Bladeren bron

Use mix now in shader examples, also replaced a bunch of tabs with spaces to make it consistent

naelstrof 7 jaren geleden
bovenliggende
commit
fa10482ead
8 gewijzigde bestanden met toevoegingen van 27 en 26 verwijderingen
  1. 1
    1
      CMakeLists.txt
  2. 2
    1
      shaderexamples/boxzoom.frag
  3. 1
    1
      shaderexamples/crosshair.frag
  4. 1
    1
      src/framebuffer.cpp
  5. 5
    5
      src/mouse.cpp
  6. 2
    2
      src/mouse.hpp
  7. 14
    14
      src/slopstates.cpp
  8. 1
    1
      src/xshaperectangle.cpp

+ 1
- 1
CMakeLists.txt Bestand weergeven

@@ -69,7 +69,7 @@ include_directories(${X11_INCLUDE_DIR}
69 69
                     ${OPENGL_INCLUDE_DIR})
70 70
 
71 71
 target_link_libraries(${LIBRARY_NAME} ${X11_LIBRARIES}
72
-				      ${CMAKE_THREAD_LIBS_INIT} 
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+                                      ${CMAKE_THREAD_LIBS_INIT} 
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                                       ${GLM_LIBRARIES}
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                                       ${OPENGL_LIBRARIES}
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                                       ${GLX_LIBRARY}

+ 2
- 1
shaderexamples/boxzoom.frag Bestand weergeven

@@ -43,7 +43,8 @@ void main()
43 43
         // The desktop texture is upside-down due to X11
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         vec2 zoomedUVFlipped = vec2( zoomedUV.x, -zoomedUV.y );
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         // Then change the color to the desktop color to draw, then add on our rectangle on top.
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-        color = texture2D( desktop, zoomedUVFlipped ) + texture2D( texture, zoomedUV );
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+        vec4 rectColor = texture2D( texture, zoomedUV );
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+        color = mix( texture2D( desktop, zoomedUVFlipped ), rectColor, rectColor.a );
47 48
       }
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     // Then check if we're in our border size.
49 50
     } else if( uvCoord.x <= mpos.x+boxOffset.x+boxSize.x+borderSize.x &&

+ 1
- 1
shaderexamples/crosshair.frag Bestand weergeven

@@ -34,7 +34,7 @@ void main()
34 34
             vec2 upsideDown = c/magnifyNerf*t*t+b;
35 35
 
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             vec4 textureColor = texture2D( texture, upsideDown );
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-            color = texture2D( desktop, vec2(upsideDown.x, -upsideDown.y) )*(1-textureColor.a) + textureColor;
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+            color = mix( texture2D( desktop, vec2(upsideDown.x, -upsideDown.y) ), textureColor, textureColor.a );
38 38
         }
39 39
     } else if ( dr < circleSize+borderSize ) {
40 40
         color = borderColor;

+ 1
- 1
src/framebuffer.cpp Bestand weergeven

@@ -105,7 +105,7 @@ void slop::Framebuffer::draw(glm::vec2 mouse, float time, glm::vec4 color){
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     glActiveTexture(GL_TEXTURE0);
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     glBindTexture( GL_TEXTURE_2D, image );
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     if ( shader->hasParameter( "desktop" ) ) {
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-		shader->setParameter( "desktop", 1 );
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+        shader->setParameter( "desktop", 1 );
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         glActiveTexture(GL_TEXTURE0 + 1);
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         glBindTexture( GL_TEXTURE_2D, desktopImage );
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     }

+ 5
- 5
src/mouse.cpp Bestand weergeven

@@ -66,27 +66,27 @@ slop::Mouse::Mouse(X11* x11, int nodecorations, Window ignoreWindow ) {
66 66
 }
67 67
 
68 68
 slop::Mouse::~Mouse() {
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-	XUngrabPointer( x11->display, CurrentTime );
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+    XUngrabPointer( x11->display, CurrentTime );
70 70
 }
71 71
 
72 72
 void slop::Mouse::update() {
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     XEvent event;
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     while ( XCheckTypedEvent( x11->display, ButtonPress, &event ) ) {
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 		setButton( event.xbutton.button, 1 );
76
-	}
76
+    }
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     bool findNewWindow = false;
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     while ( XCheckTypedEvent( x11->display, MotionNotify, &event ) ) {
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         findNewWindow = true;
80
-	}
80
+    }
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     if ( findNewWindow ) {
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         hoverWindow = findWindow(x11->root);
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     }
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     while ( XCheckTypedEvent( x11->display, ButtonRelease, &event ) ) {
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 		setButton( event.xbutton.button, 0 );
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-	}
86
+    }
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     while ( XCheckTypedEvent( x11->display, EnterNotify, &event ) ) {
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         hoverWindow = event.xcrossing.window;
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-	}
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+    }
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 }
91 91
 
92 92
 Window slop::Mouse::findWindow( Window foo ) {

+ 2
- 2
src/mouse.hpp Bestand weergeven

@@ -40,8 +40,8 @@ private:
40 40
     int nodecorations;
41 41
     Window ignoreWindow;
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 public:
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-	Window hoverWindow;
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-	void update();
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+    Window hoverWindow;
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+    void update();
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     Mouse( X11* x11, int nodecorations, Window ignoreWindow );
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     ~Mouse();
47 47
     void setCursor( int cursor );

+ 14
- 14
src/slopstates.cpp Bestand weergeven

@@ -115,20 +115,20 @@ void slop::SlopStartDrag::update( SlopMemory& memory, double dt ) {
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     }
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     if ( keyboard ) {
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         int arrows[2];
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-        arrows[0] = keyboard->getKey(XK_Down)-keyboard->getKey(XK_Up);		
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-        arrows[1] = keyboard->getKey(XK_Right)-keyboard->getKey(XK_Left);		
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-        if ( arrows[0] || arrows[1] ) {		
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-            if ( repeatTimer == 0 || repeatTimer > .4 ) {		
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-                startPoint.y += arrows[0]*multiplier;		
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-                startPoint.x += arrows[1]*multiplier;		
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-            }		
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-            if ( repeatTimer > 1 ) {		
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-                multiplier += dt*2;		
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-            }		
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-            repeatTimer += dt;		
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-        } else {		
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-            repeatTimer = 0;		
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-            multiplier = 1;		
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+        arrows[0] = keyboard->getKey(XK_Down)-keyboard->getKey(XK_Up);
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+        arrows[1] = keyboard->getKey(XK_Right)-keyboard->getKey(XK_Left);
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+        if ( arrows[0] || arrows[1] ) {
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+            if ( repeatTimer == 0 || repeatTimer > .4 ) {
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+                startPoint.y += arrows[0]*multiplier;
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+                startPoint.x += arrows[1]*multiplier;
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+            }
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+            if ( repeatTimer > 1 ) {
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+                multiplier += dt*2;
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+            }
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+            repeatTimer += dt;
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+        } else {
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+            repeatTimer = 0;
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+            multiplier = 1;
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         }
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     }
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 }

+ 1
- 1
src/xshaperectangle.cpp Bestand weergeven

@@ -55,7 +55,7 @@ void slop::XShapeRectangle::createWindow() {
55 55
     if ( createdWindow ) {
56 56
         return;
57 57
     }
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-	XMapWindow( x11->display, window );
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+    XMapWindow( x11->display, window );
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     createdWindow = true;
60 60
 }
61 61