From 6ff0ff1c470bf07323c6cf7e209d16c3cb9af2a3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 14 Mar 2022 20:14:18 +0100 Subject: [PATCH] Renamed Renderer_GL21 and Shader_GL21 to RendererOpenGL and ShaderOpenGL. --- es-core/CMakeLists.txt | 8 ++-- es-core/src/renderers/Renderer.cpp | 4 +- .../{Renderer_GL21.cpp => RendererOpenGL.cpp} | 24 +++++----- .../{Renderer_GL21.h => RendererOpenGL.h} | 24 +++++----- .../{Shader_GL21.cpp => ShaderOpenGL.cpp} | 44 +++++++++---------- .../{Shader_GL21.h => ShaderOpenGL.h} | 16 +++---- 6 files changed, 60 insertions(+), 60 deletions(-) rename es-core/src/renderers/{Renderer_GL21.cpp => RendererOpenGL.cpp} (96%) rename es-core/src/renderers/{Renderer_GL21.h => RendererOpenGL.h} (83%) rename es-core/src/renderers/{Shader_GL21.cpp => ShaderOpenGL.cpp} (86%) rename es-core/src/renderers/{Shader_GL21.h => ShaderOpenGL.h} (92%) diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index 45157f1f6..856c57bfe 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -74,8 +74,8 @@ set(CORE_HEADERS # Renderers ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer.h - ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GL21.h - ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Shader_GL21.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/RendererOpenGL.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/ShaderOpenGL.h # Resources ${CMAKE_CURRENT_SOURCE_DIR}/src/resources/Font.h @@ -150,8 +150,8 @@ set(CORE_SOURCES # Renderer ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer.cpp - ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GL21.cpp - ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Shader_GL21.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/RendererOpenGL.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/ShaderOpenGL.cpp # Resources ${CMAKE_CURRENT_SOURCE_DIR}/src/resources/Font.cpp diff --git a/es-core/src/renderers/Renderer.cpp b/es-core/src/renderers/Renderer.cpp index 33655ed12..07676ea70 100644 --- a/es-core/src/renderers/Renderer.cpp +++ b/es-core/src/renderers/Renderer.cpp @@ -11,8 +11,8 @@ #include "ImageIO.h" #include "Log.h" #include "Settings.h" -#include "Shader_GL21.h" -#include "renderers/Renderer_GL21.h" +#include "renderers/RendererOpenGL.h" +#include "renderers/ShaderOpenGL.h" #include "resources/ResourceManager.h" #if defined(_WIN64) diff --git a/es-core/src/renderers/Renderer_GL21.cpp b/es-core/src/renderers/RendererOpenGL.cpp similarity index 96% rename from es-core/src/renderers/Renderer_GL21.cpp rename to es-core/src/renderers/RendererOpenGL.cpp index db79df9e0..7a94f1701 100644 --- a/es-core/src/renderers/Renderer_GL21.cpp +++ b/es-core/src/renderers/RendererOpenGL.cpp @@ -1,12 +1,12 @@ // SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition -// Renderer_GL21.cpp +// RendererOpenGL.cpp // // OpenGL / OpenGL ES renderering functions. // -#include "renderers/Renderer_GL21.h" +#include "renderers/RendererOpenGL.h" #include "Settings.h" @@ -43,7 +43,7 @@ RendererOpenGL* RendererOpenGL::getInstance() return &instance; } -Shader* RendererOpenGL::getShaderProgram(unsigned int shaderID) +ShaderOpenGL* RendererOpenGL::getShaderProgram(unsigned int shaderID) { unsigned int index {0}; @@ -71,7 +71,7 @@ bool RendererOpenGL::loadShaders() shaderFiles.push_back(":/shaders/glsl/scanlines.glsl"); for (auto it = shaderFiles.cbegin(); it != shaderFiles.cend(); ++it) { - Shader* loadShader = new Shader(); + ShaderOpenGL* loadShader = new ShaderOpenGL(); loadShader->loadShaderFile(*it, GL_VERTEX_SHADER); loadShader->loadShaderFile(*it, GL_FRAGMENT_SHADER); @@ -300,7 +300,7 @@ unsigned int RendererOpenGL::createTexture(const TextureType type, const unsigned int height, void* data) { - const GLenum textureType {RendererOpenGL::convertTextureType(type)}; + const GLenum textureType {convertTextureType(type)}; unsigned int texture; GL_CHECK_ERROR(glGenTextures(1, &texture)); @@ -337,7 +337,7 @@ void RendererOpenGL::updateTexture(const unsigned int texture, const unsigned int height, void* data) { - const GLenum textureType {RendererOpenGL::convertTextureType(type)}; + const GLenum textureType {convertTextureType(type)}; GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture)); GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType, @@ -362,12 +362,12 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices, const float width {vertices[3].position[0]}; const float height {vertices[3].position[1]}; - GL_CHECK_ERROR(glBlendFunc(RendererOpenGL::convertBlendFactor(srcBlendFactorFactor), - RendererOpenGL::convertBlendFactor(dstBlendFactorFactor))); + GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(srcBlendFactorFactor), + convertBlendFactor(dstBlendFactorFactor))); if (vertices->shaders == 0 || vertices->shaders & SHADER_CORE) { if (mCoreShader == nullptr) - mCoreShader = RendererOpenGL::getShaderProgram(SHADER_CORE); + mCoreShader = getShaderProgram(SHADER_CORE); if (mCoreShader) { if (mLastShader != mCoreShader) mCoreShader->activateShaders(); @@ -388,7 +388,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices, } else if (vertices->shaders & SHADER_BLUR_HORIZONTAL) { if (mBlurHorizontalShader == nullptr) - mBlurHorizontalShader = RendererOpenGL::getShaderProgram(SHADER_BLUR_HORIZONTAL); + mBlurHorizontalShader = getShaderProgram(SHADER_BLUR_HORIZONTAL); if (mBlurHorizontalShader) { if (mLastShader != mBlurHorizontalShader) mBlurHorizontalShader->activateShaders(); @@ -405,7 +405,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices, } else if (vertices->shaders & SHADER_BLUR_VERTICAL) { if (mBlurVerticalShader == nullptr) - mBlurVerticalShader = RendererOpenGL::getShaderProgram(SHADER_BLUR_VERTICAL); + mBlurVerticalShader = getShaderProgram(SHADER_BLUR_VERTICAL); if (mBlurVerticalShader) { if (mLastShader != mBlurVerticalShader) mBlurVerticalShader->activateShaders(); @@ -422,7 +422,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices, } else if (vertices->shaders & SHADER_SCANLINES) { if (mScanlinelShader == nullptr) - mScanlinelShader = RendererOpenGL::getShaderProgram(SHADER_SCANLINES); + mScanlinelShader = getShaderProgram(SHADER_SCANLINES); float shaderWidth {width * 1.2f}; // Scale the scanlines relative to screen resolution. float screenHeightModifier {getScreenHeightModifier()}; diff --git a/es-core/src/renderers/Renderer_GL21.h b/es-core/src/renderers/RendererOpenGL.h similarity index 83% rename from es-core/src/renderers/Renderer_GL21.h rename to es-core/src/renderers/RendererOpenGL.h index 1934b04a5..a3be5094e 100644 --- a/es-core/src/renderers/Renderer_GL21.h +++ b/es-core/src/renderers/RendererOpenGL.h @@ -1,16 +1,16 @@ // SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition -// Renderer_GL21.h +// RendererOpenGL.h // // OpenGL / OpenGL ES renderering functions. // -#ifndef ES_CORE_RENDERER_RENDERER_GL21_H -#define ES_CORE_RENDERER_RENDERER_GL21_H +#ifndef ES_CORE_RENDERER_RENDERER_OPENGL_H +#define ES_CORE_RENDERER_RENDERER_OPENGL_H -#include "Shader_GL21.h" #include "renderers/Renderer.h" +#include "renderers/ShaderOpenGL.h" #if defined(USE_OPENGLES) #include @@ -28,7 +28,7 @@ public: static RendererOpenGL* getInstance(); - Shader* getShaderProgram(unsigned int shaderID); + ShaderOpenGL* getShaderProgram(unsigned int shaderID); bool loadShaders() override; GLenum convertBlendFactor(const BlendFactor BlendFactorFactor); @@ -72,7 +72,7 @@ public: unsigned char* textureRGBA = nullptr) override; private: - std::vector mShaderProgramVector; + std::vector mShaderProgramVector; GLuint mShaderFBO1; GLuint mShaderFBO2; GLuint mVertexBuffer1; @@ -82,11 +82,11 @@ private: GLuint mWhiteTexture; GLuint mPostProcTexture1; GLuint mPostProcTexture2; - Shader* mCoreShader; - Shader* mBlurHorizontalShader; - Shader* mBlurVerticalShader; - Shader* mScanlinelShader; - Shader* mLastShader; + ShaderOpenGL* mCoreShader; + ShaderOpenGL* mBlurHorizontalShader; + ShaderOpenGL* mBlurVerticalShader; + ShaderOpenGL* mScanlinelShader; + ShaderOpenGL* mLastShader; }; -#endif // ES_CORE_RENDERER_RENDERER_GL21_H +#endif // ES_CORE_RENDERER_RENDERER_OPENGL_H diff --git a/es-core/src/renderers/Shader_GL21.cpp b/es-core/src/renderers/ShaderOpenGL.cpp similarity index 86% rename from es-core/src/renderers/Shader_GL21.cpp rename to es-core/src/renderers/ShaderOpenGL.cpp index a1a052946..201775f2d 100644 --- a/es-core/src/renderers/Shader_GL21.cpp +++ b/es-core/src/renderers/ShaderOpenGL.cpp @@ -1,18 +1,18 @@ // SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition -// Shader_GL21.cpp +// ShaderOpenGL.cpp // -// OpenGL 2.1 GLSL shader functions. +// OpenGL / OpenGL ES shader functions. // -#include "Shader_GL21.h" +#include "ShaderOpenGL.h" #include "Log.h" #include "renderers/Renderer.h" #include "resources/ResourceManager.h" -Shader::Shader() +ShaderOpenGL::ShaderOpenGL() : mProgramID {0} , mShaderMVPMatrix {0} , mShaderPosition {0} @@ -28,13 +28,13 @@ Shader::Shader() { } -Shader::~Shader() +ShaderOpenGL::~ShaderOpenGL() { // Delete the shader program when destroyed. deleteProgram(mProgramID); } -void Shader::loadShaderFile(const std::string& path, GLenum shaderType) +void ShaderOpenGL::loadShaderFile(const std::string& path, GLenum shaderType) { std::string preprocessorDefines; std::string shaderCode; @@ -59,7 +59,7 @@ void Shader::loadShaderFile(const std::string& path, GLenum shaderType) mShaderVector.push_back(std::make_tuple(path, preprocessorDefines + shaderCode, shaderType)); } -bool Shader::createProgram() +bool ShaderOpenGL::createProgram() { GLint programSuccess; @@ -112,9 +112,9 @@ bool Shader::createProgram() return true; } -void Shader::deleteProgram(GLuint programID) { GL_CHECK_ERROR(glDeleteProgram(programID)); } +void ShaderOpenGL::deleteProgram(GLuint programID) { GL_CHECK_ERROR(glDeleteProgram(programID)); } -void Shader::getVariableLocations(GLuint programID) +void ShaderOpenGL::getVariableLocations(GLuint programID) { // Some of the variable names are chosen to be compatible with the RetroArch GLSL shaders. mShaderMVPMatrix = glGetUniformLocation(mProgramID, "MVPMatrix"); @@ -130,14 +130,14 @@ void Shader::getVariableLocations(GLuint programID) mShaderPostProcessing = glGetUniformLocation(mProgramID, "postProcessing"); } -void Shader::setModelViewProjectionMatrix(glm::mat4 mvpMatrix) +void ShaderOpenGL::setModelViewProjectionMatrix(glm::mat4 mvpMatrix) { if (mShaderMVPMatrix != GL_INVALID_VALUE && mShaderMVPMatrix != GL_INVALID_OPERATION) GL_CHECK_ERROR(glUniformMatrix4fv(mShaderMVPMatrix, 1, GL_FALSE, reinterpret_cast(&mvpMatrix))); } -void Shader::setAttribPointers() +void ShaderOpenGL::setAttribPointers() { if (mShaderPosition != -1) GL_CHECK_ERROR(glVertexAttribPointer( @@ -154,61 +154,61 @@ void Shader::setAttribPointers() reinterpret_cast(offsetof(Renderer::Vertex, color)))); } -void Shader::setTextureSize(std::array shaderVec2) +void ShaderOpenGL::setTextureSize(std::array shaderVec2) { if (mShaderTextureSize != -1) GL_CHECK_ERROR(glUniform2f(mShaderTextureSize, shaderVec2[0], shaderVec2[1])); } -void Shader::setOpacity(GLfloat opacity) +void ShaderOpenGL::setOpacity(GLfloat opacity) { if (mShaderOpacity != -1) GL_CHECK_ERROR(glUniform1f(mShaderOpacity, opacity)); } -void Shader::setSaturation(GLfloat saturation) +void ShaderOpenGL::setSaturation(GLfloat saturation) { if (mShaderSaturation != -1) GL_CHECK_ERROR(glUniform1f(mShaderSaturation, saturation)); } -void Shader::setDimming(GLfloat dimming) +void ShaderOpenGL::setDimming(GLfloat dimming) { if (mShaderDimming != -1) GL_CHECK_ERROR(glUniform1f(mShaderDimming, dimming)); } -void Shader::setBGRAToRGBA(GLboolean BGRAToRGBA) +void ShaderOpenGL::setBGRAToRGBA(GLboolean BGRAToRGBA) { if (mShaderBGRAToRGBA != -1) GL_CHECK_ERROR(glUniform1i(mShaderBGRAToRGBA, BGRAToRGBA ? 1 : 0)); } -void Shader::setFont(GLboolean font) +void ShaderOpenGL::setFont(GLboolean font) { if (mShaderFont != -1) GL_CHECK_ERROR(glUniform1i(mShaderFont, font ? 1 : 0)); } -void Shader::setPostProcessing(GLboolean postProcessing) +void ShaderOpenGL::setPostProcessing(GLboolean postProcessing) { if (mShaderPostProcessing != -1) GL_CHECK_ERROR(glUniform1i(mShaderPostProcessing, postProcessing ? 1 : 0)); } -void Shader::activateShaders() +void ShaderOpenGL::activateShaders() { // Install the shader program. GL_CHECK_ERROR(glUseProgram(mProgramID)); } -void Shader::deactivateShaders() +void ShaderOpenGL::deactivateShaders() { // Remove the shader program. GL_CHECK_ERROR(glUseProgram(0)); } -void Shader::printProgramInfoLog(GLuint programID) +void ShaderOpenGL::printProgramInfoLog(GLuint programID) { if (glIsProgram(programID)) { int logLength; @@ -229,7 +229,7 @@ void Shader::printProgramInfoLog(GLuint programID) } } -void Shader::printShaderInfoLog(GLuint shaderID, GLenum shaderType, bool error) +void ShaderOpenGL::printShaderInfoLog(GLuint shaderID, GLenum shaderType, bool error) { if (glIsShader(shaderID)) { int logLength; diff --git a/es-core/src/renderers/Shader_GL21.h b/es-core/src/renderers/ShaderOpenGL.h similarity index 92% rename from es-core/src/renderers/Shader_GL21.h rename to es-core/src/renderers/ShaderOpenGL.h index d5049d6bf..dd8c4b570 100644 --- a/es-core/src/renderers/Shader_GL21.h +++ b/es-core/src/renderers/ShaderOpenGL.h @@ -1,13 +1,13 @@ // SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition -// Shader_GL21.h +// ShaderOpenGL.h // -// OpenGL 2.1 GLSL shader functions. +// OpenGL / OpenGL ES shader functions. // -#ifndef ES_CORE_RENDERER_SHADER_GL21_H -#define ES_CORE_RENDERER_SHADER_GL21_H +#ifndef ES_CORE_RENDERER_SHADER_OPENGL_H +#define ES_CORE_RENDERER_SHADER_OPENGL_H #define GL_GLEXT_PROTOTYPES @@ -49,11 +49,11 @@ static inline void _GLCheckError(const std::string& funcName) #define GL_CHECK_ERROR(Function) (Function) #endif -class Shader +class ShaderOpenGL { public: - Shader(); - ~Shader(); + ShaderOpenGL(); + ~ShaderOpenGL(); // Loads the shader source code only, no compilation done at this point. void loadShaderFile(const std::string& path, GLenum shaderType); @@ -102,4 +102,4 @@ private: GLint mShaderPostProcessing; }; -#endif // ES_CORE_RENDERER_SHADER_GL21_H +#endif // ES_CORE_RENDERER_SHADER_OPENGL_H