shell: Properly rename type
This is just a find-and-replace name change to make the actual code changes in the follow-up commit more apparent. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/651
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@ -25,7 +25,7 @@ float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n\
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cogl_color_out.a = cogl_color_out.a * (1 - pixel_brightness * brightness);';
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var RadialShaderQuad = GObject.registerClass(
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class RadialShaderQuad extends Shell.GLSLQuad {
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class RadialShaderQuad extends Shell.GLSLEffect {
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_init(params) {
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super._init(params);
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@ -1,10 +1,10 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/**
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* SECTION:shell-glsl-quad
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* SECTION:shell-glsl-effect
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* @short_description: Draw a rectangle using GLSL
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*
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* A #ShellGLSLQuad draws one single rectangle, sized to the allocation
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* A #ShellGLSLEffect draws one single rectangle, sized to the allocation
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* box, but allows running custom GLSL to the vertex and fragment
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* stages of the graphic pipeline.
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*
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@ -16,30 +16,30 @@
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#include <cogl/cogl.h>
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#include "shell-glsl-effect.h"
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typedef struct _ShellGLSLQuadPrivate ShellGLSLQuadPrivate;
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struct _ShellGLSLQuadPrivate
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typedef struct _ShellGLSLEffectPrivate ShellGLSLEffectPrivate;
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struct _ShellGLSLEffectPrivate
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{
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CoglPipeline *pipeline;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLQuad, shell_glsl_quad, CLUTTER_TYPE_ACTOR);
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_ACTOR);
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static gboolean
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shell_glsl_quad_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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shell_glsl_effect_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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}
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static void
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shell_glsl_quad_paint (ClutterActor *actor)
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shell_glsl_effect_paint (ClutterActor *actor)
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{
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ShellGLSLQuad *self = SHELL_GLSL_QUAD (actor);
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ShellGLSLQuadPrivate *priv;
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (actor);
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ShellGLSLEffectPrivate *priv;
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guint8 paint_opacity;
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ClutterActorBox box;
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priv = shell_glsl_quad_get_instance_private (self);
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priv = shell_glsl_effect_get_instance_private (self);
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_allocation_box (actor, &box);
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@ -57,8 +57,8 @@ shell_glsl_quad_paint (ClutterActor *actor)
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/**
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* shell_glsl_quad_add_glsl_snippet:
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* @quad: a #ShellGLSLQuad
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* shell_glsl_effect_add_glsl_snippet:
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* @effect: a #ShellGLSLEffect
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* @hook: where to insert the code
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* @declarations: GLSL declarations
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* @code: GLSL code
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@ -71,13 +71,13 @@ shell_glsl_quad_paint (ClutterActor *actor)
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* function.
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*/
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void
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shell_glsl_quad_add_glsl_snippet (ShellGLSLQuad *quad,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace)
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shell_glsl_effect_add_glsl_snippet (ShellGLSLEffect *effect,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace)
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{
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ShellGLSLQuadClass *klass = SHELL_GLSL_QUAD_GET_CLASS (quad);
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ShellGLSLEffectClass *klass = SHELL_GLSL_EFFECT_GET_CLASS (effect);
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CoglSnippet *snippet;
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g_return_if_fail (klass->base_pipeline != NULL);
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@ -102,41 +102,41 @@ shell_glsl_quad_add_glsl_snippet (ShellGLSLQuad *quad,
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}
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static void
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shell_glsl_quad_dispose (GObject *gobject)
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shell_glsl_effect_dispose (GObject *gobject)
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{
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ShellGLSLQuad *self = SHELL_GLSL_QUAD (gobject);
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ShellGLSLQuadPrivate *priv;
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (gobject);
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ShellGLSLEffectPrivate *priv;
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priv = shell_glsl_quad_get_instance_private (self);
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priv = shell_glsl_effect_get_instance_private (self);
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g_clear_pointer (&priv->pipeline, cogl_object_unref);
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G_OBJECT_CLASS (shell_glsl_quad_parent_class)->dispose (gobject);
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G_OBJECT_CLASS (shell_glsl_effect_parent_class)->dispose (gobject);
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}
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static void
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shell_glsl_quad_init (ShellGLSLQuad *quad)
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shell_glsl_effect_init (ShellGLSLEffect *effect)
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{
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}
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static void
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shell_glsl_quad_constructed (GObject *object)
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shell_glsl_effect_constructed (GObject *object)
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{
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ShellGLSLQuad *self;
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ShellGLSLQuadClass *klass;
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ShellGLSLQuadPrivate *priv;
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ShellGLSLEffect *self;
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ShellGLSLEffectClass *klass;
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ShellGLSLEffectPrivate *priv;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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G_OBJECT_CLASS (shell_glsl_quad_parent_class)->constructed (object);
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G_OBJECT_CLASS (shell_glsl_effect_parent_class)->constructed (object);
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/* Note that, differently from ClutterBlurEffect, we are calling
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this inside constructed, not init, so klass points to the most-derived
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GTypeClass, not ShellGLSLQuadClass.
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GTypeClass, not ShellGLSLEffectClass.
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*/
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klass = SHELL_GLSL_QUAD_GET_CLASS (object);
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self = SHELL_GLSL_QUAD (object);
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priv = shell_glsl_quad_get_instance_private (self);
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klass = SHELL_GLSL_EFFECT_GET_CLASS (object);
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self = SHELL_GLSL_EFFECT (object);
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priv = shell_glsl_effect_get_instance_private (self);
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if (G_UNLIKELY (klass->base_pipeline == NULL))
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{
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@ -153,50 +153,50 @@ shell_glsl_quad_constructed (GObject *object)
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}
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static void
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shell_glsl_quad_class_init (ShellGLSLQuadClass *klass)
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shell_glsl_effect_class_init (ShellGLSLEffectClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->constructed = shell_glsl_quad_constructed;
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gobject_class->dispose = shell_glsl_quad_dispose;
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gobject_class->constructed = shell_glsl_effect_constructed;
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gobject_class->dispose = shell_glsl_effect_dispose;
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actor_class->get_paint_volume = shell_glsl_quad_get_paint_volume;
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actor_class->paint = shell_glsl_quad_paint;
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actor_class->get_paint_volume = shell_glsl_effect_get_paint_volume;
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actor_class->paint = shell_glsl_effect_paint;
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}
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/**
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* shell_glsl_quad_get_uniform_location:
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* @quad: a #ShellGLSLQuad
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* shell_glsl_effect_get_uniform_location:
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* @effect: a #ShellGLSLEffect
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* @name: the uniform name
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*
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* Returns: the location of the uniform named @name, that can be
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* passed to shell_glsl_quad_set_uniform_float().
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* passed to shell_glsl_effect_set_uniform_float().
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*/
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int
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shell_glsl_quad_get_uniform_location (ShellGLSLQuad *quad,
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const char *name)
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shell_glsl_effect_get_uniform_location (ShellGLSLEffect *effect,
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const char *name)
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{
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ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect);
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return cogl_pipeline_get_uniform_location (priv->pipeline, name);
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}
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/**
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* shell_glsl_quad_set_uniform_float:
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* @quad: a #ShellGLSLQuad
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* @uniform: the uniform location (as returned by shell_glsl_quad_get_uniform_location())
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* shell_glsl_effect_set_uniform_float:
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* @effect: a #ShellGLSLEffect
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* @uniform: the uniform location (as returned by shell_glsl_effect_get_uniform_location())
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* @n_components: the number of components in the uniform (eg. 3 for a vec3)
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* @total_count: the total number of floats in @value
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* @value: (array length=total_count): the array of floats to set @uniform
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*/
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void
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shell_glsl_quad_set_uniform_float (ShellGLSLQuad *quad,
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int uniform,
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int n_components,
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int total_count,
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const float *value)
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shell_glsl_effect_set_uniform_float (ShellGLSLEffect *effect,
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int uniform,
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int n_components,
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int total_count,
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const float *value)
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{
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ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect);
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cogl_pipeline_set_uniform_float (priv->pipeline, uniform,
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n_components, total_count / n_components,
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value);
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@ -1,6 +1,6 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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#ifndef __SHELL_GLSL_QUAD_H__
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#define __SHELL_GLSL_QUAD_H__
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#ifndef __SHELL_GLSL_EFFECT_H__
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#define __SHELL_GLSL_EFFECT_H__
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#include "st.h"
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#include <gtk/gtk.h>
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@ -26,31 +26,31 @@ typedef enum {
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SHELL_SNIPPET_HOOK_TEXTURE_LOOKUP
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} ShellSnippetHook;
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#define SHELL_TYPE_GLSL_QUAD (shell_glsl_quad_get_type ())
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G_DECLARE_DERIVABLE_TYPE (ShellGLSLQuad, shell_glsl_quad,
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SHELL, GLSL_QUAD, ClutterActor)
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#define SHELL_TYPE_GLSL_EFFECT (shell_glsl_effect_get_type ())
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G_DECLARE_DERIVABLE_TYPE (ShellGLSLEffect, shell_glsl_effect,
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SHELL, GLSL_EFFECT, ClutterActor)
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struct _ShellGLSLQuadClass
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struct _ShellGLSLEffectClass
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{
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ClutterActorClass parent_class;
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CoglPipeline *base_pipeline;
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void (*build_pipeline) (ShellGLSLQuad *effect);
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void (*build_pipeline) (ShellGLSLEffect *effect);
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};
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void shell_glsl_quad_add_glsl_snippet (ShellGLSLQuad *quad,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace);
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void shell_glsl_effect_add_glsl_snippet (ShellGLSLEffect *effect,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace);
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int shell_glsl_quad_get_uniform_location (ShellGLSLQuad *quad,
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const char *name);
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void shell_glsl_quad_set_uniform_float (ShellGLSLQuad *quad,
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int uniform,
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int n_components,
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int total_count,
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const float *value);
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int shell_glsl_effect_get_uniform_location (ShellGLSLEffect *effect,
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const char *name);
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void shell_glsl_effect_set_uniform_float (ShellGLSLEffect *effect,
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int uniform,
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int n_components,
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int total_count,
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const float *value);
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#endif /* __SHELL_GLSL_QUAD_H__ */
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#endif /* __SHELL_GLSL_EFFECT_H__ */
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