🔧 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
+59 -78
View File
@@ -20,7 +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;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// The Matrix shader multiplies a grid of random letters with some gradients which are //
@@ -33,7 +33,64 @@ const Effect = Me.imports.src.Effect.Effect;
// 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 Matrix = class Matrix extends Effect {
var Matrix = class Matrix {
// 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._fontTexture) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uFontTexture = shader.get_uniform_location('uFontTexture');
shader._uTrailColor = shader.get_uniform_location('uTrailColor');
shader._uTipColor = shader.get_uniform_location('uTipColor');
shader._uLetterSize = shader.get_uniform_location('uLetterSize');
shader._uRandomness = shader.get_uniform_location('uRandomness');
shader._uOverShoot = shader.get_uniform_location('uOverShoot');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c1 =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]);
shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
});
// This is required to bind the font 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();
// Bind the font texture.
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
pipeline.set_uniform_1i(shader._uFontTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
@@ -85,80 +142,4 @@ var Matrix = class Matrix extends Effect {
getActorScale(settings) {
return {x: 1.0, y: 1.0 + settings.get_double('matrix-overshoot')};
}
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
cleanUp() {
super.cleanUp();
this._fontTexture = 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 fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
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._uFontTexture = this.get_uniform_location('uFontTexture');
this._uTrailColor = this.get_uniform_location('uTrailColor');
this._uTipColor = this.get_uniform_location('uTipColor');
this._uLetterSize = this.get_uniform_location('uLetterSize');
this._uRandomness = this.get_uniform_location('uRandomness');
this._uOverShoot = this.get_uniform_location('uOverShoot');
}
// 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);
const c1 =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 =
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
this.set_uniform_float(this._uRandomness, 1, [settings.get_double('matrix-randomness')]);
this.set_uniform_float(this._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
}
// This is overridden to bind the font 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_texture(1, this._effect._fontTexture.get_texture());
pipeline.set_uniform_1i(this._uFontTexture, 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
// Finally, return a new instance of the shader class.
return new this._ShaderClass(this);
}
}