♻️ Add base classes for the effects and shaders

This commit is contained in:
Simon Schneegans
2022-05-13 20:39:45 +02:00
parent 1ccc34f766
commit cb4b87811e
17 changed files with 955 additions and 1349 deletions
+112 -156
View File
@@ -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);
}
});
}