🔧 Use factory to create shaders
This commit is contained in:
+61
-78
@@ -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;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effects dissolves your windows into a cloud of dust. For this, it uses an //
|
||||
@@ -35,7 +35,66 @@ 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 SnapOfDisintegration = class SnapOfDisintegration extends Effect {
|
||||
var SnapOfDisintegration = class SnapOfDisintegration {
|
||||
|
||||
// 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._dustTexture) {
|
||||
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);
|
||||
}
|
||||
|
||||
// Store uniform locations of newly created shaders.
|
||||
shader._uDustTexture = shader.get_uniform_location('uDustTexture');
|
||||
shader._uDustColor = shader.get_uniform_location('uDustColor');
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
shader._uDustScale = shader.get_uniform_location('uDustScale');
|
||||
|
||||
// Write all uniform values at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
// 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
|
||||
shader.set_uniform_float(shader._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
|
||||
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
|
||||
shader.set_uniform_float(shader._uDustScale, 1, [settings.get_double('snap-scale')]);
|
||||
// clang-format on
|
||||
});
|
||||
|
||||
// This is required 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
|
||||
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 dust texture.
|
||||
pipeline.set_layer_texture(1, this._dustTexture.get_texture());
|
||||
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
|
||||
pipeline.set_uniform_1i(shader._uDustTexture, 1);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
@@ -84,80 +143,4 @@ var SnapOfDisintegration = class SnapOfDisintegration extends Effect {
|
||||
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.
|
||||
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() {
|
||||
|
||||
// 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;
|
||||
|
||||
// Load the dust texture.
|
||||
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._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);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Finally, return a new instance of the shader class.
|
||||
return new this._ShaderClass(this);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user