🔀 Merge pull request #285 from Kurtoid/main

This commit is contained in:
Simon Schneegans
2023-01-23 12:23:16 +01:00
committed by GitHub
7 changed files with 427 additions and 0 deletions
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@@ -140,6 +140,7 @@ generate "energize-b" "Energize B [Burn-My-Windows]" "Using different transpor
generate "fire" "Fire [Burn-My-Windows]" "The classic effect inspired by Compiz"
generate "glide" "Glide [Burn-My-Windows]" "Fade the window to transparency with subtle 3D effects"
generate "glitch" "Glitch [Burn-My-Windows]" "This effect applies some intentional graphics issues to your windows"
generate "tvglitch" "TVGlitch [Burn-My-Windows]" "This effect applies some intentional graphics issues to your windows"
generate "hexagon" "Hexagon [Burn-My-Windows]" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi"
generate "incinerate" "Incinerate [Burn-My-Windows]" "A less snappy but definitely more fancy take on the fire effect"
generate "pixelate" "Pixelate [Burn-My-Windows]" "Pixelate the window and randomly hide the pixels"
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<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
SPDX-License-Identifier: GPL-3.0-or-later
-->
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Color</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Animation Time [ms]</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="KColorButton" name="kcfg_Color">
<property name="alphaChannelEnabled" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Strength</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Speed</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Strength">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Speed">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections/>
</ui>
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<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
SPDX-License-Identifier: GPL-3.0-or-later
-->
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>750</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Strength" type="Double">
<default>2</default>
</entry>
<entry name="Speed" type="Double">
<default>2</default>
</entry>
<entry name="Color" type="Color">
<default>#64A0FF</default>
</entry>
</group>
</kcfg>
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', Math.random());
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uStrength', effect.readConfig('Strength', 1.0));
effect.setUniform(this.shader, 'uSpeed', effect.readConfig('Speed', 1.0));
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec3 uColor;
uniform float uSeed;
uniform float uScale;
uniform float uStrength;
uniform float uSpeed;
// tv params
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
const float SCALING = 0.5; // Additional vertical scaling of the window.
// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
void main() {
float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
float time = progress * uDuration * uSpeed;
float strength = uStrength * progress;
float displace = 1000.0 * strength / uSize.x;
float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0);
// Create large noise waves and add some smaller noise waves.
float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
// Apply the noise as x displacement for every line.
float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
// Mix in some random interference lines.
vec3 interference = uColor * hash12(vec2(yPos * time));
float interferenceStrength = noise * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
// Mix in some grainy noise.
vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
float grainStrength = 0.2 * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, grain, grainStrength);
// Add a subtle line pattern every 4 pixels.
if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
}
// Shift green/blue channels.
float offset = 0.1 * noise * displace;
oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25);
oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
// Dissolve the window.
// float fadeDelay = 1.5;
// float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0);
// oColor.a *= alpha;
// add tv effect - we just want the shape transforms
// add the tv effect sooner/later in the animation
float toffset = uForOpening ? 0.0 : 1.0;
float prog = clamp(uProgress * 2.0 - toffset, 0.0, 1.0);
prog = uForOpening ? 1.0 - easeOutQuad(prog) : easeOutQuad(prog);
// Scale down the window vertically.
float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
vec2 coords = iTexCoord.st;
coords.y = coords.y * (scale + 1.0) - scale * 0.5;
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
// This is a top-center-bottom gradient in [0..1..0]
float tb = coords.y * 2.0;
tb = tb < 1.0 ? tb : 2.0 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = coords.x * 2.0;
lr = lr < 1.0 ? lr : 2.0 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
// vec4 oColor = getInputColor(coords);
// don't add another color transform
// oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(tbMask), 1);
// oColor = vec4(vec3(lrMask), 1);
// oColor = vec4(vec3(ffMask), 1);
// oColor = vec4(vec3(mask), 1);
setOutputColor(oColor);
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
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 ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect applies some intentional graphics issues to your windows. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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 Glitch = class {
// 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 Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
shader._uStrength = shader.get_uniform_location('uStrength');
shader._uSpeed = shader.get_uniform_location('uSpeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('glitch-color'))[1];
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glitch-scale')]);
shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('glitch-strength')]);
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('glitch-speed')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'tvglitch';
}
// 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.
getLabel() {
return _('TVGlitch');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getUIDir()}/TVGlitch.ui`);
// Bind all properties.
dialog.bindAdjustment('glitch-animation-time');
dialog.bindAdjustment('glitch-scale');
dialog.bindAdjustment('glitch-speed');
dialog.bindAdjustment('glitch-strength');
dialog.bindColorButton('glitch-color');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('tvglitch-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}