🔧 Use factory to create shaders

This commit is contained in:
Simon Schneegans
2022-05-14 13:58:28 +02:00
parent cb4b87811e
commit e1017b7707
17 changed files with 767 additions and 817 deletions
+87 -109
View File
@@ -13,26 +13,109 @@
'use strict';
const GObject = imports.gi.GObject;
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 shatters the window into pieces. For an explanation how this works, look //
// further down in this file into the documentation of the Shader class. This effect is //
// not available on GNOME 3.3x, due to the limitation described in the documentation //
// of vfunc_paint_target further down in this file. //
// 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. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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 {
var BrokenGlass = class BrokenGlass {
// 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 these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._shardTexture) {
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);
}
// Store all uniform locations.
shader._uShardTexture = shader.get_uniform_location('uShardTexture');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uEpicenter = shader.get_uniform_location('uEpicenter');
shader._uShardScale = shader.get_uniform_location('uShardScale');
shader._uBlowForce = shader.get_uniform_location('uBlowForce');
shader._uGravity = shader.get_uniform_location('uGravity');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// 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
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
});
// This is required 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
shader.connect('paint-target', (shader) => {
const pipeline = shader.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._shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(shader._uShardTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
@@ -83,109 +166,4 @@ var BrokenGlass = class BrokenGlass extends Effect {
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.
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);
}
}