🔧 Use factory to create shaders
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+31
-53
@@ -13,25 +13,50 @@
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'use strict';
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const GObject = imports.gi.GObject;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const Effect = Me.imports.src.Effect.Effect;
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const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect hides the actor by violently sucking it into the void of magic. //
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// towards the middle and then hiding the resulting line from left and right towards //
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// the center. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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var Apparition = class Apparition extends Effect {
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var Apparition = class Apparition {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uShake = shader.get_uniform_location('uShake');
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shader._uTwirl = shader.get_uniform_location('uTwirl');
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shader._uSuction = shader.get_uniform_location('uSuction');
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shader._uRandomness = shader.get_uniform_location('uRandomness');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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// If we are performing an integration tests, we use a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
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shader.set_uniform_float(shader._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
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shader.set_uniform_float(shader._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
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shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('apparition-randomness')]);
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// clang-format on
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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@@ -83,51 +108,4 @@ var Apparition = class Apparition extends Effect {
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getActorScale(settings) {
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return {x: 2.0, y: 2.0};
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}
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// This is called by the effect's base class whenever a new shader is required. Since
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// this shader depends on classes by GNOME Shell, we register it locally in this method
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// as this file is also included from the preferences dialog where those classes would
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// not be available.
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createShader() {
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// Only register the shader class when this method is called for the first time.
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if (!this._ShaderClass) {
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const Shader = Me.imports.src.Shader.Shader;
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this._ShaderClass = GObject.registerClass({}, class ShaderClass extends Shader {
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// We use the constructor of the shader to store all required uniform locations.
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_init(effect) {
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super._init(effect);
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this._uSeed = this.get_uniform_location('uSeed');
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this._uShake = this.get_uniform_location('uShake');
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this._uTwirl = this.get_uniform_location('uTwirl');
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this._uSuction = this.get_uniform_location('uSuction');
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this._uRandomness = this.get_uniform_location('uRandomness');
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}
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// This is called once each time the shader is used. This can be used to retrieve
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// the configuration from the settings and update all uniforms accordingly.
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beginAnimation(actor, settings, forOpening) {
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super.beginAnimation(actor, settings, forOpening);
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
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this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
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this.set_uniform_float(this._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
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this.set_uniform_float(this._uRandomness, 1, [settings.get_double('apparition-randomness')]);
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// clang-format on
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}
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});
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}
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// Finally, return a new instance of the shader class.
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return new this._ShaderClass(this);
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}
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}
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