♻️ Add base classes for the effects and shaders
This commit is contained in:
+112
-156
@@ -20,6 +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;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect shatters the window into pieces. For an explanation how this works, look //
|
||||
@@ -28,26 +29,15 @@ const utils = Me.imports.src.utils;
|
||||
// of vfunc_paint_target further down in this file. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The shader class for this effect is registered further down in this file. When this
|
||||
// effect is used for the first time, an instance of this shader class is created. Once
|
||||
// the effect is finished, the shader will be stored in the freeShaders array and will
|
||||
// then be reused if a new shader is requested. ShaderClass which will be used whenever
|
||||
// this effect is used.
|
||||
let ShaderClass = null;
|
||||
let freeShaders = [];
|
||||
|
||||
// This texture will be loaded when the effect is used for the first time.
|
||||
let shardTexture = null;
|
||||
|
||||
// The effect class is completely static. It 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 BrokenGlass = class BrokenGlass {
|
||||
// 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 BrokenGlass = class BrokenGlass extends Effect {
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
// This effect is only available on GNOME Shell 40+.
|
||||
static getMinShellVersion() {
|
||||
getMinShellVersion() {
|
||||
return [40, 0];
|
||||
}
|
||||
|
||||
@@ -55,22 +45,21 @@ var BrokenGlass = class BrokenGlass {
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
|
||||
// (e.g. '*-animation-time').
|
||||
static getNick() {
|
||||
getNick() {
|
||||
return 'broken-glass';
|
||||
}
|
||||
|
||||
// This will be shown in the sidebar of the preferences dialog as well as in the
|
||||
// drop-down menus where the user can choose the effect.
|
||||
static getLabel() {
|
||||
getLabel() {
|
||||
return _('Broken Glass');
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------- API for prefs.js
|
||||
|
||||
// This is called by the preferences dialog. It loads the settings page for this effect,
|
||||
// binds all properties to the settings and appends the page to the main stack of the
|
||||
// preferences dialog.
|
||||
static getPreferences(dialog) {
|
||||
// and binds all properties to the settings.
|
||||
getPreferences(dialog) {
|
||||
|
||||
// Add the settings page to the builder.
|
||||
dialog.getBuilder().add_from_resource('/ui/gtk4/BrokenGlass.ui');
|
||||
@@ -88,148 +77,115 @@ var BrokenGlass = class BrokenGlass {
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called from extension.js whenever a window is opened or closed with this
|
||||
// effect. It returns an instance of the shader class, trying to reuse previously
|
||||
// created shaders.
|
||||
static getShader(actor, settings, forOpening) {
|
||||
let shader;
|
||||
|
||||
if (freeShaders.length == 0) {
|
||||
shader = new ShaderClass();
|
||||
} else {
|
||||
shader = freeShaders.pop();
|
||||
}
|
||||
|
||||
shader.setUniforms(actor, settings, forOpening);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// 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+.
|
||||
static getActorScale(settings) {
|
||||
getActorScale(settings) {
|
||||
return {x: 2.0, y: 2.0};
|
||||
}
|
||||
|
||||
// This is called from extension.js if the extension is disabled. This should free all
|
||||
// static resources.
|
||||
static cleanUp() {
|
||||
freeShaders = [];
|
||||
shardTexture = null;
|
||||
cleanUp() {
|
||||
super.cleanUp();
|
||||
this._shardTexture = null;
|
||||
}
|
||||
|
||||
// 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, GdkPixbuf, Cogl} = imports.gi;
|
||||
const Shader = Me.imports.src.Shader.Shader;
|
||||
|
||||
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
|
||||
this._shardTexture = new Clutter.Image();
|
||||
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
|
||||
shardData.width, shardData.height, shardData.rowstride);
|
||||
|
||||
// This shader creates a complex-looking effect with rather simple means. Here is
|
||||
// how it works: The window is drawn five times on top of each other (see the
|
||||
// SHARD_LAYERS constant in the GLSL code). Each layer only draws some of the
|
||||
// shards, all layers combined make up the entire window. The layers are then
|
||||
// scaled, rotated, and moved independently from each other - this creates the
|
||||
// impression that all shards are moving independently. In reality, there are only
|
||||
// five groups of shards! Which shard belongs to which layer is defined by the green
|
||||
// channel of the texture resources/img/shards.png. The red channel of the texture
|
||||
// contains the distance to the shard edges. This information is used to fade out
|
||||
// the shards.
|
||||
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._uShardTexture = this.get_uniform_location('uShardTexture');
|
||||
this._uSeed = this.get_uniform_location('uSeed');
|
||||
this._uEpicenter = this.get_uniform_location('uEpicenter');
|
||||
this._uShardScale = this.get_uniform_location('uShardScale');
|
||||
this._uBlowForce = this.get_uniform_location('uBlowForce');
|
||||
this._uGravity = this.get_uniform_location('uGravity');
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
// Usually, the shards fly away from the center of the window.
|
||||
let epicenterX = 0.5;
|
||||
let epicenterY = 0.5;
|
||||
|
||||
// However, if this option is set, we use the mouse pointer position.
|
||||
if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
|
||||
const [x, y] = global.get_pointer();
|
||||
const [ok, localX, localY] = actor.transform_stage_point(x, y);
|
||||
|
||||
if (ok) {
|
||||
epicenterX = localX / actor.width;
|
||||
epicenterY = localY / actor.height;
|
||||
}
|
||||
}
|
||||
|
||||
// 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._uEpicenter, 2, [epicenterX, epicenterY]);
|
||||
this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
|
||||
this.set_uniform_float(this._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
|
||||
this.set_uniform_float(this._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
// This is overridden to bind the shard texture for drawing. Sadly, this seems to
|
||||
// be impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
|
||||
// called get_target() back then but this is not wrapped in GJS.
|
||||
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
||||
vfunc_paint_target(node, paint_context) {
|
||||
const pipeline = this.get_pipeline();
|
||||
|
||||
// Use linear filtering for the window texture.
|
||||
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
|
||||
Cogl.PipelineFilter.LINEAR);
|
||||
|
||||
// Bind the shard texture.
|
||||
pipeline.set_layer_texture(1, this._effect._shardTexture.get_texture());
|
||||
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
|
||||
pipeline.set_uniform_1i(this._uShardTexture, 1);
|
||||
|
||||
super.vfunc_paint_target(node, paint_context);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Finally, return a new instance of the shader class.
|
||||
return new this._ShaderClass(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// The shader class for this effect will only be registered in GNOME Shell's process //
|
||||
// (not in the preferences process). It's done this way as Clutter may not be installed //
|
||||
// on the system and therefore the preferences would crash. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
|
||||
|
||||
// This shader creates a complex-looking effect with rather simple means. Here is how it
|
||||
// works: The window is drawn five times on top of each other (see the SHARD_LAYERS
|
||||
// constant in the GLSL code). Each layer only draws some of the shards, all layers
|
||||
// combined make up the entire window. The layers are then scaled, rotated, and moved
|
||||
// independently from each other - this creates the impression that all shards are
|
||||
// moving independently. In reality, there are only five groups of shards! Which shard
|
||||
// belongs to which layer is defined by the green channel of the texture
|
||||
// resources/img/shards.png. The red channel of the texture contains the distance to the
|
||||
// shard edges. This information is used to fade out the shards.
|
||||
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
|
||||
// This is called when the effect is used for the first time. This can be used to
|
||||
// store all required uniform locations.
|
||||
_init() {
|
||||
super._init();
|
||||
|
||||
// Load the shards texture.
|
||||
if (shardTexture == null) {
|
||||
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
|
||||
shardTexture = new Clutter.Image();
|
||||
shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
|
||||
shardData.width, shardData.height, shardData.rowstride);
|
||||
}
|
||||
|
||||
this._uShardTexture = this.get_uniform_location('uShardTexture');
|
||||
this._uSeed = this.get_uniform_location('uSeed');
|
||||
this._uEpicenter = this.get_uniform_location('uEpicenter');
|
||||
this._uShardScale = this.get_uniform_location('uShardScale');
|
||||
this._uBlowForce = this.get_uniform_location('uBlowForce');
|
||||
this._uGravity = this.get_uniform_location('uGravity');
|
||||
}
|
||||
|
||||
// This is called each time the effect is used. This can be used to retrieve the
|
||||
// configuration from the settings and update all uniforms accordingly.
|
||||
setUniforms(actor, settings, forOpening) {
|
||||
// Usually, the shards fly away from the center of the window.
|
||||
let epicenterX = 0.5;
|
||||
let epicenterY = 0.5;
|
||||
|
||||
// However, if this option is set, we use the mouse pointer position.
|
||||
if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
|
||||
const [x, y] = global.get_pointer();
|
||||
const [ok, localX, localY] = actor.transform_stage_point(x, y);
|
||||
|
||||
if (ok) {
|
||||
epicenterX = localX / actor.width;
|
||||
epicenterY = localY / actor.height;
|
||||
}
|
||||
}
|
||||
|
||||
// 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._uEpicenter, 2, [epicenterX, epicenterY]);
|
||||
this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
|
||||
this.set_uniform_float(this._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
|
||||
this.set_uniform_float(this._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
// This is called by extension.js when the shader is not used anymore. We will store
|
||||
// this instance of the shader so that it can be re-used in th future.
|
||||
free() {
|
||||
freeShaders.push(this);
|
||||
}
|
||||
|
||||
// This is called by the constructor. This means, it's only called when the effect
|
||||
// is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
const code = utils.loadGLSLResource(`/shaders/${BrokenGlass.getNick()}.glsl`);
|
||||
|
||||
// Match anything between the curly brackets of "void main() {...}".
|
||||
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
|
||||
const match = regex.exec(code);
|
||||
|
||||
const declarations = code.substr(0, match.index);
|
||||
const main = match[1];
|
||||
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
|
||||
}
|
||||
|
||||
// This is overridden to bind the shard texture for drawing. Sadly, this seems to be
|
||||
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
|
||||
// get_target() back then but this is not wrapped in GJS.
|
||||
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
||||
vfunc_paint_target(node, paint_context) {
|
||||
const pipeline = this.get_pipeline();
|
||||
|
||||
// Use linear filtering for the window texture.
|
||||
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
|
||||
Cogl.PipelineFilter.LINEAR);
|
||||
|
||||
// Bind the shard texture.
|
||||
pipeline.set_layer_texture(1, shardTexture.get_texture());
|
||||
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
|
||||
pipeline.set_uniform_1i(this._uShardTexture, 1);
|
||||
|
||||
super.vfunc_paint_target(node, paint_context);
|
||||
}
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user