cube: Remove some checks that are always true
These are leftovers from the OpenGL 1.x backend.
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e30b1212b6
commit
ef5b1c7f59
1 changed files with 38 additions and 46 deletions
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@ -1268,9 +1268,7 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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}
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}
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data.quads = new_quads;
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if (shader) {
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data.setXTranslation(-rect.width());
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}
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data.setXTranslation(-rect.width());
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}
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if (w->isOnDesktop(next_desktop) && (mask & PAINT_WINDOW_TRANSFORMED)) {
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QRect rect = effects->clientArea(FullArea, activeScreen, next_desktop);
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@ -1281,9 +1279,7 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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}
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}
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data.quads = new_quads;
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if (shader) {
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data.setXTranslation(rect.width());
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}
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data.setXTranslation(rect.width());
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}
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QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
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@ -1346,52 +1342,48 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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}
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data.quads = new_quads;
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}
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if (shader) {
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origMatrix = shader->getUniformMatrix4x4("screenTransformation");
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GLShader *currentShader = shader;
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if (mode == Cylinder) {
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shaderManager->pushShader(cylinderShader);
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cylinderShader->setUniform("xCoord", (float)w->x());
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cylinderShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
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float factor = 0.0f;
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if (start)
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factor = 1.0f - timeLine.currentValue();
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if (stop)
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factor = timeLine.currentValue();
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cylinderShader->setUniform("timeLine", factor);
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data.shader = cylinderShader;
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currentShader = cylinderShader;
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}
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if (mode == Sphere) {
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shaderManager->pushShader(sphereShader);
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sphereShader->setUniform("u_offset", QVector2D(w->x(), w->y()));
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sphereShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
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float factor = 0.0f;
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if (start)
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factor = 1.0f - timeLine.currentValue();
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if (stop)
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factor = timeLine.currentValue();
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sphereShader->setUniform("timeLine", factor);
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data.shader = sphereShader;
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currentShader = sphereShader;
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}
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if (reflectionPainting) {
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currentShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix);
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} else {
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currentShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix*origMatrix);
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}
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origMatrix = shader->getUniformMatrix4x4("screenTransformation");
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GLShader *currentShader = shader;
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if (mode == Cylinder) {
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shaderManager->pushShader(cylinderShader);
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cylinderShader->setUniform("xCoord", (float)w->x());
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cylinderShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
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float factor = 0.0f;
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if (start)
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factor = 1.0f - timeLine.currentValue();
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if (stop)
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factor = timeLine.currentValue();
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cylinderShader->setUniform("timeLine", factor);
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data.shader = cylinderShader;
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currentShader = cylinderShader;
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}
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if (mode == Sphere) {
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shaderManager->pushShader(sphereShader);
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sphereShader->setUniform("u_offset", QVector2D(w->x(), w->y()));
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sphereShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
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float factor = 0.0f;
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if (start)
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factor = 1.0f - timeLine.currentValue();
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if (stop)
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factor = timeLine.currentValue();
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sphereShader->setUniform("timeLine", factor);
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data.shader = sphereShader;
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currentShader = sphereShader;
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}
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if (reflectionPainting) {
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currentShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix);
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} else {
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currentShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix*origMatrix);
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}
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}
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effects->paintWindow(w, mask, region, data);
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if (activated && cube_painting) {
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if (shader) {
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if (mode == Cylinder || mode == Sphere) {
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shaderManager->popShader();
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} else {
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shader->setUniform(GLShader::ScreenTransformation, origMatrix);
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}
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if (mode == Cylinder || mode == Sphere) {
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shaderManager->popShader();
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} else {
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shader->setUniform(GLShader::ScreenTransformation, origMatrix);
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}
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shaderManager->popShader();
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if (w->isDesktop() && effects->numScreens() > 1 && paintCaps) {
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QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
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QRegion paint = QRegion(rect);
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