🎉 Add initial attempt on a transporter effect

This commit is contained in:
Simon Schneegans
2022-01-13 04:49:28 +01:00
parent 286b47e69c
commit 3228106ddf
4 changed files with 242 additions and 0 deletions
+1
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@@ -29,6 +29,7 @@ const ALL_EFFECTS = [
Me.imports.src.FireEffect.FireEffect, Me.imports.src.FireEffect.FireEffect,
Me.imports.src.MatrixEffect.MatrixEffect, Me.imports.src.MatrixEffect.MatrixEffect,
Me.imports.src.TRexEffect.TRexEffect, Me.imports.src.TRexEffect.TRexEffect,
Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
Me.imports.src.TVEffect.TVEffect, Me.imports.src.TVEffect.TVEffect,
]; ];
+1
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@@ -24,6 +24,7 @@ const ALL_EFFECTS = [
Me.imports.src.FireEffect.FireEffect, Me.imports.src.FireEffect.FireEffect,
Me.imports.src.MatrixEffect.MatrixEffect, Me.imports.src.MatrixEffect.MatrixEffect,
Me.imports.src.TRexEffect.TRexEffect, Me.imports.src.TRexEffect.TRexEffect,
Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
Me.imports.src.TVEffect.TVEffect, Me.imports.src.TVEffect.TVEffect,
]; ];
@@ -179,6 +179,28 @@
<description>Number of claw scratches drawn on top of each other.</description> <description>Number of claw scratches drawn on top of each other.</description>
</key> </key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- TOS Transporter Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="tos-transporter-close-effect" type="b">
<default>false</default>
<summary>TOS Transporter Close Effect</summary>
<description>Use the TOS Transporter effect for window closing.</description>
</key>
<key name="tos-transporter-animation-time" type="i">
<default>5000</default>
<summary>TOS Transporter Animation Time</summary>
<description>The time the TOS Transporter effect takes.</description>
</key>
<key name="tos-transporter-color" type="s">
<default>"rgb(255, 200, 50)"</default>
<summary>TOS Transporter Color</summary>
<description>The color of the effect.</description>
</key>
</schema> </schema>
</schemalist> </schemalist>
+218
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@@ -0,0 +1,218 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const GObject = imports.gi.GObject;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = 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 TOSTransporterEffect = class TOSTransporterEffect {
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. the '*-close-effect').
static getNick() {
return 'tos-transporter';
}
// 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() {
return 'TOS Transporter Effect';
}
// -------------------------------------------------------------------- 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 initPreferences(dialog) {
// Add the settings page to the builder.
// dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/tvPage.ui`);
// Bind all properties.
// dialog.bindAdjustment('tv-animation-time');
// dialog.bindColorButton('tv-effect-color');
// Finally, append the settings page to the main stack.
// const stack = dialog.getBuilder().get_object('main-stack');
// stack.add_titled(
// dialog.getBuilder().get_object('tv-prefs'), TOSTransporterEffect.getNick(),
// TOSTransporterEffect.getLabel());
}
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(settings) {
return new Shader(settings);
}
// This is also called from extension.js. It is used to tweak the ongoing transitions of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. Here, we modify this behavior as well as the transition duration.
static tweakTransitions(actor, settings) {
const animationTime = settings.get_int('tos-transporter-animation-time');
const tweakTransition = (property, value) => {
const transition = actor.get_transition(property);
if (transition) {
transition.set_to(value);
transition.set_duration(animationTime);
}
};
// We re-target these transitions so that the window is neither scaled nor faded.
tweakTransition('opacity', 255);
tweakTransition('scale-x', 1);
tweakTransition('scale-y', 1);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// 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. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color =
Clutter.Color.from_string(settings.get_string('tos-transporter-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float SPARK_RADIUS = 15.0;
const float SPARK_SPEED = 10.0;
const float SPARK_SPACING = 50 + SPARK_RADIUS;
const int SPARK_LAYERS = 15;
float getSparks(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash2D(seed)) * vec2(uSizeX, uSizeY);
// Apply global scale.
coords /= gridSize;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords-cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash(cellID*seed*134.451)) / gridSize * SPARK_SPEED;
float rotation = mix( 0.0, 6.283, hash(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash(cellID*seed*19.1249)) * SPARK_RADIUS;
float roundness = mix(-1.0, 1.0, hash(cellID*seed*7.51949));
vec2 offset = vec2(sin(speed * (uTime+10)) * roundness, cos(speed * (uTime+10)));
offset *= (0.5 - radius / gridSize);
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return 5.0 * exp(-10.0 * dist);
return 0.05 / pow(dist, 2.0);
}
return 0;
}
void main() {
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
cogl_color_out = windowColor + effectColor;
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / 20 + vec2(0, uTime);
float sparks = noise3D(vec3(uv, uTime*15.0), 5) * 0.25;
for (int i=0; i<SPARK_LAYERS; ++i) {
sparks += getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1));
}
float edgeFadeWidth = 0.5;
float heartMask = 1.0;
float heart = 0.0;
heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].x / edgeFadeWidth, 0, 1));
heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / edgeFadeWidth, 0, 1));
heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth, 0, 1));
heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth, 0, 1));
heartMask = pow(heartMask, 10.0);
for (int i=0; i<SPARK_LAYERS; ++i) {
heart += heartMask * getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1+SPARK_LAYERS));
}
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.4;
float fadeIn = smoothstep(0, 1, clamp(uProgress/FADE_IN_TIME, 0, 1));
float fadeOut = smoothstep(0, 1, clamp((uProgress - FADE_IN_TIME)/FADE_OUT_TIME, 0, 1));
float heartOut = smoothstep(0, 1, clamp((uProgress - FADE_IN_TIME)/(1.0 - FADE_IN_TIME), 0, 1));
cogl_color_out = windowColor * clamp(1-fadeOut, 0, 1);
cogl_color_out += min(fadeIn, 1-fadeOut) * sparks * effectColor;
cogl_color_out += min(fadeIn, 1-heartOut) * heart * effectColor;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(heartMask), 1.0);
}
`);
};
});
}