpriteTables(); diff --git a/src/table/opengl_shader.h b/src/table/opengl_shader.h index b78938615..5f4244ef1 100644 --- a/src/table/opengl_shader.h +++ b/src/table/opengl_shader.h @@ -146,3 +146,58 @@ static const char *_frag_shader_rgb_mask_blend_150[] = { " 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;", + "}", +}; diff --git a/src/video/opengl.cpp b/src/video/opengl.cpp index 4a22744cc..9720ba44e 100644 --- a/src/video/opengl.cpp +++ b/src/video/opengl.cpp @@ -36,8 +36,11 @@ #include "../debug.h" #include "../blitter/factory.hpp" #include "../zoom_func.h" +#include <array> +#include <numeric> #include "../table/opengl_shader.h" +#include "../table/sprites.h" #include "../safeguards.h" @@ -52,6 +55,7 @@ static PFNGLGENBUFFERSPROC _glGenBuffers; static PFNGLDELETEBUFFERSPROC _glDeleteBuffers; static PFNGLBINDBUFFERPROC _glBindBuffer; static PFNGLBUFFERDATAPROC _glBufferData; +static PFNGLBUFFERSUBDATAPROC _glBufferSubData; static PFNGLMAPBUFFERPROC _glMapBuffer; static PFNGLUNMAPBUFFERPROC _glUnmapBuffer; static PFNGLCLEARBUFFERSUBDATAPROC _glClearBufferSubData; @@ -199,6 +203,7 @@ static bool BindVBOExtension() _glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffers"); _glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBuffer"); _glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferData"); + _glBufferSubData = (PFNGLBUFFERSUBDATAPROC)GetOGLProcAddress("glBufferSubData"); _glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBuffer"); _glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBuffer"); } else { @@ -206,6 +211,7 @@ static bool BindVBOExtension() _glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffersARB"); _glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBufferARB"); _glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferDataARB"); + _glBufferSubData = (PFNGLBUFFERSUBDATAPROC)GetOGLProcAddress("glBufferSubDataARB"); _glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBufferARB"); _glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBufferARB"); } @@ -216,7 +222,7 @@ static bool BindVBOExtension() _glClearBufferSubData = nullptr; } - return _glGenBuffers != nullptr && _glDeleteBuffers != nullptr && _glBindBuffer != nullptr && _glBufferData != nullptr && _glMapBuffer != nullptr && _glUnmapBuffer != nullptr; + return _glGenBuffers != nullptr && _glDeleteBuffers != nullptr && _glBindBuffer != nullptr && _glBufferData != nullptr && _glBufferSubData != nullptr && _glMapBuffer != nullptr && _glUnmapBuffer != nullptr; } /** Bind vertex array object extension functions. */ @@ -430,6 +436,7 @@ OpenGLBackend::~OpenGLBackend() _glDeleteProgram(this->remap_program); _glDeleteProgram(this->vid_program); _glDeleteProgram(this->pal_program); + _glDeleteProgram(this->sprite_program); } if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad); if (_glDeleteBuffers != nullptr) { @@ -505,7 +512,7 @@ const char *OpenGLBackend::Init() /* Check available texture units. */ GLint max_tex_units = 0; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units); - if (max_tex_units < 3) return "Not enough simultaneous textures supported"; + if (max_tex_units < 4) return "Not enough simultaneous textures supported"; DEBUG(driver, 2, "OpenGL shading language version: %s, texture units = %d", (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units); @@ -580,6 +587,22 @@ const char *OpenGLBackend::Init() _glUniform1i(tex_location, 0); // Texture unit 0. _glUniform1i(palette_location, 1); // Texture unit 1. _glUniform1i(remap_location, 2); // Texture unit 2. + + /* Bind uniforms in sprite shader program. */ + tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex"); + palette_location = _glGetUniformLocation(this->sprite_program, "palette"); + remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex"); + GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal"); + this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite"); + this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen"); + this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom"); + this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb"); + this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash"); + _glUseProgram(this->sprite_program); + _glUniform1i(tex_location, 0); // Texture unit 0. + _glUniform1i(palette_location, 1); // Texture unit 1. + _glUniform1i(remap_location, 2); // Texture unit 2. + _glUniform1i(pal_location, 3); // Texture unit 3. (void)glGetError(); // Clear errors. /* Create pixel buffer object as video buffer storage. */ @@ -720,6 +743,12 @@ bool OpenGLBackend::InitShaders() _glCompileShader(remap_shader); if (!VerifyShader(remap_shader)) return false; + /* Sprite fragment shader. */ + GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER); + _glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr); + _glCompileShader(sprite_shader); + if (!VerifyShader(sprite_shader)) return false; + /* Link shaders to program. */ this->vid_program = _glCreateProgram(); _glAttachShader(this->vid_program, vert_shader); @@ -733,11 +762,16 @@ bool OpenGLBackend::InitShaders() _glAttachShader(this->remap_program, vert_shader); _glAttachShader(this->remap_program, remap_shader); + this->sprite_program = _glCreateProgram(); + _glAttachShader(this->sprite_program, vert_shader); + _glAttachShader(this->sprite_program, sprite_shader); + if (glsl_150) { /* Bind fragment shader outputs. */ _glBindFragDataLocation(this->vid_program, 0, "colour"); _glBindFragDataLocation(this->pal_program, 0, "colour"); _glBindFragDataLocation(this->remap_program, 0, "colour"); + _glBindFragDataLocation(this->sprite_program, 0, "colour"); } _glLinkProgram(this->vid_program); @@ -749,10 +783,14 @@ bool OpenGLBackend::InitShaders() _glLinkProgram(this->remap_program); if (!VerifyProgram(this->remap_program)) return false; + _glLinkProgram(this->sprite_program); + if (!VerifyProgram(this->sprite_program)) return false; + _glDeleteShader(vert_shader); _glDeleteShader(frag_shader_rgb); _glDeleteShader(frag_shader_pal); _glDeleteShader(remap_shader); + _glDeleteShader(sprite_shader); return true; } @@ -926,7 +964,7 @@ void OpenGLBackend::DrawMouseCursor() } } - this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y, ZOOM_LVL_GUI); + this->RenderOglSprite((OpenGLSprite *)this->cursor_cache.Get(sprite)->data, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y, ZOOM_LVL_GUI); } } @@ -935,6 +973,8 @@ void OpenGLBackend::DrawMouseCursor() */ void OpenGLBackend::ClearCursorCache() { + this->last_sprite_pal = (PaletteID)-1; + Sprite *sp; while ((sp = this->cursor_cache.Pop()) != nullptr) { OpenGLSprite *sprite = (OpenGLSprite *)sp->data; @@ -1091,20 +1131,41 @@ void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect) * @param y Y position of the sprite. * @param zoom Zoom level to use. */ -void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, ZoomLevel zoom) +void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint x, uint y, ZoomLevel zoom) { /* Set textures. */ bool rgb = gl_sprite->BindTextures(); _glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_1D, this->pal_texture); + /* Set palette remap. */ + _glActiveTexture(GL_TEXTURE0 + 3); + if (pal != PAL_NONE) { + glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); + if (pal != this->last_sprite_pal) { + /* Different remap palette in use, update texture. */ + _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + + _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1); + glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0); + + _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + + this->last_sprite_pal = pal; + } + } else { + glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); + } + /* Set up shader program. */ Dimension dim = gl_sprite->GetSize(zoom); - _glUseProgram(this->remap_program); - _glUniform4f(this->remap_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height); - _glUniform1f(this->remap_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN)); - _glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height); - _glUniform1i(this->remap_rgb_loc, rgb ? 1 : 0); + _glUseProgram(this->sprite_program); + _glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height); + _glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN)); + _glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height); + _glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0); + _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0); _glBindVertexArray(this->vao_quad); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -1112,6 +1173,9 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, Zoo /* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 }; +/* static */ GLuint OpenGLSprite::pal_identity = 0; +/* static */ GLuint OpenGLSprite::pal_tex = 0; +/* static */ GLuint OpenGLSprite::pal_pbo = 0; /** * Create all common resources for sprite rendering. @@ -1144,6 +1208,36 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, Zoo glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal); + /* Create palette remap textures. */ + std::array<uint8, 256> identity_pal; + std::iota(std::begin(identity_pal), std::end(identity_pal), 0); + + /* Permanent texture for identity remap. */ + glGenTextures(1, &OpenGLSprite::pal_identity); + glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); + + /* Dynamically updated texture for remaps. */ + glGenTextures(1, &OpenGLSprite::pal_tex); + glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); + + /* Pixel buffer for remap updates. */ + _glGenBuffers(1, &OpenGLSprite::pal_pbo); + _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo); + _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW); + _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + return glGetError() == GL_NO_ERROR; } @@ -1151,6 +1245,9 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, Zoo /* static */ void OpenGLSprite::Destroy() { glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex); + glDeleteTextures(1, &OpenGLSprite::pal_identity); + glDeleteTextures(1, &OpenGLSprite::pal_tex); + if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo); } /** diff --git a/src/video/opengl.h b/src/video/opengl.h index 86c0b0d17..373345063 100644 --- a/src/video/opengl.h +++ b/src/video/opengl.h @@ -54,7 +54,15 @@ private: GLint remap_zoom_loc; ///< Uniform location for sprite zoom; GLint remap_rgb_loc; ///< Uniform location for RGB mode flag; - LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites. + GLuint sprite_program; ///< Shader program for blending and rendering a sprite to the video buffer. + GLint sprite_sprite_loc; ///< Uniform location for sprite parameters. + GLint sprite_screen_loc; ///< Uniform location for screen size; + GLint sprite_zoom_loc; ///< Uniform location for sprite zoom; + GLint sprite_rgb_loc; ///< Uniform location for RGB mode flag; + GLint sprite_crash_loc; ///< Uniform location for crash remap mode flag; + + LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites. + PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette. OpenGLBackend(); ~OpenGLBackend(); @@ -62,7 +70,7 @@ private: const char *Init(); bool InitShaders(); - void RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, ZoomLevel zoom); + void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint x, uint y, ZoomLevel zoom); public: /** Get singleton instance of this class. */ @@ -110,6 +118,10 @@ private: static GLuint dummy_tex[NUM_TEX]; ///< 1x1 dummy textures to substitute for unused sprite components. + static GLuint pal_identity; ///< Identity texture mapping. + static GLuint pal_tex; ///< Texture for palette remap. + static GLuint pal_pbo; ///< Pixel buffer object for remap upload. + static bool Create(); static void Destroy(); |