🔧 Use factory to create shaders
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-58
@@ -13,14 +13,14 @@
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'use strict';
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const {Gio, GObject} = imports.gi;
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const {Gio} = imports.gi;
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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 is a homage to the good old Compiz days. However, it is implemented //
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@@ -33,7 +33,50 @@ const Effect = Me.imports.src.Effect.Effect;
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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 Fire = class Fire extends Effect {
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var Fire = class Fire {
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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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// We import Clutter in this function as it is not available in the preferences
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// process. This creator function of the ShaderFactory is only called within GNOME
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// Shell's process.
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const Clutter = imports.gi.Clutter;
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// Store all uniform locations.
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shader._uGradient = [
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shader.get_uniform_location('uGradient1'),
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shader.get_uniform_location('uGradient2'),
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shader.get_uniform_location('uGradient3'),
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shader.get_uniform_location('uGradient4'),
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shader.get_uniform_location('uGradient5'),
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];
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shader._u3DNoise = shader.get_uniform_location('u3DNoise');
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shader._uScale = shader.get_uniform_location('uScale');
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shader._uMovementSpeed = shader.get_uniform_location('uMovementSpeed');
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// And update all uniforms at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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for (let i = 1; i <= 5; i++) {
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const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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shader.set_uniform_float(
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shader._uGradient[i - 1], 4,
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[c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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}
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// clang-format off
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shader.set_uniform_float(shader._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
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shader.set_uniform_float(shader._uScale, 1, [settings.get_double('flame-scale')]);
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shader.set_uniform_float(shader._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
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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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@@ -94,61 +137,11 @@ var Fire = class Fire extends Effect {
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// ---------------------------------------------------------------- API for extension.js
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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 Clutter = imports.gi.Clutter;
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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._uGradient = [
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this.get_uniform_location('uGradient1'),
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this.get_uniform_location('uGradient2'),
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this.get_uniform_location('uGradient3'),
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this.get_uniform_location('uGradient4'),
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this.get_uniform_location('uGradient5'),
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];
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this._u3DNoise = this.get_uniform_location('u3DNoise');
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this._uScale = this.get_uniform_location('uScale');
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this._uMovementSpeed = this.get_uniform_location('uMovementSpeed');
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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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// Load the gradient values from the settings.
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for (let i = 1; i <= 5; i++) {
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const c =
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Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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this.set_uniform_float(
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this._uGradient[i - 1], 4,
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[c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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}
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// clang-format off
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this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]);
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this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
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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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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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getActorScale(settings) {
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return {x: 1.0, y: 1.0};
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}
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// ----------------------------------------------------------------------- private stuff
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