[effects] Use shader traits in SnapHelper effect
To simplify rendering is moved from postPaintScreen to paintScreen.
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2 changed files with 5 additions and 4 deletions
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@ -63,16 +63,17 @@ void SnapHelperEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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effects->prePaintScreen(data, time);
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}
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void SnapHelperEffect::postPaintScreen()
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void SnapHelperEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data)
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{
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effects->postPaintScreen();
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effects->paintScreen(mask, region, data);
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if (m_timeline.currentValue() != 0.0) {
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// Display the guide
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if (effects->isOpenGLCompositing()) {
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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ShaderBinder binder(ShaderManager::ColorShader);
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ShaderBinder binder(ShaderTrait::UniformColor);
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binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -38,7 +38,7 @@ public:
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virtual void reconfigure(ReconfigureFlags);
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virtual void prePaintScreen(ScreenPrePaintData &data, int time);
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virtual void postPaintScreen();
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void paintScreen(int mask, QRegion region, ScreenPaintData &data) override;
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virtual bool isActive() const;
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public Q_SLOTS:
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