🔧 Use factory to create shaders
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+63
-80
@@ -20,7 +20,7 @@ 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 tears your windows apart with a series of violent scratches! //
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@@ -31,7 +31,68 @@ 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 TRexAttack = class TRexAttack extends Effect {
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var TRexAttack = class TRexAttack {
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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 these modules in this function as they are not available in the
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// preferences process. This callback is only called within GNOME Shell's process.
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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// Create the texture in the first call.
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if (!this._clawTexture) {
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const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
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this._clawTexture = new Clutter.Image();
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this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
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clawData.width, clawData.height, clawData.rowstride);
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}
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// Store uniform locations of newly created shaders.
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shader._uClawTexture = shader.get_uniform_location('uClawTexture');
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shader._uFlashColor = shader.get_uniform_location('uFlashColor');
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uClawSize = shader.get_uniform_location('uClawSize');
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shader._uNumClaws = shader.get_uniform_location('uNumClaws');
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shader._uWarpIntensity = shader.get_uniform_location('uWarpIntensity');
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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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const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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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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shader.set_uniform_float(shader._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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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._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
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shader.set_uniform_float(shader._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
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shader.set_uniform_float(shader._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
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// clang-format on
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});
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// This is required to bind the claw texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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// called get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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shader.connect('paint-target', (shader) => {
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const pipeline = shader.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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// Bind the claw texture.
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pipeline.set_layer_texture(1, this._clawTexture.get_texture());
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pipeline.set_uniform_1i(shader._uClawTexture, 1);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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@@ -83,82 +144,4 @@ var TRexAttack = class TRexAttack extends Effect {
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const scale = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
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return {x: scale, y: scale};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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cleanUp() {
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super.cleanUp();
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this._clawTexture = null;
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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 {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const Shader = Me.imports.src.Shader.Shader;
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// Load the claw texture.
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const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
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this._clawTexture = new Clutter.Image();
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this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
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clawData.width, clawData.height, clawData.rowstride);
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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._uClawTexture = this.get_uniform_location('uClawTexture');
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this._uFlashColor = this.get_uniform_location('uFlashColor');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uClawSize = this.get_uniform_location('uClawSize');
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this._uNumClaws = this.get_uniform_location('uNumClaws');
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this._uWarpIntensity = this.get_uniform_location('uWarpIntensity');
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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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const c =
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Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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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._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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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._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
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this.set_uniform_float(this._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
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this.set_uniform_float(this._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
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// clang-format on
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}
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// This is overridden to bind the claw texture for drawing. Sadly, this seems to
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// be impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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// called get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, this._effect._clawTexture.get_texture());
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pipeline.set_uniform_1i(this._uClawTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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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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