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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 07:35:38 +00:00
Added theme support for defining color saturation for the image, video and animation components.
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@ -33,6 +33,7 @@ GuiComponent::GuiComponent()
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, mSaturation {1.0f}
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, mDimming {1.0f}
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, mThemeOpacity {1.0f}
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, mThemeSaturation {1.0f}
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, mRotation {0.0f}
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, mScale {1.0f}
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, mDefaultZIndex {0.0f}
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@ -376,6 +377,9 @@ void GuiComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
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else
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setVisible(true);
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if (properties & ThemeFlags::SATURATION && elem->has("saturation"))
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mThemeSaturation = glm::clamp(elem->get<float>("saturation"), 0.0f, 1.0f);
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if (properties && elem->has("gameselector"))
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mThemeGameSelector = elem->get<std::string>("gameselector");
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}
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@ -113,10 +113,10 @@ public:
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void setVisible(bool visible) { mVisible = visible; }
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// clang-format off
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enum ComponentThemeFlags : unsigned int {
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SCROLL_HIDE = 0x00000001,
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SCROLL_FADE_IN = 0x00000002
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};
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enum ComponentThemeFlags : unsigned int {
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SCROLL_HIDE = 0x00000001,
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SCROLL_FADE_IN = 0x00000002
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};
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// clang-format on
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const bool getScrollHide() { return mComponentThemeFlags & ComponentThemeFlags::SCROLL_HIDE; }
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@ -303,6 +303,7 @@ protected:
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float mSaturation;
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float mDimming;
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float mThemeOpacity;
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float mThemeSaturation;
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float mRotation;
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float mScale;
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float mDefaultZIndex;
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@ -96,6 +96,7 @@ std::map<std::string, std::map<std::string, ThemeData::ElementPropertyType>>
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{"gradientType", STRING},
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{"scrollFadeIn", BOOLEAN},
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{"opacity", FLOAT},
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{"saturation", FLOAT},
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{"visible", BOOLEAN},
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{"zIndex", FLOAT}}},
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{"video",
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@ -116,6 +117,7 @@ std::map<std::string, std::map<std::string, ThemeData::ElementPropertyType>>
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{"fadeInTime", FLOAT},
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{"scrollFadeIn", BOOLEAN},
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{"opacity", FLOAT},
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{"saturation", FLOAT},
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{"visible", BOOLEAN},
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{"zIndex", FLOAT},
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{"showSnapshotNoVideo", BOOLEAN}, // For backward compatibility with legacy themes.
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@ -132,6 +134,7 @@ std::map<std::string, std::map<std::string, ThemeData::ElementPropertyType>>
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{"keepAspectRatio", BOOLEAN},
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{"interpolation", STRING},
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{"opacity", FLOAT},
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{"saturation", FLOAT},
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{"visible", BOOLEAN},
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{"zIndex", FLOAT}}},
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{"badges",
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@ -62,7 +62,8 @@ namespace ThemeFlags
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Z_INDEX = 0x00004000,
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ROTATION = 0x00008000,
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OPACITY = 0x00010000,
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VISIBLE = 0x00020000,
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SATURATION = 0x00020000,
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VISIBLE = 0x00040000,
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ALL = 0xFFFFFFFF
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};
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// clang-format on
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@ -488,7 +488,7 @@ void GIFAnimComponent::render(const glm::mat4& parentTrans)
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for (int i = 0; i < 4; ++i)
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vertices[i].position = glm::round(vertices[i].position);
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vertices->saturation = mSaturation;
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vertices->saturation = mSaturation * mThemeSaturation;
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vertices->opacity = mOpacity * mThemeOpacity;
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vertices->dimming = mDimming;
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vertices->shaderFlags = Renderer::ShaderFlags::BGRA_TO_RGBA;
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@ -419,7 +419,7 @@ void ImageComponent::render(const glm::mat4& parentTrans)
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else
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fadeIn(mTexture->bind());
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mVertices->saturation = mSaturation;
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mVertices->saturation = mSaturation * mThemeSaturation;
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mVertices->opacity = mThemeOpacity;
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mVertices->dimming = mDimming;
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@ -477,7 +477,7 @@ void LottieAnimComponent::render(const glm::mat4& parentTrans)
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for (int i = 0; i < 4; ++i)
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vertices[i].position = glm::round(vertices[i].position);
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vertices->saturation = mSaturation;
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vertices->saturation = mSaturation * mThemeSaturation;
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vertices->opacity = mOpacity * mThemeOpacity;
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vertices->dimming = mDimming;
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vertices->shaderFlags = Renderer::ShaderFlags::BGRA_TO_RGBA;
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@ -277,6 +277,7 @@ void VideoComponent::renderSnapshot(const glm::mat4& parentTrans)
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if (mStaticImagePath != "") {
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mStaticImage.setOpacity(mOpacity * mThemeOpacity);
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mStaticImage.setSaturation(mSaturation * mThemeSaturation);
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mStaticImage.setDimming(mDimming);
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mStaticImage.render(parentTrans);
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}
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@ -165,10 +165,10 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans)
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for (int i = 0; i < 4; ++i)
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vertices[i].position = glm::round(vertices[i].position);
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if (mDecodedFrame && (mFadeIn < 1.0f || mThemeOpacity < 1.0f))
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if (mFadeIn < 1.0f || mThemeOpacity < 1.0f)
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vertices->opacity = mFadeIn * mThemeOpacity;
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vertices->saturation = mSaturation;
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vertices->saturation = mSaturation * mThemeSaturation;
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vertices->dimming = mDimming;
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std::unique_lock<std::mutex> pictureLock(mPictureMutex);
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@ -446,6 +446,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
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GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices,
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GL_DYNAMIC_DRAW));
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mScanlinelShader->setOpacity(vertices->opacity);
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mScanlinelShader->setSaturation(vertices->saturation);
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mScanlinelShader->setTextureSize({shaderWidth, shaderHeight});
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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mLastShader = mScanlinelShader;
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@ -54,6 +54,7 @@ precision mediump float;
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uniform vec2 textureSize;
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uniform float opacity;
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uniform float saturation;
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uniform sampler2D textureSampler;
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in vec2 texCoord;
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in vec2 onex;
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@ -100,6 +101,13 @@ void main()
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float h_weight_00 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_00);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(color.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, color.rgb, saturation);
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color = vec4(blendedColor, color.a);
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}
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color *= vec4(h_weight_00, h_weight_00, h_weight_00, h_weight_00);
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// Get closest horizontal neighbour to blend.
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@ -114,6 +122,13 @@ void main()
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}
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vec4 colorNB = TEX2D(texture_coords + coords01);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(colorNB.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, colorNB.rgb, saturation);
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colorNB = vec4(blendedColor, colorNB.a);
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}
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float h_weight_01 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_01);
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@ -137,6 +152,13 @@ void main()
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}
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colorNB = TEX2D(texture_coords + coords10);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(colorNB.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, colorNB.rgb, saturation);
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colorNB = vec4(blendedColor, colorNB.a);
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}
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float v_weight_10 = dy / SPOT_HEIGHT;
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WEIGHT(v_weight_10);
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