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") {
#if defined(USE_OPENGL_21)
Renderer::postProcessingParams dimParameters;
dimParameters.dim = mDimValue;
dimParameters.dimming = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_CORE, dimParameters);
if (mDimValue > 0.63)
mDimValue = glm::clamp(mDimValue - 0.015f, 0.68f, 1.0f);
@ -363,7 +363,7 @@ void Screensaver::renderScreensaver()
else if (Settings::getInstance()->getString("ScreensaverType") == "black") {
#if defined(USE_OPENGL_21)
Renderer::postProcessingParams blackParameters;
blackParameters.dim = mDimValue;
blackParameters.dimming = mDimValue;
Renderer::shaderPostprocessing(Renderer::SHADER_CORE, blackParameters);
if (mDimValue > 0.0)
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)) {
for (auto element : mSystemElements[index].legacyExtras) {
if (mFadeTransitions)
element->setDim(1.0f - mFadeOpacity);
if (mFadeTransitions || element->getDimming() != 1.0f)
element->setDimming(1.0f - mFadeOpacity);
element->render(elementTrans);
}
}
@ -1068,8 +1068,8 @@ void SystemView::renderElements(const glm::mat4& parentTrans, bool abovePrimary)
child->render(elementTrans);
}
else if (!abovePrimary && child->getZIndex() <= primaryZIndex) {
if (mFadeTransitions || child->getDim() != 1.0f)
child->setDim(1.0f - mFadeOpacity);
if (mFadeTransitions || child->getDimming() != 1.0f)
child->setDimming(1.0f - mFadeOpacity);
child->render(elementTrans);
}
}
@ -1077,7 +1077,7 @@ void SystemView::renderElements(const glm::mat4& parentTrans, bool abovePrimary)
if (mLegacyMode) {
if (mFadeTransitions)
mLegacySystemInfo->setDim(1.0f - mFadeOpacity);
mLegacySystemInfo->setDimming(1.0f - mFadeOpacity);
mLegacySystemInfo->render(elementTrans);
}

View file

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

View file

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

View file

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

View file

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

View file

@ -485,11 +485,11 @@ void GIFAnimComponent::render(const glm::mat4& parentTrans)
// Round vertices.
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->opacity = mOpacity * mThemeOpacity;
vertices->dim = mDim;
vertices->dimming = mDimming;
vertices->convertBGRAToRGBA = true;
// Render it.

View file

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

View file

@ -73,7 +73,7 @@ public:
void setOpacity(float opacity) 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 setFlipY(bool flip); // Mirror on the Y axis.

View file

@ -470,11 +470,11 @@ void LottieAnimComponent::render(const glm::mat4& parentTrans)
// Round vertices.
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->opacity = mOpacity * mThemeOpacity;
vertices->dim = mDim;
vertices->dimming = mDimming;
vertices->convertBGRAToRGBA = true;
// Render it.

View file

@ -36,10 +36,10 @@ NinePatchComponent::~NinePatchComponent()
void NinePatchComponent::updateColors()
{
for (int i = 0; i < 6 * 9; ++i)
mVertices[i].col = mEdgeColor;
mVertices[i].color = mEdgeColor;
for (int i = 6 * 4; i < 6; ++i)
mVertices[(6 * 4) + i].col = mCenterColor;
mVertices[(6 * 4) + i].color = mCenterColor;
}
void NinePatchComponent::buildVertices()
@ -111,7 +111,7 @@ void NinePatchComponent::buildVertices()
// Round vertices.
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.
mVertices[v + 0] = mVertices[v + 1];

View file

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

View file

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

View file

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

View file

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

View file

@ -160,13 +160,13 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans)
// Round vertices.
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))
vertices->opacity = mFadeIn * mThemeOpacity;
vertices->saturation = mSaturation;
vertices->dim = mDim;
vertices->dimming = mDimming;
std::unique_lock<std::mutex> pictureLock(mPictureMutex);

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -670,7 +670,7 @@ TextCache* Font::buildTextCache(const std::string& text,
// Round vertices.
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.
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 it2 = it->verts.begin(); it2 != it->verts.end(); ++it2)
it2->col = color;
it2->color = color;
}
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 it2 = it->verts.begin(); it2 != it->verts.end(); ++it2)
it2->dim = dim;
it2->dimming = dimming;
}
}

View file

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

View file

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