217 lines
9.5 KiB
JavaScript
217 lines
9.5 KiB
JavaScript
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// ) ( //
|
|
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
|
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
|
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
|
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
|
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
|
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
|
// |__/ //
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
'use strict';
|
|
|
|
import Gio from 'gi://Gio';
|
|
import Shell from 'gi://Shell';
|
|
import GObject from 'gi://GObject';
|
|
import Clutter from 'gi://Clutter';
|
|
import Meta from 'gi://Meta';
|
|
|
|
import * as utils from './utils.js';
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// This is the base class for all shaders of Burn-My-Windows. It automagically loads //
|
|
// the shader's source code from the resource file resources/shaders/<nick>.glsl and //
|
|
// ensures that some standard uniforms are always updated. //
|
|
// Using Shell.GLSLEffect as a base class has some benefits and some drawbacks. The //
|
|
// main benefit when compared to Clutter.ShaderEffect is that setting uniforms of types //
|
|
// vec2, vec3 or vec4 is supported via the API (with Clutter.ShaderEffect the GJS //
|
|
// binding does not work properly). However, there are two drawbacks: On the one hand, //
|
|
// the shader source code is cached statically - this means if we want to have a //
|
|
// different shader, we have to derive a new class. Therefore, each effect has to //
|
|
// derive its own class from the class below. This is encapsulated in the //
|
|
// ShaderFactory, however it is some really awkward code. The other drawback is the //
|
|
// hard-coded use of straight alpha (as opposed to premultiplied). This makes the //
|
|
// shaders a bit more complicated than required. //
|
|
// //
|
|
// The Shader fires three signals: //
|
|
// * begin-animation: This is called each time a new animation is started. It can //
|
|
// be used to set uniform values which do not change during the //
|
|
// animation. //
|
|
// * update-animation: This is called at each frame during the animation. It can be //
|
|
// used to set uniforms which change during the animation. //
|
|
// * end-animation: This is called when the animation is stopped. This can be //
|
|
// used to clean up any resources.
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
export var Shader = GObject.registerClass({
|
|
Signals: {
|
|
'begin-animation': {
|
|
param_types: [
|
|
Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
|
|
Clutter.Actor.$gtype
|
|
]
|
|
},
|
|
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
|
|
'end-animation': {}
|
|
}
|
|
},
|
|
class Shader extends Shell.GLSLEffect{
|
|
// --------------------------------------------
|
|
// The constructor automagically loads the shader's source code (in
|
|
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
|
|
// resolving any #includes in this file.
|
|
_init(nick) {
|
|
log(`Shader initialized with params: ${JSON.stringify(nick)}`);
|
|
|
|
this._nick = nick;
|
|
|
|
// This will call vfunc_build_pipeline().
|
|
super._init();
|
|
|
|
// These will be updated during the animation.
|
|
this._progress = 0;
|
|
this._time = 0;
|
|
|
|
// Store standard uniform locations.
|
|
this._uForOpening = this.get_uniform_location('uForOpening');
|
|
this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
|
|
this._uProgress = this.get_uniform_location('uProgress');
|
|
this._uDuration = this.get_uniform_location('uDuration');
|
|
this._uSize = this.get_uniform_location('uSize');
|
|
this._uPadding = this.get_uniform_location('uPadding');
|
|
|
|
// Create a timeline to drive the animation.
|
|
this._timeline = new Clutter.Timeline();
|
|
|
|
// Call updateAnimation() once a frame.
|
|
this._timeline.connect('new-frame', (t) => {
|
|
if (this._testMode) {
|
|
this.updateAnimation(0.5);
|
|
} else {
|
|
this.updateAnimation(t.get_progress());
|
|
}
|
|
});
|
|
|
|
// Clean up if the animation finished or was interrupted.
|
|
this._timeline.connect('stopped', (t, finished) => {
|
|
// log(`Shader initialized with params: ${JSON.stringify(t)}`);
|
|
this.endAnimation();
|
|
});
|
|
}
|
|
|
|
// This is called once each time the shader is used.
|
|
beginAnimation(settings, forOpening, testMode, duration, actor) {
|
|
if (this._timeline.is_playing()) {
|
|
this._timeline.stop();
|
|
}
|
|
|
|
// On GNOME 3.36 this method was not yet available.
|
|
if (this._timeline.set_actor) {
|
|
this._timeline.set_actor(actor);
|
|
}
|
|
|
|
this._timeline.set_duration(duration);
|
|
this._timeline.start();
|
|
|
|
// Make sure that no fullscreen window is drawn over our animations.
|
|
Meta.disable_unredirect_for_display(global.display);
|
|
global.begin_work();
|
|
|
|
// Reset progress value.
|
|
this._progress = 0;
|
|
this._testMode = testMode;
|
|
|
|
// This is not necessarily symmetric, but I haven't figured out a way to
|
|
// get the actual values...
|
|
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
|
|
const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
|
|
actor.meta_window.fullscreen;
|
|
|
|
this.set_uniform_float(this._uPadding, 1, [padding]);
|
|
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
|
|
this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
|
|
this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
|
|
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
|
|
|
|
this.emit('begin-animation', settings, forOpening, testMode, actor);
|
|
}
|
|
|
|
// This is called at each frame during the animation.
|
|
updateAnimation(progress) {
|
|
// Store the current progress value. The corresponding signal is emitted each frame
|
|
// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
|
|
// by handlers must not have been created yet.
|
|
this._progress = progress;
|
|
|
|
this.queue_repaint();
|
|
}
|
|
|
|
// This will stop any running animation and emit the end-animation signal.
|
|
endAnimation() {
|
|
// This will call endAnimation() again, so we can return for now.
|
|
if (this._timeline.is_playing()) {
|
|
// log(`Shader initialized with params:
|
|
// ${JSON.stringify(this._timeline.is_playing())}`);
|
|
|
|
this._timeline.stop();
|
|
return;
|
|
}
|
|
|
|
// Restore unredirecting behavior for fullscreen windows.
|
|
Meta.enable_unredirect_for_display(global.display);
|
|
global.end_work();
|
|
|
|
this.emit('end-animation');
|
|
}
|
|
|
|
// This is called by the constructor. This means, it's only called when the
|
|
// effect is used for the first time.
|
|
vfunc_build_pipeline() {
|
|
// Shell.GLSLEffect requires the declarations and the main source code as separate
|
|
// strings. As it's more convenient to store the in one GLSL file, we use a regex
|
|
// here to split the source code in two parts.
|
|
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
|
|
// the handler. This could still be null if called from the updateAnimation() above.
|
|
vfunc_paint_target(...params) {
|
|
this.emit('update-animation', this._progress);
|
|
|
|
// Starting with GNOME 44.2, the alpha channel is not written to by default. We need
|
|
// to undo this. It is a pity that we have to do this here, as it is not really
|
|
// required to be done each frame. But it's the only place where we can do it.
|
|
// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
|
|
this.get_pipeline().set_blend(
|
|
'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
|
|
|
|
this.set_uniform_float(this._uProgress, 1, [this._progress]);
|
|
super.vfunc_paint_target(...params);
|
|
}
|
|
|
|
// --------------------------------------------------------------------- private stuff
|
|
|
|
// This loads a GLSL file from the extension's resources to a JavaScript string. The
|
|
// code from "common.glsl" is prepended automatically.
|
|
_loadShaderResource(path) {
|
|
let common = utils.getStringResource('/shaders/common.glsl');
|
|
let code = utils.getStringResource(path);
|
|
|
|
// Add a trailing newline. Else the GLSL compiler complains...
|
|
return common + '\n' + code + '\n';
|
|
}
|
|
});
|