♻️ 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
+76 -120
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 effects dissolves your windows into a cloud of dust. For this, it uses an //
@@ -31,26 +32,15 @@ const utils = Me.imports.src.utils;
// documentation 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 dustTexture = 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 SnapOfDisintegration = class SnapOfDisintegration {
// 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 SnapOfDisintegration = class SnapOfDisintegration extends Effect {
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
static getMinShellVersion() {
getMinShellVersion() {
return [40, 0];
}
@@ -58,22 +48,21 @@ var SnapOfDisintegration = class SnapOfDisintegration {
// 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 'snap';
}
// 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 _('Snap of Disintegration');
}
// -------------------------------------------------------------------- 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/SnapOfDisintegration.ui');
@@ -89,119 +78,86 @@ var SnapOfDisintegration = class SnapOfDisintegration {
// ---------------------------------------------------------------- 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: 1.2, y: 1.2};
}
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
dustTexture = null;
cleanUp() {
super.cleanUp();
this._dustTexture = 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() {
//////////////////////////////////////////////////////////////////////////////////////////
// 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. //
//////////////////////////////////////////////////////////////////////////////////////////
// Only register the shader class when this method is called for the first time.
if (!this._ShaderClass) {
if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
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();
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
const Shader = Me.imports.src.Shader.Shader;
// Load the dust texture.
if (dustTexture == null) {
const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
dustTexture = new Clutter.Image();
dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
dustData.width, dustData.height, dustData.rowstride);
}
const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
this._dustTexture = new Clutter.Image();
this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
dustData.width, dustData.height, dustData.rowstride);
this._uDustTexture = this.get_uniform_location('uDustTexture');
this._uDustColor = this.get_uniform_location('uDustColor');
this._uSeed = this.get_uniform_location('uSeed');
this._uDustScale = this.get_uniform_location('uDustScale');
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._uDustTexture = this.get_uniform_location('uDustTexture');
this._uDustColor = this.get_uniform_location('uDustColor');
this._uSeed = this.get_uniform_location('uSeed');
this._uDustScale = this.get_uniform_location('uDustScale');
}
// 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);
// The dust particles will fade to this color over time.
const c = Clutter.Color.from_string(settings.get_string('snap-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._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]);
// clang-format on
}
// This is overridden to bind the dust 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();
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
pipeline.set_layer_texture(1, this._effect._dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(this._uDustTexture, 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
// 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) {
// The dust particles will fade to this color over time.
const c = Clutter.Color.from_string(settings.get_string('snap-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._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]);
// 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/${SnapOfDisintegration.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 dust 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();
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
pipeline.set_layer_texture(1, dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(this._uDustTexture, 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
// Finally, return a new instance of the shader class.
return new this._ShaderClass(this);
}
}