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simplified rendering code

naelstrof 7 years ago
parent
commit
ec39dfc079
1 changed files with 29 additions and 36 deletions
  1. 29
    36
      src/slop.cpp

+ 29
- 36
src/slop.cpp View File

@@ -186,10 +186,7 @@ slop::SlopSelection slop::GLSlopSelect( slop::SlopOptions* options, bool* cancel
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     // Init our little state machine, memory is a tad of a misnomer
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     slop::SlopMemory memory( options, new GLRectangle(glm::vec2(0,0), glm::vec2(0,0), options->borderSize, options->padding, glm::vec4( options->r, options->g, options->b, options->a ), options->highlight) );
188 188
 
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-    slop::Framebuffer* pingpong;
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-    if ( shaders.size() > 1 ) {
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-        pingpong = new slop::Framebuffer(WidthOfScreen(x11->screen), HeightOfScreen(x11->screen));
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-    }
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+    slop::Framebuffer* pingpong = new slop::Framebuffer(WidthOfScreen(x11->screen), HeightOfScreen(x11->screen));
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     // This is where we'll run through all of our stuffs
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     auto start = std::chrono::high_resolution_clock::now();
@@ -214,40 +211,36 @@ slop::SlopSelection slop::GLSlopSelect( slop::SlopOptions* options, bool* cancel
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         window->framebuffer->unbind();
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         std::chrono::duration<double, std::milli> elapsed = current-start;
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-        if ( shaders.size() > 1 ) {
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-            int i;
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-            // We have our clean buffer, now to slather it with some juicy shader chains.
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-            for (i=0;i<=(int)shaders.size()-2;i+=2) {
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-                pingpong->bind();
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-                glClearColor (0.0, 0.0, 0.0, 0.0);
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-                glClear (GL_COLOR_BUFFER_BIT);
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-                window->framebuffer->setShader( shaders[i] );
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-                window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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-                pingpong->unbind();
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+        
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+        int i;
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+        // We have our clean buffer, now to slather it with some juicy shader chains.
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+        for (i=0;i<=(int)shaders.size()-2;i+=2) {
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+            pingpong->bind();
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+            glClearColor (0.0, 0.0, 0.0, 0.0);
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+            glClear (GL_COLOR_BUFFER_BIT);
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+            window->framebuffer->setShader( shaders[i] );
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+            window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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+            pingpong->unbind();
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-                window->framebuffer->bind();
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-                glClearColor (0.0, 0.0, 0.0, 0.0);
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-                glClear (GL_COLOR_BUFFER_BIT);
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-                pingpong->setShader( shaders[i+1] );
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-                pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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-                window->framebuffer->unbind();
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-            }
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-            for (;i<shaders.size();i++) {
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-                pingpong->bind();
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-                glClearColor (0.0, 0.0, 0.0, 0.0);
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-                glClear (GL_COLOR_BUFFER_BIT);
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-                window->framebuffer->setShader( shaders[i] );
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-                window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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-                pingpong->unbind();
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-            }
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-            if ( i%2 != 0 ) {
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-                window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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-            } else {
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-                pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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-            }
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-        } else {
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-            window->framebuffer->setShader( shaders[0] );
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+            window->framebuffer->bind();
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+            glClearColor (0.0, 0.0, 0.0, 0.0);
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+            glClear (GL_COLOR_BUFFER_BIT);
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+            pingpong->setShader( shaders[i+1] );
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+            pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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+            window->framebuffer->unbind();
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+        }
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+        for (;i<shaders.size();i++) {
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+            pingpong->bind();
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+            glClearColor (0.0, 0.0, 0.0, 0.0);
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+            glClear (GL_COLOR_BUFFER_BIT);
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+            window->framebuffer->setShader( shaders[i] );
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             window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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+            pingpong->unbind();
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+        }
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+        if ( i%2 != 0 ) {
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+            window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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+        } else {
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+            pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
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         }
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         window->display();