Changed some render variables to more verbose names.

Also fixed an issue with fade transitions for legacy themes.
This commit is contained in:
Leon Styhre 2022-03-11 23:51:41 +01:00
parent 6ffd4b1740
commit 755b2c9f50
24 changed files with 92 additions and 92 deletions

View file

@ -347,7 +347,7 @@ void Screensaver::renderScreensaver()
Settings::getInstance()->getString("ScreensaverType") == "dim") { Settings::getInstance()->getString("ScreensaverType") == "dim") {
#if defined(USE_OPENGL_21) #if defined(USE_OPENGL_21)
Renderer::postProcessingParams dimParameters; Renderer::postProcessingParams dimParameters;
dimParameters.dim = mDimValue; dimParameters.dimming = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_CORE, dimParameters); Renderer::shaderPostprocessing(Renderer::SHADER_CORE, dimParameters);
if (mDimValue > 0.63) if (mDimValue > 0.63)
mDimValue = glm::clamp(mDimValue - 0.015f, 0.68f, 1.0f); mDimValue = glm::clamp(mDimValue - 0.015f, 0.68f, 1.0f);
@ -363,7 +363,7 @@ void Screensaver::renderScreensaver()
else if (Settings::getInstance()->getString("ScreensaverType") == "black") { else if (Settings::getInstance()->getString("ScreensaverType") == "black") {
#if defined(USE_OPENGL_21) #if defined(USE_OPENGL_21)
Renderer::postProcessingParams blackParameters; Renderer::postProcessingParams blackParameters;
blackParameters.dim = mDimValue; blackParameters.dimming = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_CORE, blackParameters); Renderer::shaderPostprocessing(Renderer::SHADER_CORE, blackParameters);
if (mDimValue > 0.0) if (mDimValue > 0.0)
mDimValue = glm::clamp(mDimValue - 0.045f, 0.0f, 1.0f); mDimValue = glm::clamp(mDimValue - 0.045f, 0.0f, 1.0f);

View file

@ -1055,8 +1055,8 @@ void SystemView::renderElements(const glm::mat4& parentTrans, bool abovePrimary)
if (mLegacyMode && mSystemElements.size() > static_cast<size_t>(index)) { if (mLegacyMode && mSystemElements.size() > static_cast<size_t>(index)) {
for (auto element : mSystemElements[index].legacyExtras) { for (auto element : mSystemElements[index].legacyExtras) {
if (mFadeTransitions) if (mFadeTransitions || element->getDimming() != 1.0f)
element->setDim(1.0f - mFadeOpacity); element->setDimming(1.0f - mFadeOpacity);
element->render(elementTrans); element->render(elementTrans);
} }
} }
@ -1068,8 +1068,8 @@ void SystemView::renderElements(const glm::mat4& parentTrans, bool abovePrimary)
child->render(elementTrans); child->render(elementTrans);
} }
else if (!abovePrimary && child->getZIndex() <= primaryZIndex) { else if (!abovePrimary && child->getZIndex() <= primaryZIndex) {
if (mFadeTransitions || child->getDim() != 1.0f) if (mFadeTransitions || child->getDimming() != 1.0f)
child->setDim(1.0f - mFadeOpacity); child->setDimming(1.0f - mFadeOpacity);
child->render(elementTrans); child->render(elementTrans);
} }
} }
@ -1077,7 +1077,7 @@ void SystemView::renderElements(const glm::mat4& parentTrans, bool abovePrimary)
if (mLegacyMode) { if (mLegacyMode) {
if (mFadeTransitions) if (mFadeTransitions)
mLegacySystemInfo->setDim(1.0f - mFadeOpacity); mLegacySystemInfo->setDimming(1.0f - mFadeOpacity);
mLegacySystemInfo->render(elementTrans); mLegacySystemInfo->render(elementTrans);
} }

View file

@ -31,7 +31,7 @@ GuiComponent::GuiComponent()
, mSize {0.0f, 0.0f} , mSize {0.0f, 0.0f}
, mOpacity {1.0f} , mOpacity {1.0f}
, mSaturation {1.0f} , mSaturation {1.0f}
, mDim {1.0f} , mDimming {1.0f}
, mThemeOpacity {1.0f} , mThemeOpacity {1.0f}
, mRotation {0.0f} , mRotation {0.0f}
, mScale {1.0f} , mScale {1.0f}
@ -192,14 +192,14 @@ void GuiComponent::setOpacity(float opacity)
(*it)->setOpacity(opacity); (*it)->setOpacity(opacity);
} }
void GuiComponent::setDim(float dim) void GuiComponent::setDimming(float dimming)
{ {
if (mDim == dim) if (mDimming == dimming)
return; return;
mDim = dim; mDimming = dimming;
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it)
(*it)->setDim(dim); (*it)->setDimming(dimming);
} }
const glm::mat4& GuiComponent::getTransform() const glm::mat4& GuiComponent::getTransform()

View file

@ -196,8 +196,8 @@ public:
virtual void setOpacity(float opacity); virtual void setOpacity(float opacity);
virtual float getSaturation() const { return static_cast<float>(mColor); } virtual float getSaturation() const { return static_cast<float>(mColor); }
virtual void setSaturation(float saturation) { mSaturation = saturation; } virtual void setSaturation(float saturation) { mSaturation = saturation; }
virtual const float getDim() const { return mDim; } virtual const float getDimming() const { return mDimming; }
virtual void setDim(float dim); virtual void setDimming(float dimming);
virtual unsigned int getColor() const { return mColor; } virtual unsigned int getColor() const { return mColor; }
virtual unsigned int getColorShift() const { return mColorShift; } virtual unsigned int getColorShift() const { return mColorShift; }
virtual float getLineSpacing() { return 0.0f; } virtual float getLineSpacing() { return 0.0f; }
@ -301,7 +301,7 @@ protected:
float mOpacity; float mOpacity;
float mSaturation; float mSaturation;
float mDim; float mDimming;
float mThemeOpacity; float mThemeOpacity;
float mRotation; float mRotation;
float mScale; float mScale;

View file

@ -481,7 +481,7 @@ void Window::render()
// clang-format on // clang-format on
// Also dim the background slightly. // Also dim the background slightly.
backgroundParameters.dim = 0.60f; backgroundParameters.dimming = 0.60f;
Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL | Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL |
Renderer::SHADER_BLUR_VERTICAL, Renderer::SHADER_BLUR_VERTICAL,
@ -489,7 +489,7 @@ void Window::render()
} }
else { else {
// Dim the background slightly. // Dim the background slightly.
backgroundParameters.dim = 0.60f; backgroundParameters.dimming = 0.60f;
Renderer::shaderPostprocessing(Renderer::SHADER_CORE, backgroundParameters, Renderer::shaderPostprocessing(Renderer::SHADER_CORE, backgroundParameters,
&processedTexture[0]); &processedTexture[0]);
} }

View file

@ -382,12 +382,12 @@ void ComponentList::render(const glm::mat4& parentTrans)
if (mOpacity == 1.0f) { if (mOpacity == 1.0f) {
Renderer::drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight, Renderer::drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight,
0xFFFFFFFF, 0xFFFFFFFF, false, mOpacity, mDim, 0xFFFFFFFF, 0xFFFFFFFF, false, mOpacity, mDimming,
Renderer::Blend::ONE_MINUS_DST_COLOR, Renderer::Blend::ZERO); Renderer::Blend::ONE_MINUS_DST_COLOR, Renderer::Blend::ZERO);
Renderer::drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight, Renderer::drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight,
0x777777FF, 0x777777FF, false, mOpacity, mDim, Renderer::Blend::ONE, 0x777777FF, 0x777777FF, false, mOpacity, mDimming,
Renderer::Blend::ONE); Renderer::Blend::ONE, Renderer::Blend::ONE);
} }
for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); ++it) for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); ++it)
@ -402,12 +402,12 @@ void ComponentList::render(const glm::mat4& parentTrans)
float y = 0; float y = 0;
for (unsigned int i = 0; i < mEntries.size(); ++i) { for (unsigned int i = 0; i < mEntries.size(); ++i) {
Renderer::drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(), Renderer::drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(),
0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDim); 0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming);
y += getRowHeight(mEntries.at(i).data); y += getRowHeight(mEntries.at(i).data);
} }
Renderer::drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(), Renderer::drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(),
0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDim); 0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming);
Renderer::popClipRect(); Renderer::popClipRect();
} }

View file

@ -485,11 +485,11 @@ void GIFAnimComponent::render(const glm::mat4& parentTrans)
// Round vertices. // Round vertices.
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
vertices[i].pos = glm::round(vertices[i].pos); vertices[i].position = glm::round(vertices[i].position);
vertices->saturation = mSaturation; vertices->saturation = mSaturation;
vertices->opacity = mOpacity * mThemeOpacity; vertices->opacity = mOpacity * mThemeOpacity;
vertices->dim = mDim; vertices->dimming = mDimming;
vertices->convertBGRAToRGBA = true; vertices->convertBGRAToRGBA = true;
// Render it. // Render it.

View file

@ -333,10 +333,10 @@ void ImageComponent::setSaturation(float saturation)
updateColors(); updateColors();
} }
void ImageComponent::setDim(float dim) void ImageComponent::setDimming(float dimming)
{ {
// Set dim value. // Set dimming value.
mDim = dim; mDimming = dimming;
} }
void ImageComponent::updateVertices() void ImageComponent::updateVertices()
@ -362,16 +362,16 @@ void ImageComponent::updateVertices()
// Round vertices. // Round vertices.
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
mVertices[i].pos = glm::round(mVertices[i].pos); mVertices[i].position = glm::round(mVertices[i].position);
if (mFlipX) { if (mFlipX) {
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
mVertices[i].tex[0] = px - mVertices[i].tex[0]; mVertices[i].texture[0] = px - mVertices[i].texture[0];
} }
if (mFlipY) { if (mFlipY) {
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
mVertices[i].tex[1] = py - mVertices[i].tex[1]; mVertices[i].texture[1] = py - mVertices[i].texture[1];
} }
} }
@ -383,10 +383,10 @@ void ImageComponent::updateColors()
const unsigned int colorEnd {(mColorShiftEnd & 0xFFFFFF00) | const unsigned int colorEnd {(mColorShiftEnd & 0xFFFFFF00) |
static_cast<unsigned char>((mColorShiftEnd & 0xFF) * opacity)}; static_cast<unsigned char>((mColorShiftEnd & 0xFF) * opacity)};
mVertices[0].col = color; mVertices[0].color = color;
mVertices[1].col = mColorGradientHorizontal ? color : colorEnd; mVertices[1].color = mColorGradientHorizontal ? color : colorEnd;
mVertices[2].col = mColorGradientHorizontal ? colorEnd : color; mVertices[2].color = mColorGradientHorizontal ? colorEnd : color;
mVertices[3].col = colorEnd; mVertices[3].color = colorEnd;
} }
void ImageComponent::render(const glm::mat4& parentTrans) void ImageComponent::render(const glm::mat4& parentTrans)
@ -420,7 +420,7 @@ void ImageComponent::render(const glm::mat4& parentTrans)
mVertices->saturation = mSaturation; mVertices->saturation = mSaturation;
mVertices->opacity = mThemeOpacity; mVertices->opacity = mThemeOpacity;
mVertices->dim = mDim; mVertices->dimming = mDimming;
Renderer::drawTriangleStrips(&mVertices[0], 4); Renderer::drawTriangleStrips(&mVertices[0], 4);
} }

View file

@ -73,7 +73,7 @@ public:
void setOpacity(float opacity) override; void setOpacity(float opacity) override;
void setSaturation(float saturation) override; void setSaturation(float saturation) override;
void setDim(float dim) override; void setDimming(float dimming) override;
void setFlipX(bool flip); // Mirror on the X axis. void setFlipX(bool flip); // Mirror on the X axis.
void setFlipY(bool flip); // Mirror on the Y axis. void setFlipY(bool flip); // Mirror on the Y axis.

View file

@ -470,11 +470,11 @@ void LottieAnimComponent::render(const glm::mat4& parentTrans)
// Round vertices. // Round vertices.
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
vertices[i].pos = glm::round(vertices[i].pos); vertices[i].position = glm::round(vertices[i].position);
vertices->saturation = mSaturation; vertices->saturation = mSaturation;
vertices->opacity = mOpacity * mThemeOpacity; vertices->opacity = mOpacity * mThemeOpacity;
vertices->dim = mDim; vertices->dimming = mDimming;
vertices->convertBGRAToRGBA = true; vertices->convertBGRAToRGBA = true;
// Render it. // Render it.

View file

@ -36,10 +36,10 @@ NinePatchComponent::~NinePatchComponent()
void NinePatchComponent::updateColors() void NinePatchComponent::updateColors()
{ {
for (int i = 0; i < 6 * 9; ++i) for (int i = 0; i < 6 * 9; ++i)
mVertices[i].col = mEdgeColor; mVertices[i].color = mEdgeColor;
for (int i = 6 * 4; i < 6; ++i) for (int i = 6 * 4; i < 6; ++i)
mVertices[(6 * 4) + i].col = mCenterColor; mVertices[(6 * 4) + i].color = mCenterColor;
} }
void NinePatchComponent::buildVertices() void NinePatchComponent::buildVertices()
@ -111,7 +111,7 @@ void NinePatchComponent::buildVertices()
// Round vertices. // Round vertices.
for (int i = 1; i < 5; ++i) for (int i = 1; i < 5; ++i)
mVertices[v + i].pos = glm::round(mVertices[v + i].pos); mVertices[v + i].position = glm::round(mVertices[v + i].position);
// Make duplicates of first and last vertex so this can be rendered as a triangle strip. // Make duplicates of first and last vertex so this can be rendered as a triangle strip.
mVertices[v + 0] = mVertices[v + 1]; mVertices[v + 0] = mVertices[v + 1];

View file

@ -141,7 +141,7 @@ void RatingComponent::updateVertices()
void RatingComponent::updateColors() void RatingComponent::updateColors()
{ {
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
mVertices[i].col = mColorShift; mVertices[i].color = mColorShift;
} }
void RatingComponent::render(const glm::mat4& parentTrans) void RatingComponent::render(const glm::mat4& parentTrans)
@ -163,8 +163,8 @@ void RatingComponent::render(const glm::mat4& parentTrans)
if (mUnfilledTexture->bind()) { if (mUnfilledTexture->bind()) {
if (mUnfilledColor != mColorShift) { if (mUnfilledColor != mColorShift) {
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
mVertices[i].col = mVertices[i].color =
(mUnfilledColor & 0xFFFFFF00) + (mVertices[i].col & 0x000000FF); (mUnfilledColor & 0xFFFFFF00) + (mVertices[i].color & 0x000000FF);
} }
Renderer::drawTriangleStrips(&mVertices[4], 4); Renderer::drawTriangleStrips(&mVertices[4], 4);

View file

@ -107,11 +107,11 @@ void TextComponent::setOpacity(float opacity)
mTextCache->setOpacity(mThemeOpacity); mTextCache->setOpacity(mThemeOpacity);
} }
void TextComponent::setDim(float dim) void TextComponent::setDimming(float dimming)
{ {
mDim = dim; mDimming = dimming;
if (mTextCache) if (mTextCache)
mTextCache->setDim(dim); mTextCache->setDimming(dimming);
} }
void TextComponent::setText(const std::string& text, bool update) void TextComponent::setText(const std::string& text, bool update)
@ -165,7 +165,7 @@ void TextComponent::render(const glm::mat4& parentTrans)
if (mRenderBackground) if (mRenderBackground)
Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, mBgColor, mBgColor, false, Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, mBgColor, mBgColor, false,
mOpacity * mThemeOpacity, mDim); mOpacity * mThemeOpacity, mDimming);
if (mTextCache) { if (mTextCache) {
const glm::vec2& textSize {mTextCache->metrics.size}; const glm::vec2& textSize {mTextCache->metrics.size};

View file

@ -62,7 +62,7 @@ public:
return static_cast<float>((mColor & 0x000000FF) / 255.0f); return static_cast<float>((mColor & 0x000000FF) / 255.0f);
} }
void setOpacity(float opacity) override; void setOpacity(float opacity) override;
void setDim(float dim) override; void setDimming(float dimming) override;
void setSelectable(bool status) { mSelectable = status; } void setSelectable(bool status) { mSelectable = status; }

View file

@ -277,7 +277,7 @@ void VideoComponent::renderSnapshot(const glm::mat4& parentTrans)
if (mStaticImagePath != "") { if (mStaticImagePath != "") {
mStaticImage.setOpacity(mOpacity * mThemeOpacity); mStaticImage.setOpacity(mOpacity * mThemeOpacity);
mStaticImage.setDim(mDim); mStaticImage.setDimming(mDimming);
mStaticImage.render(parentTrans); mStaticImage.render(parentTrans);
} }
} }

View file

@ -160,13 +160,13 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans)
// Round vertices. // Round vertices.
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
vertices[i].pos = glm::round(vertices[i].pos); vertices[i].position = glm::round(vertices[i].position);
if (mDecodedFrame && (mFadeIn < 1.0f || mThemeOpacity < 1.0f)) if (mDecodedFrame && (mFadeIn < 1.0f || mThemeOpacity < 1.0f))
vertices->opacity = mFadeIn * mThemeOpacity; vertices->opacity = mFadeIn * mThemeOpacity;
vertices->saturation = mSaturation; vertices->saturation = mSaturation;
vertices->dim = mDim; vertices->dimming = mDimming;
std::unique_lock<std::mutex> pictureLock(mPictureMutex); std::unique_lock<std::mutex> pictureLock(mPictureMutex);

View file

@ -405,7 +405,7 @@ namespace Renderer
const unsigned int colorEnd, const unsigned int colorEnd,
bool horizontalGradient, bool horizontalGradient,
const float opacity, const float opacity,
const float dim, const float dimming,
const Blend::Factor srcBlendFactor, const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor) const Blend::Factor dstBlendFactor)
{ {
@ -430,10 +430,10 @@ namespace Renderer
// Round vertices. // Round vertices.
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
vertices[i].pos = glm::round(vertices[i].pos); vertices[i].position = glm::round(vertices[i].position);
vertices->opacity = opacity; vertices->opacity = opacity;
vertices->dim = dim; vertices->dimming = dimming;
bindTexture(0); bindTexture(0);
drawTriangleStrips(vertices, 4, srcBlendFactor, dstBlendFactor); drawTriangleStrips(vertices, 4, srcBlendFactor, dstBlendFactor);

View file

@ -30,7 +30,7 @@ namespace Renderer
struct postProcessingParams { struct postProcessingParams {
float opacity; float opacity;
float saturation; float saturation;
float dim; float dimming;
bool convertBGRAToRGBA; bool convertBGRAToRGBA;
unsigned int blurPasses; unsigned int blurPasses;
unsigned int shaders; unsigned int shaders;
@ -38,7 +38,7 @@ namespace Renderer
postProcessingParams() postProcessingParams()
: opacity {1.0f} : opacity {1.0f}
, saturation {1.0f} , saturation {1.0f}
, dim {1.0f} , dimming {1.0f}
, convertBGRAToRGBA {false} , convertBGRAToRGBA {false}
, blurPasses {1} , blurPasses {1}
, shaders {0} , shaders {0}
@ -117,30 +117,30 @@ namespace Renderer
}; };
struct Vertex { struct Vertex {
glm::vec2 pos; glm::vec2 position;
glm::vec2 tex; glm::vec2 texture;
unsigned int col; unsigned int color;
float opacity; float opacity;
float saturation; float saturation;
float dim; float dimming;
bool convertBGRAToRGBA; bool convertBGRAToRGBA;
unsigned int shaders; unsigned int shaders;
Vertex() Vertex()
: opacity {1.0f} : opacity {1.0f}
, saturation {1.0f} , saturation {1.0f}
, dim {1.0f} , dimming {1.0f}
, convertBGRAToRGBA {false} , convertBGRAToRGBA {false}
, shaders {0} , shaders {0}
{ {
} }
Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color) Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color)
: pos(position) : position(position)
, tex(textureCoord) , texture(textureCoord)
, col(color) , color(color)
, opacity {1.0f} , opacity {1.0f}
, saturation {1.0f} , saturation {1.0f}
, dim {1.0f} , dimming {1.0f}
, convertBGRAToRGBA {false} , convertBGRAToRGBA {false}
, shaders {0} , shaders {0}
{ {
@ -159,7 +159,7 @@ namespace Renderer
const unsigned int colorEnd, const unsigned int colorEnd,
bool horizontalGradient = false, bool horizontalGradient = false,
const float opacity = 1.0, const float opacity = 1.0,
const float dim = 1.0, const float dimming = 1.0,
const Blend::Factor srcBlendFactor = Blend::SRC_ALPHA, const Blend::Factor srcBlendFactor = Blend::SRC_ALPHA,
const Blend::Factor dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA); const Blend::Factor dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA);
SDL_Window* getSDLWindow(); SDL_Window* getSDLWindow();

View file

@ -284,9 +284,9 @@ namespace Renderer
const Blend::Factor srcBlendFactor, const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor) const Blend::Factor dstBlendFactor)
{ {
GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos)); GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].position));
GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].texture));
GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col)); GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].color));
GL_CHECK_ERROR( GL_CHECK_ERROR(
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor))); glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
@ -299,12 +299,12 @@ namespace Renderer
const Blend::Factor srcBlendFactor, const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor) const Blend::Factor dstBlendFactor)
{ {
const float width {vertices[3].pos[0]}; const float width {vertices[3].position[0]};
const float height {vertices[3].pos[1]}; const float height {vertices[3].position[1]};
GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].pos)); GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].position));
GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].tex)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].texture));
GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].col)); GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].color));
GL_CHECK_ERROR( GL_CHECK_ERROR(
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor))); glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
@ -316,7 +316,7 @@ namespace Renderer
runShader->setModelViewProjectionMatrix(mTrans); runShader->setModelViewProjectionMatrix(mTrans);
runShader->setOpacity(vertices->opacity); runShader->setOpacity(vertices->opacity);
runShader->setSaturation(vertices->saturation); runShader->setSaturation(vertices->saturation);
runShader->setDim(vertices->dim); runShader->setDimming(vertices->dimming);
runShader->setBGRAToRGBA(vertices->convertBGRAToRGBA); runShader->setBGRAToRGBA(vertices->convertBGRAToRGBA);
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices)); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
runShader->deactivateShaders(); runShader->deactivateShaders();
@ -458,7 +458,7 @@ namespace Renderer
vertices->opacity = parameters.opacity; vertices->opacity = parameters.opacity;
vertices->saturation = parameters.saturation; vertices->saturation = parameters.saturation;
vertices->dim = parameters.dim; vertices->dimming = parameters.dimming;
shaderList.emplace_back(Renderer::SHADER_CORE); shaderList.emplace_back(Renderer::SHADER_CORE);

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@ -23,7 +23,7 @@ namespace Renderer
, shaderTextureCoord {0} , shaderTextureCoord {0}
, shaderOpacity {0} , shaderOpacity {0}
, shaderSaturation {0} , shaderSaturation {0}
, shaderDim {0} , shaderDimming {0}
{ {
} }
@ -109,7 +109,7 @@ namespace Renderer
shaderTextureCoord = glGetAttribLocation(mProgramID, "TexCoord"); shaderTextureCoord = glGetAttribLocation(mProgramID, "TexCoord");
shaderOpacity = glGetUniformLocation(mProgramID, "opacity"); shaderOpacity = glGetUniformLocation(mProgramID, "opacity");
shaderSaturation = glGetUniformLocation(mProgramID, "saturation"); shaderSaturation = glGetUniformLocation(mProgramID, "saturation");
shaderDim = glGetUniformLocation(mProgramID, "dim"); shaderDimming = glGetUniformLocation(mProgramID, "dimming");
shaderBGRAToRGBA = glGetUniformLocation(mProgramID, "BGRAToRGBA"); shaderBGRAToRGBA = glGetUniformLocation(mProgramID, "BGRAToRGBA");
} }
@ -146,10 +146,10 @@ namespace Renderer
GL_CHECK_ERROR(glUniform1f(shaderSaturation, saturation)); GL_CHECK_ERROR(glUniform1f(shaderSaturation, saturation));
} }
void Renderer::Shader::setDim(GLfloat dim) void Renderer::Shader::setDimming(GLfloat dimming)
{ {
if (shaderDim != GL_INVALID_VALUE && shaderDim != GL_INVALID_OPERATION) if (shaderDimming != GL_INVALID_VALUE && shaderDimming != GL_INVALID_OPERATION)
GL_CHECK_ERROR(glUniform1f(shaderDim, dim)); GL_CHECK_ERROR(glUniform1f(shaderDimming, dimming));
} }
void Renderer::Shader::setBGRAToRGBA(GLboolean BGRAToRGBA) void Renderer::Shader::setBGRAToRGBA(GLboolean BGRAToRGBA)

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@ -51,7 +51,7 @@ namespace Renderer
void setTextureCoordinates(std::array<GLfloat, 4> shaderVec4); void setTextureCoordinates(std::array<GLfloat, 4> shaderVec4);
void setOpacity(GLfloat opacity); void setOpacity(GLfloat opacity);
void setSaturation(GLfloat saturation); void setSaturation(GLfloat saturation);
void setDim(GLfloat dim); void setDimming(GLfloat dimming);
void setBGRAToRGBA(GLboolean BGRAToRGBA); void setBGRAToRGBA(GLboolean BGRAToRGBA);
// Sets the shader program to use the loaded shaders. // Sets the shader program to use the loaded shaders.
void activateShaders(); void activateShaders();
@ -73,7 +73,7 @@ namespace Renderer
GLint shaderTextureCoord; GLint shaderTextureCoord;
GLint shaderOpacity; GLint shaderOpacity;
GLint shaderSaturation; GLint shaderSaturation;
GLint shaderDim; GLint shaderDimming;
GLint shaderBGRAToRGBA; GLint shaderBGRAToRGBA;
}; };

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@ -670,7 +670,7 @@ TextCache* Font::buildTextCache(const std::string& text,
// Round vertices. // Round vertices.
for (int i = 1; i < 5; ++i) for (int i = 1; i < 5; ++i)
vertices[i].pos = glm::round(vertices[i].pos); vertices[i].position = glm::round(vertices[i].position);
// Make duplicates of first and last vertex so this can be rendered as a triangle strip. // Make duplicates of first and last vertex so this can be rendered as a triangle strip.
vertices[0] = vertices[1]; vertices[0] = vertices[1];
@ -711,7 +711,7 @@ void TextCache::setColor(unsigned int color)
{ {
for (auto it = vertexLists.begin(); it != vertexLists.end(); ++it) for (auto it = vertexLists.begin(); it != vertexLists.end(); ++it)
for (auto it2 = it->verts.begin(); it2 != it->verts.end(); ++it2) for (auto it2 = it->verts.begin(); it2 != it->verts.end(); ++it2)
it2->col = color; it2->color = color;
} }
void TextCache::setOpacity(float opacity) void TextCache::setOpacity(float opacity)
@ -722,11 +722,11 @@ void TextCache::setOpacity(float opacity)
} }
} }
void TextCache::setDim(float dim) void TextCache::setDimming(float dimming)
{ {
for (auto it = vertexLists.begin(); it != vertexLists.end(); ++it) { for (auto it = vertexLists.begin(); it != vertexLists.end(); ++it) {
for (auto it2 = it->verts.begin(); it2 != it->verts.end(); ++it2) for (auto it2 = it->verts.begin(); it2 != it->verts.end(); ++it2)
it2->dim = dim; it2->dimming = dimming;
} }
} }

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@ -207,7 +207,7 @@ public:
void setColor(unsigned int color); void setColor(unsigned int color);
void setOpacity(float opacity); void setOpacity(float opacity);
void setDim(float dim); void setDimming(float dimming);
friend Font; friend Font;
}; };

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@ -42,7 +42,7 @@ COMPAT_VARYING vec4 color;
COMPAT_VARYING vec2 texCoord; COMPAT_VARYING vec2 texCoord;
uniform float opacity = 1.0f; uniform float opacity = 1.0f;
uniform float saturation = 1.0f; uniform float saturation = 1.0f;
uniform float dim = 1.0f; uniform float dimming = 1.0f;
uniform int BGRAToRGBA = 0; uniform int BGRAToRGBA = 0;
uniform sampler2D myTexture; uniform sampler2D myTexture;
@ -62,7 +62,7 @@ void main()
} }
// Dimming // Dimming
vec4 dimColor = vec4(dim, dim, dim, 1.0f); vec4 dimColor = vec4(dimming, dimming, dimming, 1.0f);
color = vec4(color.rgba) * dimColor; color = vec4(color.rgba) * dimColor;
// BGRA to RGBA conversion. // BGRA to RGBA conversion.