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@@ -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) );
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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();
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@@ -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();
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