🎉 Initial fire is working

This commit is contained in:
Simon Schneegans
2021-12-14 17:18:31 +01:00
parent 632e4f052c
commit 4b29fe3e8c
+146 -7
View File
@@ -15,6 +15,10 @@
const {Clutter} = imports.gi;
const Workspace = imports.ui.workspace.Workspace;
const WindowManager = imports.ui.windowManager.WindowManager;
const WINDOW_REPOSITIONING_DELAY = imports.ui.workspace.WINDOW_REPOSITIONING_DELAY;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.utils;
@@ -23,8 +27,6 @@ const utils = Me.imports.utils;
//////////////////////////////////////////////////////////////////////////////////////////
class Extension {
// The constructor is called once when the extension is loaded, not enabled.
constructor() {}
// ------------------------------------------------------------------------ public stuff
@@ -32,11 +34,40 @@ class Extension {
// from GNOME Tweaks, when you log in or when the screen is unlocked.
enable() {
// imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = 2000;
imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = 2000;
// Store a reference to the settings object.
// this._settings = ExtensionUtils.getSettings();
// We will monkey-patch these three methods. Let's store the original ones.
this._origWindowRemoved = Workspace.prototype._windowRemoved;
this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow;
this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
// We will use extensionThis to refer to the extension inside the patched methods of
// the WorkspacesView.
const extensionThis = this;
Workspace.prototype._windowRemoved = function(ws, metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
extensionThis._origWindowRemoved.apply(this, [ws, metaWin]);
}
};
Workspace.prototype._doRemoveWindow = function(metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
extensionThis._origDoRemoveWindow.apply(this, [metaWin]);
}
};
WindowManager.prototype._shouldAnimateActor = function(actor, types) {
if ((new Error()).stack.split('\n')[1].includes('_destroyWindow@')) {
return true;
}
return extensionThis._origShouldAnimateActor.apply(this, [actor, types]);
};
this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
const tweakTransition = (property, value) => {
const transition = actor.get_transition(property);
@@ -54,18 +85,105 @@ class Extension {
shader_type: Clutter.ShaderType.FRAGMENT_SHADER,
});
// https://www.shadertoy.com/view/3tcBzH
shader.set_shader_source(`
uniform sampler2D texture;
uniform float progress;
uniform float time;
uniform int sizeX;
uniform int sizeY;
const float BLEND_RANGE = 0.1;
const float EDGE_BLEND = 70;
const float BURN_RANGE = 0.1;
const float BURN_TIME = 0.2;
const vec2 FIRE_SCALE = vec2(400, 600);
const float FIRE_SPEED = 0.5;
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float hermite(float t) {
return t * t * (3.0 - 2.0 * t);
}
float noiseImpl(vec2 co, float frequency) {
vec2 v = vec2(co.x * frequency, co.y * frequency);
float ix1 = floor(v.x);
float iy1 = floor(v.y);
float ix2 = floor(v.x + 1.0);
float iy2 = floor(v.y + 1.0);
float fx = hermite(fract(v.x));
float fy = hermite(fract(v.y));
float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx);
float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx);
return mix(fade1, fade2, fy);
}
float pNoise(vec2 co, float freq, int steps, float persistence) {
float value = 0.0;
float ampl = 1.0;
float sum = 0.0;
for(int i=0 ; i<steps ; i++) {
sum += ampl;
value += noiseImpl(co, freq) * ampl;
freq *= 2.0;
ampl *= persistence;
}
return value / sum;
}
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.3, 0.5, 1.0);
const vec4 colors[5] = vec4[](
vec4(0.3, 0.2, 0.1, 0.0),
vec4(1.0, 0.3, 0.15, 0.7),
vec4(1.0, 0.3, 0.15, 0.9),
vec4(1.0, 0.65, 0.1, 1.0),
vec4(1, 1, 1, 1.0)
);
for (int i=0; i<4; ++i) {
if (v <= steps[i+1]) {
return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
}
}
}
void main(void) {
float t = cogl_tex_coord_in[0].t * (1 - BLEND_RANGE);
float alpha = 1 - clamp((progress - t) / BLEND_RANGE, 0, 1);
float burnProgress = clamp(progress/BURN_TIME, 0, 1);
float afterBurnProgress = clamp((progress-BURN_TIME)/(1-BURN_TIME), 0, 1);
// This uses premultiplied alpha.
float t = cogl_tex_coord_in[0].t * (1 - BURN_RANGE);
float alpha = 1 - clamp((burnProgress - t) / BURN_RANGE, 0, 1);
cogl_color_out = texture2D(texture, cogl_tex_coord_in[0].st) * alpha;
float mask = clamp(t*(1-alpha)/burnProgress, 0, 1);
if (progress > BURN_TIME) {
mask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
}
vec2 pos = cogl_tex_coord_in[0].st * vec2(sizeX, sizeY);
mask *= clamp(pos.x / EDGE_BLEND, 0, 1);
mask *= clamp(pos.y / EDGE_BLEND, 0, 1);
mask *= clamp((sizeX - pos.x) / EDGE_BLEND, 0, 1);
mask *= clamp((sizeY - pos.y) / EDGE_BLEND, 0, 1);
vec2 firePos = pos / FIRE_SCALE;
firePos.y += time * FIRE_SPEED;
float noise = pNoise(firePos, 10.0, 5, 0.5);
vec4 color = getFireColor(noise*mask);
color.rgb *= color.a;
// cogl_color_out = vec4(mask);
cogl_color_out += color;
}
`);
@@ -74,6 +192,9 @@ class Extension {
const transition = actor.get_transition('opacity');
transition.connect('new-frame', (t) => {
shader.set_uniform_value('progress', t.get_progress());
shader.set_uniform_value('time', 0.001 * t.get_elapsed_time());
shader.set_uniform_value('sizeX', actor.width);
shader.set_uniform_value('sizeY', actor.height);
});
});
}
@@ -85,10 +206,28 @@ class Extension {
// Restore the original behavior.
global.window_manager.disconnect(this._destroyConnection);
Workspace.prototype._windowRemoved = this._origWindowRemoved;
Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow;
WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor;
// this._settings = null;
}
// ----------------------------------------------------------------------- private stuff
_shouldDestroy(workspace, metaWindow) {
const index = workspace._lookupIndex(metaWindow);
if (index == -1) {
return true;
}
const actor = workspace._windows[index]._windowActor;
if (!actor.get_transition('opacity')) {
return true;
}
return false;
}
}
// This function is called once when the extension is loaded, not enabled.