🔧 Use factory to create shaders
This commit is contained in:
+40
-46
@@ -20,7 +20,7 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
|
||||
const ExtensionUtils = imports.misc.extensionUtils;
|
||||
const Me = imports.misc.extensionUtils.getCurrentExtension();
|
||||
const utils = Me.imports.src.utils;
|
||||
const Effect = Me.imports.src.Effect.Effect;
|
||||
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect lets your windows be carried to the realm of dreams by some little //
|
||||
@@ -30,7 +30,40 @@ const Effect = Me.imports.src.Effect.Effect;
|
||||
// The effect class can be used to get some metadata (like the effect's name or supported
|
||||
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
|
||||
// well as to create the actual shader for the effect.
|
||||
var Wisps = class Wisps extends Effect {
|
||||
var Wisps = class Wisps {
|
||||
|
||||
// The constructor creates a ShaderFactory which will be used by extension.js to create
|
||||
// shader instances for this effect. The shaders will be automagically created using the
|
||||
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
|
||||
// newly created shader instance.
|
||||
constructor() {
|
||||
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
|
||||
// We import Clutter in this function as it is not available in the preferences
|
||||
// process. This creator function of the ShaderFactory is only called within GNOME
|
||||
// Shell's process.
|
||||
const Clutter = imports.gi.Clutter;
|
||||
|
||||
// Store uniform locations of newly created shaders.
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
shader._uColor = shader.get_uniform_location('uColor');
|
||||
shader._uScale = shader.get_uniform_location('uScale');
|
||||
|
||||
// Write all uniform values at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
|
||||
|
||||
// If we are currently performing integration test, the animation uses a fixed
|
||||
// seed.
|
||||
const testMode = settings.get_boolean('test-mode');
|
||||
|
||||
// clang-format off
|
||||
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
|
||||
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
|
||||
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('wisps-scale')]);
|
||||
// clang-format on
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
@@ -72,49 +105,10 @@ var Wisps = class Wisps extends Effect {
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called by the effect's base class whenever a new shader is required. Since
|
||||
// this shader depends on classes by GNOME Shell, we register it locally in this method
|
||||
// as this file is also included from the preferences dialog where those classes would
|
||||
// not be available.
|
||||
createShader() {
|
||||
|
||||
// Only register the shader class when this method is called for the first time.
|
||||
if (!this._ShaderClass) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const Shader = Me.imports.src.Shader.Shader;
|
||||
|
||||
this._ShaderClass = GObject.registerClass({}, class ShaderClass extends Shader {
|
||||
// We use the constructor of the shader to store all required uniform locations.
|
||||
_init(effect) {
|
||||
super._init(effect);
|
||||
|
||||
this._uSeed = this.get_uniform_location('uSeed');
|
||||
this._uColor = this.get_uniform_location('uColor');
|
||||
this._uScale = this.get_uniform_location('uScale');
|
||||
}
|
||||
|
||||
// This is called once each time the shader is used. This can be used to retrieve
|
||||
// the configuration from the settings and update all uniforms accordingly.
|
||||
beginAnimation(actor, settings, forOpening) {
|
||||
super.beginAnimation(actor, settings, forOpening);
|
||||
|
||||
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
|
||||
|
||||
// If we are currently performing integration test, the animation uses a fixed
|
||||
// seed.
|
||||
const testMode = settings.get_boolean('test-mode');
|
||||
|
||||
// clang-format off
|
||||
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
|
||||
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
|
||||
this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
|
||||
// clang-format on
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Finally, return a new instance of the shader class.
|
||||
return new this._ShaderClass(this);
|
||||
// The getActorScale() is called from extension.js to adjust the actor's size during the
|
||||
// animation. This is useful if the effect requires drawing something beyond the usual
|
||||
// bounds of the actor. This only works for GNOME 3.38+.
|
||||
getActorScale(settings) {
|
||||
return {x: 1.0, y: 1.0};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user