🔀 Merge pull request #139 from Schneegans/feature/reuse-shaders

This commit is contained in:
Simon Schneegans
2022-05-11 05:30:36 +02:00
committed by GitHub
155 changed files with 1507 additions and 761 deletions
+2
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@@ -6,6 +6,8 @@
#### Bug Fixes #### Bug Fixes
* **Fixed a major memory leak**. Now, shaders are not re-created anymore whenever a window is opened or closed. Instead, previously created shaders are re-used as often as possible. This requires that all settings are set as uniform values (previously they were injected into the shader source) which in turn requires that `Shell.GLSLEffect` is used instead of `Clutter.ShaderEffect`. This change also requires that all shaders now work with straight instead of premultiplied alpha. Anyways, a lot needed to be refactored for this fix and I hope that it did not bring too many visual changes.
* Fixed the window-close animation of windows which were opened before the session was started (e.g. before GNOME Shell has been restarted).
* There seem to be cases were `libadwaita` is not available on GNOME 42 (e.g. Pop!_OS 22.04 beta). The preferences dialog now tries to fallback to the GTK4-only variant if `libadwaita` is not available. * There seem to be cases were `libadwaita` is not available on GNOME 42 (e.g. Pop!_OS 22.04 beta). The preferences dialog now tries to fallback to the GTK4-only variant if `libadwaita` is not available.
## [Burn My Windows 15](https://github.com/schneegans/Burn-My-Windows/releases/tag/v15) ## [Burn My Windows 15](https://github.com/schneegans/Burn-My-Windows/releases/tag/v15)
+66 -26
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@@ -101,6 +101,8 @@ Please study this code carefully, all of it is explained with inline comments.
const GObject = imports.gi.GObject; const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils; const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension(); const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils; const utils = Me.imports.src.utils;
@@ -110,8 +112,13 @@ const utils = Me.imports.src.utils;
// <- Please add a description of your effect here -> // // <- Please add a description of your effect here -> //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -136,7 +143,7 @@ var SimpleFade = class SimpleFade {
// This will be shown in the sidebar of the preferences dialog as well as in the // 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. // drop-down menus where the user can choose the effect.
static getLabel() { static getLabel() {
return 'Simple Fade Effect'; return _('Simple Fade Effect');
} }
// -------------------------------------------------------------------- API for prefs.js // -------------------------------------------------------------------- API for prefs.js
@@ -151,9 +158,21 @@ var SimpleFade = class SimpleFade {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -184,15 +203,35 @@ var SimpleFade = class SimpleFade {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const Shell = imports.gi.Shell;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { _init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
this.set_shader_source(` this._uForOpening = this.get_uniform_location('uForOpening');
this._uFadeWidth = this.get_uniform_location('uFadeWidth');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uFadeWidth, 1, [settings.get_double('simple-fade-width')]);
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// The code below injects some standard uniforms which will be updated during the // The code below injects some standard uniforms which will be updated during the
// animation. This includes: // animation. This includes:
// uTexture: Contains the texture of the window. // uTexture: Contains the texture of the window.
@@ -202,29 +241,30 @@ if (utils.isInShellProcess()) {
// uSizeY: The vertical size of uTexture in pixels. // uSizeY: The vertical size of uTexture in pixels.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
// The width of the fading effect is directly loaded from the settings. // The width of the fading effect is loaded from the settings.
const float FADE_WIDTH = ${settings.get_double('simple-fade-width')}; uniform float uFadeWidth;
`;
void main() { const code = `
// Get the color from the window texture.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Get the color from the window texture. // Radial distance from window edge to the window's center.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
// Radial distance from window edge to the window's center. // This gradually dissolves from [1..0] from the outside to the center. We
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0); // switch the direction for opening and closing.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
float mask = (1.0 - progress * (1.0 + uFadeWidth) - dist + uFadeWidth) / uFadeWidth;
// This gradually dissolves from [1..0] from the outside to the center. We // Make the mask smoother.
// switch the direction for opening and closing. mask = smoothstep(0, 1, mask);
float progress = ${forOpening ? '1.0 - uProgress' : 'uProgress'};
float mask = (1.0 - progress * (1.0 + FADE_WIDTH) - dist + FADE_WIDTH) / FADE_WIDTH;
// Make the mask smoother. // Set the final output color. This uses premultiplied alpha.
mask = smoothstep(0, 1, mask); cogl_color_out = windowColor * mask;
`;
// Set the final output color. This uses premultiplied alpha. this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
cogl_color_out = windowColor * mask;
}
`);
}; };
}); });
} }
+57 -26
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@@ -70,10 +70,6 @@ class Extension {
// Store a reference to the settings object. // Store a reference to the settings object.
this._settings = ExtensionUtils.getSettings(); this._settings = ExtensionUtils.getSettings();
// This will store an item of ALL_EFFECTS array which was used the last time a window
// was opened / closed.
this._currentEffect = 0;
// We will use extensionThis to refer to the extension inside the patched methods. // We will use extensionThis to refer to the extension inside the patched methods.
const extensionThis = this; const extensionThis = this;
@@ -83,6 +79,7 @@ class Extension {
this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow; this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow;
this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor; this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide; this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide;
this._origDestroyWindowDone = WindowManager.prototype._destroyWindowDone;
// We will also override these animation times. // We will also override these animation times.
this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME; this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME;
@@ -204,9 +201,9 @@ class Extension {
// ----------------------------------------------- patching the window-close animation // ----------------------------------------------- patching the window-close animation
// The signal handler below is all which is required outside of the overview. All // The signal handler below and the following patch are all which is required outside
// other hacks further below are just required to defer the window-hiding in the // of the overview. All other hacks further below are just required to defer the
// overview until the effect is finished. // window-hiding in the overview until the effect is finished.
// The close animation is set up in WindowManager's _destroyWindow: // The close animation is set up in WindowManager's _destroyWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541 // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541
@@ -216,6 +213,23 @@ class Extension {
this._setupEffect(actor, false); this._setupEffect(actor, false);
}); });
// Once the window-close animation is is finished, the window manager's
// _destroyWindowDone is called. We use this to free the effect so that it can be
// re-used in future.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541
WindowManager.prototype._destroyWindowDone = function(shellwm, actor) {
if (this._destroying.has(actor)) {
const shader = actor.get_effect('burn-my-windows-effect');
if (shader) {
actor.remove_effect(shader);
shader.free();
}
}
// Call the original method.
extensionThis._origDestroyWindowDone.apply(this, [shellwm, actor]);
};
// These three method overrides are mega-hacky! Usually, windows are not faded when // These three method overrides are mega-hacky! Usually, windows are not faded when
// closed from the overview (why?). With these overrides we make sure that they are // closed from the overview (why?). With these overrides we make sure that they are
// actually faded out. To do this, _windowRemoved and _doRemoveWindow now check // actually faded out. To do this, _windowRemoved and _doRemoveWindow now check
@@ -291,6 +305,9 @@ class Extension {
// Tweaks, when you log out or when the screen locks. // Tweaks, when you log out or when the screen locks.
disable() { disable() {
// Free all effect resources.
ALL_EFFECTS.forEach(Effect => Effect.cleanUp());
// Unregister our resources. // Unregister our resources.
Gio.resources_unregister(this._resources); Gio.resources_unregister(this._resources);
@@ -303,6 +320,7 @@ class Extension {
Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow; Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow;
WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor; WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor;
WindowManager.prototype._waitForOverviewToHide = this._origWaitForOverviewToHide; WindowManager.prototype._waitForOverviewToHide = this._origWaitForOverviewToHide;
WindowManager.prototype._destroyWindowDone = this._origDestroyWindowDone;
imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origWindowTime; imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origWindowTime;
imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = this._origDialogTime; imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = this._origDialogTime;
@@ -337,7 +355,7 @@ class Extension {
// We do nothing if a dialog got closed and we should not burn them. // We do nothing if a dialog got closed and we should not burn them.
const shouldDestroyDialogs = this._settings.get_boolean('destroy-dialogs'); const shouldDestroyDialogs = this._settings.get_boolean('destroy-dialogs');
// If an effect is to be previewed however, we have to affect dialogs es well. This is // If an effect is to be previewed, we have to affect dialogs es well. This is
// because the preview window is a dialog window... // because the preview window is a dialog window...
const action = forOpening ? 'open' : 'close'; const action = forOpening ? 'open' : 'close';
const previewNick = this._settings.get_string(action + '-preview-effect'); const previewNick = this._settings.get_string(action + '-preview-effect');
@@ -347,14 +365,23 @@ class Extension {
return; return;
} }
// There is the weird case where an animation is already. This happens when a window
// is closed which has been created before the session was started (e.g. when GNOME
// Shell has been restarted in the meantime).
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.free();
}
// ------------------------------------------------------------------ choose an effect // ------------------------------------------------------------------ choose an effect
// Now we chose a random effect from all enabled effects. // Now we chose a random effect from all enabled effects.
this._currentEffect = null; let effect = null;
// First we check if an effect is to be previewed. // First we check if an effect is to be previewed.
if (previewNick != '') { if (previewNick != '') {
this._currentEffect = ALL_EFFECTS.find(Effect => { effect = ALL_EFFECTS.find(Effect => {
return Effect.getNick() == previewNick; return Effect.getNick() == previewNick;
}); });
@@ -372,12 +399,12 @@ class Extension {
// And then choose a random effect. // And then choose a random effect.
if (enabled.length > 0) { if (enabled.length > 0) {
this._currentEffect = enabled[Math.floor(Math.random() * enabled.length)]; effect = enabled[Math.floor(Math.random() * enabled.length)];
} }
} }
// If nothing was enabled, we have to do nothing :) // If nothing was enabled, we have to do nothing :)
if (this._currentEffect == null) { if (effect == null) {
this._fixAnimationTimes(isDialogWindow, forOpening, null); this._fixAnimationTimes(isDialogWindow, forOpening, null);
return; return;
} }
@@ -391,10 +418,9 @@ class Extension {
// The following is used to tweak the ongoing transitions of a window actor. Usually // The following is used to tweak the ongoing transitions of a window actor. Usually
// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we allow // windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
// modifications to this behavior by the effects. // modifications to this behavior by the effects.
const config = this._currentEffect.tweakTransition(actor, this._settings, forOpening); const config = effect.tweakTransition(actor, this._settings, forOpening);
const duration = testMode ? const duration =
5000 : testMode ? 5000 : this._settings.get_int(effect.getNick() + '-animation-time');
this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
// All animations are relative to the window's center. // All animations are relative to the window's center.
actor.set_pivot_point(0.5, 0.5); actor.set_pivot_point(0.5, 0.5);
@@ -445,7 +471,7 @@ class Extension {
// -------------------------------------------------------------------- add the shader // -------------------------------------------------------------------- add the shader
// Now add a cool shader to our window actor! // Now add a cool shader to our window actor!
const shader = this._currentEffect.createShader(actor, this._settings, forOpening); const shader = effect.getShader(actor, this._settings, forOpening);
if (shader) { if (shader) {
// There should always be an opacity transition going on... // There should always be an opacity transition going on...
@@ -457,23 +483,28 @@ class Extension {
return; return;
} }
// First remove any old effect. actor.add_effect_with_name('burn-my-windows-effect', shader);
actor.remove_effect_by_name(`burn-my-windows-effect`);
actor.add_effect_with_name(`burn-my-windows-effect`, shader);
// Update uniforms at each frame. // Update uniforms at each frame.
transition.connect('new-frame', (t) => { transition.connect('new-frame', (t) => {
shader.set_uniform_value('uProgress', testMode ? 0.5 : t.get_progress()); shader.set_uniform_float(shader.get_uniform_location('uProgress'), 1,
shader.set_uniform_value('uTime', [testMode ? 0.5 : t.get_progress()]);
testMode ? duration / 2 : 0.001 * t.get_elapsed_time()); shader.set_uniform_float(
shader.set_uniform_value('uSizeX', actor.width); shader.get_uniform_location('uTime'), 1,
shader.set_uniform_value('uSizeY', actor.height); [testMode ? duration / 2 : 0.001 * t.get_elapsed_time()]);
shader.set_uniform_float(shader.get_uniform_location('uSizeX'), 1, [actor.width]);
shader.set_uniform_float(shader.get_uniform_location('uSizeY'), 1,
[actor.height]);
}); });
// Remove the effect if the animation finished or was interrupted. // Remove the effect if the animation finished or was interrupted.
if (forOpening) { if (forOpening) {
transition.connect('stopped', () => { transition.connect('stopped', () => {
actor.remove_effect_by_name(`burn-my-windows-effect`); const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.free();
}
}); });
} }
} }
+103 -41
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@@ -27,8 +27,13 @@ const utils = Me.imports.src.utils;
// the center. // // the center. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -80,9 +85,21 @@ var Apparition = class Apparition {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(actor, settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -103,6 +120,12 @@ var Apparition = class Apparition {
'scale-y': {from: 2.0, to: 2.0, mode: 1} 'scale-y': {from: 2.0, to: 2.0, mode: 1}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -114,59 +137,98 @@ var Apparition = class Apparition {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const Shell = imports.gi.Shell;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(actor, settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
this._uForOpening = this.get_uniform_location('uForOpening');
this._uSeed = this.get_uniform_location('uSeed');
this._uShake = this.get_uniform_location('uShake');
this._uTwirl = this.get_uniform_location('uTwirl');
this._uSuction = this.get_uniform_location('uSuction');
this._uRandomness = this.get_uniform_location('uRandomness');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
// If we are currently performing integration test, the animation uses a fixed seed. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// The math for the whirling is inspired by this post: // clang-format off
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_shader_source(` this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
this.set_uniform_float(this._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
this.set_uniform_float(this._uRandomness, 1, [settings.get_double('apparition-randomness')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, uniform bool uForOpening;
${testMode ? 0 : Math.random()}); uniform vec2 uSeed;
const float SHAKE = ${settings.get_double('apparition-shake-intensity')}; uniform float uShake;
const float TWIRL = ${settings.get_double('apparition-twirl-intensity')}; uniform float uTwirl;
const float SUCTION = ${settings.get_double('apparition-suction-intensity')}; uniform float uSuction;
const float RANDOMNESS = ${settings.get_double('apparition-randomness')}; uniform float uRandomness;
const float ACTOR_SCALE = 2.0; const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5; const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
`;
void main() { // The math for the whirling is inspired by this post:
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
const code = `
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0-uProgress : uProgress;
// We simply inverse the progress for opening windows. // Choose a random suction center.
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
// Choose a random suction center. // Add some shaking.
vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS); coords.x += progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center; coords.y += progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
// Add some shaking. // "Suck" the texture into the center.
coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE); float dist = length(coords) / sqrt(2);
coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE); coords += progress * coords / dist * 0.5 * uSuction;
// "Suck" the texture into the center. // Apply some whirling.
float dist = length(coords) / sqrt(2); float angle = pow(1.0 - dist, 2.0) * uTwirl * progress;
coords += progress * coords / dist * 0.5 * SUCTION; float s = sin(angle);
float c = cos(angle);
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Apply some whirling. // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
float angle = pow(1.0 - dist, 2.0) * TWIRL * progress; cogl_color_out = texture2D(uTexture, coords + center);
float s = sin(angle); if (cogl_color_out.a > 0) {
float c = cos(angle); cogl_color_out.rgb /= cogl_color_out.a;
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Fade out the window texture.
cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
} }
`);
}; // Fade out the window texture.
cogl_color_out.a *= 1.0 - progress;
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+128 -67
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@@ -28,8 +28,16 @@ const utils = Me.imports.src.utils;
// of vfunc_paint_target further down in this file. // // of vfunc_paint_target further down in this file. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This texture will be loaded when the effect is used for the first time.
let shardTexture = null;
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -80,9 +88,21 @@ var BrokenGlass = class BrokenGlass {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(actor, settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -103,6 +123,13 @@ var BrokenGlass = class BrokenGlass {
'scale-y': {from: 2.0, to: 2.0, mode: 1} 'scale-y': {from: 2.0, to: 2.0, mode: 1}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
shardTexture = null;
}
} }
@@ -114,8 +141,8 @@ var BrokenGlass = class BrokenGlass {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi; const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
// This shader creates a complex-looking effect with rather simple means. Here is how it // This shader creates a complex-looking effect with rather simple means. Here is how it
// works: The window is drawn five times on top of each other (see the SHARD_LAYERS // works: The window is drawn five times on top of each other (see the SHARD_LAYERS
@@ -126,17 +153,32 @@ if (utils.isInShellProcess()) {
// belongs to which layer is defined by the green channel of the texture // belongs to which layer is defined by the green channel of the texture
// resources/img/shards.png. The red channel of the texture contains the distance to the // resources/img/shards.png. The red channel of the texture contains the distance to the
// shard edges. This information is used to fade out the shards. // shard edges. This information is used to fade out the shards.
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(actor, settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
// Load the shards texture. As the shader is re-created for each window animation, // Load the shards texture.
// this texture is also re-created each time. This could be improved in the future! if (shardTexture == null) {
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png'); const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image(); shardTexture = new Clutter.Image();
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height, shardData.rowstride); shardData.width, shardData.height, shardData.rowstride);
}
this._uForOpening = this.get_uniform_location('uForOpening');
this._uShardTexture = this.get_uniform_location('uShardTexture');
this._uSeed = this.get_uniform_location('uSeed');
this._uEpicenter = this.get_uniform_location('uEpicenter');
this._uShardScale = this.get_uniform_location('uShardScale');
this._uBlowForce = this.get_uniform_location('uBlowForce');
this._uGravity = this.get_uniform_location('uGravity');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
// Usually, the shards fly away from the center of the window. // Usually, the shards fly away from the center of the window.
let epicenterX = 0.5; let epicenterX = 0.5;
let epicenterY = 0.5; let epicenterY = 0.5;
@@ -155,76 +197,95 @@ if (utils.isInShellProcess()) {
// If we are currently performing integration test, the animation uses a fixed seed. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]);
this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
this.set_uniform_float(this._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
this.set_uniform_float(this._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
uniform bool uForOpening;
uniform sampler2D uShardTexture; uniform sampler2D uShardTexture;
uniform vec2 uSeed;
uniform vec2 uEpicenter;
uniform float uShardScale;
uniform float uBlowForce;
uniform float uGravity;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
const float SHARD_LAYERS = 5; const float SHARD_LAYERS = 5;
const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
const float ACTOR_SCALE = 2.0; const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5; const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY}); `;
const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
${settings.get_double('broken-glass-gravity')};
void main() { const code = `
cogl_color_out = vec4(0, 0, 0, 0);
cogl_color_out = vec4(0, 0, 0, 0); float progress = uForOpening ? 1.0-uProgress : uProgress;
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
// Draw the individual shard layers. // To enable drawing shards outside of the window bounds, the actor was scaled
for (float i=0; i<SHARD_LAYERS; ++i) { // by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// To enable drawing shards outside of the window bounds, the actor was scaled // Scale and rotate around our epicenter.
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the coords -= uEpicenter;
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter. // Scale each layer a bit differently.
coords -= EPICENTER; coords /= mix(1.0, 1.0 + uBlowForce*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = (uForOpening ? -1.0 : 1.0) * uGravity*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Scale each layer a bit differently. // Restore correct position.
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress); coords += uEpicenter;
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = GRAVITY*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Restore correct position. // Retrieve information from the shard texture for our layer.
coords += EPICENTER; vec2 shardCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uShardScale / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// Retrieve information from the shard texture for our layer.
vec2 shardCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / SHARD_SCALE / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// The green channel contains a random value in [0..1] for each shard. We // The green channel contains a random value in [0..1] for each shard. We
// discretize this into SHARD_LAYERS bins and check if our layer falls into // discretize this into SHARD_LAYERS bins and check if our layer falls into
// the bin of the current shard. // the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999); float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i) { if (shardGroup == i && (shardMap.x - pow(progress+0.1, 2)) > 0) {
vec4 windowColor = texture2D(uTexture, coords); cogl_color_out = texture2D(uTexture, coords);
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
} }
} }
`);
}; // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
// This is overridden to bind the shard texture for drawing. Sadly, this seems to be // This is overridden to bind the shard texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
@@ -238,9 +299,9 @@ if (utils.isInShellProcess()) {
Cogl.PipelineFilter.LINEAR); Cogl.PipelineFilter.LINEAR);
// Bind the shard texture. // Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture()); pipeline.set_layer_texture(1, shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
this.set_uniform_value('uShardTexture', 1); pipeline.set_uniform_1i(this._uShardTexture, 1);
super.vfunc_paint_target(node, paint_context); super.vfunc_paint_target(node, paint_context);
} }
+114 -62
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@@ -25,8 +25,13 @@ const utils = Me.imports.src.utils;
// This effect looks a bit like the transporter effect from TOS. // // This effect looks a bit like the transporter effect from TOS. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -75,9 +80,21 @@ var EnergizeA = class EnergizeA {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -97,6 +114,12 @@ var EnergizeA = class EnergizeA {
'scale-y': {from: 1.0, to: 1.0, mode: 3} 'scale-y': {from: 1.0, to: 1.0, mode: 3}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -108,79 +131,106 @@ var EnergizeA = class EnergizeA {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1]; this._uForOpening = this.get_uniform_location('uForOpening');
this._uColor = this.get_uniform_location('uColor');
this._uScale = this.get_uniform_location('uScale');
}
// If we are currently performing integration test, the animation uses a fixed seed. // This is called each time the effect is used. This can be used to retrieve the
const testMode = settings.get_boolean('test-mode'); // configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]);
// clang-format on
}
// Inject some common shader snippets. // This is called by extension.js when the shader is not used anymore. We will store
${shaderSnippets.standardUniforms()} // this instance of the shader so that it can be re-used in th future.
${shaderSnippets.noise()} free() {
${shaderSnippets.edgeMask()} freeShaders.push(this);
}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, // This is called by the constructor. This means, it's only called when the effect
${testMode ? 0 : Math.random()}); // is used for the first time.
const float FADE_IN_TIME = 0.3; vfunc_build_pipeline() {
const float FADE_OUT_TIME = 0.6; const declarations = `
const float HEART_FADE_TIME = 0.3; // Inject some common shader snippets.
const float EDGE_FADE_WIDTH = 50; ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
// This method returns two values: uniform bool uForOpening;
// result.x: A mask for the particles. uniform vec3 uColor;
// result.y: The opacity of the fading window. uniform float uScale;
vec2 getMasks() {
float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
// Compute mask for the "atom" particles. const float FADE_IN_TIME = 0.3;
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0; const float FADE_OUT_TIME = 0.6;
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0)); const float HEART_FADE_TIME = 0.3;
atomMask *= fadeInProgress; const float EDGE_FADE_WIDTH = 50;
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Fade-out the masks at the window edges. // This method returns two values:
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH); // result.x: A mask for the particles.
atomMask *= edgeFade; // result.y: The opacity of the fading window.
vec2 getMasks() {
float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
float heartMask = getRelativeEdgeMask(0.5); // Compute mask for the "atom" particles.
heartMask = 3.0 * pow(heartMask, 5); float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
heartMask *= fadeOutProgress; float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
heartMask *= 1.0 - heartProgress; atomMask *= fadeInProgress;
atomMask = clamp(heartMask+atomMask, 0, 1); atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Compute fading window opacity. // Fade-out the masks at the window edges.
float windowMask = pow(1.0 - fadeOutProgress, 2.0); float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
atomMask *= edgeFade;
#if ${forOpening ? '1' : '0'} float heartMask = getRelativeEdgeMask(0.5);
windowMask = 1.0 - windowMask; heartMask = 3.0 * pow(heartMask, 5);
#endif heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask+atomMask, 0, 1);
return vec2(atomMask, windowMask); // Compute fading window opacity.
} float windowMask = pow(1.0 - fadeOutProgress, 2.0);
void main() { if (uForOpening) {
windowMask = 1.0 - windowMask;
}
return vec2(atomMask, windowMask);
}
`;
const code = `
vec2 masks = getMasks(); vec2 masks = getMasks();
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec3 effectColor = vec3(${color.red / 255},
${color.green / 255}, // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
${color.blue / 255}); if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
// Dissolve window to effect color / transparency. // Dissolve window to effect color / transparency.
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y; cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
cogl_color_out.a = windowColor.a * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress); vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress);
scaledUV /= ${settings.get_double('energize-a-scale')}; scaledUV /= uScale;
// Add molecule particles. // Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1*uTime); vec2 uv = scaledUV + vec2(0, 0.1*uTime);
@@ -194,15 +244,17 @@ if (utils.isInShellProcess()) {
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2); particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
} }
cogl_color_out.rgb += effectColor * particles * masks.x; cogl_color_out.rgb += uColor * particles * masks.x;
cogl_color_out.a += particles * masks.x;
// These are pretty useful for understanding how this works. // These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks, 0.0, 1.0); // cogl_color_out = vec4(masks, 0.0, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0); // cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0); // cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(particles), 1.0); // cogl_color_out = vec4(vec3(particles), 1.0);
} `;
`);
}; this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+133 -80
View File
@@ -25,8 +25,13 @@ const utils = Me.imports.src.utils;
// This effect looks a bit like the transporter effect from TNG. // // This effect looks a bit like the transporter effect from TNG. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -75,9 +80,21 @@ var EnergizeB = class EnergizeB {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -97,6 +114,12 @@ var EnergizeB = class EnergizeB {
'scale-y': {from: 1.0, to: 1.0, mode: 3} 'scale-y': {from: 1.0, to: 1.0, mode: 3}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -108,112 +131,141 @@ var EnergizeB = class EnergizeB {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; this._uForOpening = this.get_uniform_location('uForOpening');
this._uColor = this.get_uniform_location('uColor');
this._uScale = this.get_uniform_location('uScale');
}
// If we are currently performing integration test, the animation uses a fixed seed. // This is called each time the effect is used. This can be used to retrieve the
const testMode = settings.get_boolean('test-mode'); // configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]);
// clang-format on
}
// Inject some common shader snippets. // This is called by extension.js when the shader is not used anymore. We will store
${shaderSnippets.standardUniforms()} // this instance of the shader so that it can be re-used in th future.
${shaderSnippets.noise()} free() {
${shaderSnippets.edgeMask()} freeShaders.push(this);
}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, // This is called by the constructor. This means, it's only called when the effect
${testMode ? 0 : Math.random()}); // is used for the first time.
const float SHOWER_TIME = 0.3; vfunc_build_pipeline() {
const float SHOWER_WIDTH = 0.3; const declarations = `
const float STREAK_TIME = 0.6; // Inject some common shader snippets.
const float EDGE_FADE = 50; ${shaderSnippets.standardUniforms()}
const float SCALE = ${settings.get_double('energize-b-scale')}; ${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
// This method returns four values: uniform bool uForOpening;
// result.x: A mask for the particles which lead the shower. uniform vec3 uColor;
// result.y: A mask for the streaks which follow the shower particles. uniform float uScale;
// result.z: A mask for the final "atom" particles.
// result.w: The opacity of the fading window.
vec4 getMasks() {
float showerProgress = uProgress/SHOWER_TIME;
float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
// Gradient from top to bottom. const float SHOWER_TIME = 0.3;
float t = cogl_tex_coord_in[0].t; const float SHOWER_WIDTH = 0.3;
const float STREAK_TIME = 0.6;
const float EDGE_FADE = 50;
// A smooth gradient which moves to the bottom within the showerProgress. // This method returns four values:
float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH); // result.x: A mask for the particles which lead the shower.
// result.y: A mask for the streaks which follow the shower particles.
// result.z: A mask for the final "atom" particles.
// result.w: The opacity of the fading window.
vec4 getMasks() {
float showerProgress = uProgress/SHOWER_TIME;
float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
// This is 1 above the streak mask. // Gradient from top to bottom.
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0; float t = cogl_tex_coord_in[0].t;
// Compute mask for the "atom" particles. // A smooth gradient which moves to the bottom within the showerProgress.
float atomMask = getRelativeEdgeMask(0.2); float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
atomMask = max(0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1-fadeProgress*fadeProgress);
// Make some particles visible in the streaks. // This is 1 above the streak mask.
showerMask += 0.05 * streakMask; float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
// Add shower mask to streak mask. // Compute mask for the "atom" particles.
streakMask = max(streakMask, showerMask); float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1-fadeProgress*fadeProgress);
// Fade-out the masks at the window edges. // Make some particles visible in the streaks.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE); showerMask += 0.05 * streakMask;
streakMask *= edgeFade;
showerMask *= edgeFade;
// Fade-out the masks from top to bottom.
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
streakMask *= fade;
showerMask *= fade;
// Compute fading window opacity. // Add shower mask to streak mask.
float windowMask = pow(1.0 - fadeProgress, 2.0); streakMask = max(streakMask, showerMask);
#if ${forOpening ? '1' : '0'} // Fade-out the masks at the window edges.
windowMask = 1.0 - windowMask; float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
#endif streakMask *= edgeFade;
showerMask *= edgeFade;
// Fade-out the masks from top to bottom.
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
streakMask *= fade;
showerMask *= fade;
return vec4(showerMask, streakMask, atomMask, windowMask); // Compute fading window opacity.
} float windowMask = pow(1.0 - fadeProgress, 2.0);
void main() { if (uForOpening) {
windowMask = 1.0 - windowMask;
}
return vec4(showerMask, streakMask, atomMask, windowMask);
}
`;
const code = `
vec4 masks = getMasks(); vec4 masks = getMasks();
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec3 effectColor = vec3(${color.red / 255},
${color.green / 255}, // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
${color.blue / 255}); if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
// Dissolve window to effect color / transparency. // Dissolve window to effect color / transparency.
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w; cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.5 * masks.w + 0.5);
cogl_color_out.a = windowColor.a * masks.w;
// Add leading shower particles. // Add leading shower particles.
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME); vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME);
showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE; showerUV *= 0.02 * vec2(uSizeX, uSizeY) / uScale;
float shower = pow(simplex2D(showerUV), 10.0); float shower = pow(simplex2D(showerUV), 10.0);
cogl_color_out.rgb += effectColor * shower * masks.x; cogl_color_out.rgb += uColor * shower * masks.x;
cogl_color_out.a += shower * masks.x;
// Add trailing streak lines. // Add trailing streak lines.
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME); vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE; streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / uScale;
float streaks = simplex2DFractal(streakUV) * 0.5; float streaks = simplex2DFractal(streakUV) * 0.5;
cogl_color_out.rgb += effectColor * streaks * masks.y; cogl_color_out.rgb += uColor * streaks * masks.y;
cogl_color_out.a += streaks * masks.y;
// Add glimmering atoms. // Add glimmering atoms.
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME); vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME);
atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE; atomUV *= 0.2 * vec2(uSizeX, uSizeY) / uScale;
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0); float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
cogl_color_out.rgb += effectColor * atoms * masks.z; cogl_color_out.rgb += uColor * atoms * masks.z;
cogl_color_out.a += atoms * masks.z;
// These are pretty useful for understanding how this works. // These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks.rgb, 1.0); // cogl_color_out = vec4(masks.rgb, 1.0);
@@ -224,8 +276,9 @@ if (utils.isInShellProcess()) {
// cogl_color_out = vec4(vec3(shower), 1.0); // cogl_color_out = vec4(vec3(shower), 1.0);
// cogl_color_out = vec4(vec3(streaks), 1.0); // cogl_color_out = vec4(vec3(streaks), 1.0);
// cogl_color_out = vec4(vec3(atoms), 1.0); // cogl_color_out = vec4(vec3(atoms), 1.0);
} `;
`);
}; this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+127 -58
View File
@@ -24,13 +24,18 @@ const utils = Me.imports.src.utils;
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// This effect is a homage to the good old Compiz days. However, it is implemented // // This effect is a homage to the good old Compiz days. However, it is implemented //
// quite differently. While Compiz used a particle system, this effect uses a noise // // quite differently. While Compiz used a particle system, this effect uses a noise //
// shader. The noise is moved vertically over time and mapped to a configurable color // // shader. The noise is moved vertically over time and mapped to a configurable color //
// gradient. It is faded to transparency towards the edges of the window. In addition, // // gradient. It is faded to transparency towards the edges of the window. In addition, //
// there are a couple of moving gradients which fade-in or fade-out the fire effect. // // there are a couple of moving gradients which fade-in or fade-out the fire effect. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -97,9 +102,21 @@ var Fire = class Fire {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -120,6 +137,12 @@ var Fire = class Fire {
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
// ----------------------------------------------------------------------- private stuff // ----------------------------------------------------------------------- private stuff
// This populates the preset dropdown menu for the fire options. // This populates the preset dropdown menu for the fire options.
@@ -219,48 +242,89 @@ var Fire = class Fire {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
// Load the gradient values from the settings. We directly inject the values in the this._uGradient = [
// GLSL code below. The shader is compiled once for each window-closing anyways. In this.get_uniform_location('uGradient1'),
// the future, we may want to prevent this frequent recompilations of shaders, this.get_uniform_location('uGradient2'),
// though. this.get_uniform_location('uGradient3'),
const gradient = []; this.get_uniform_location('uGradient4'),
this.get_uniform_location('uGradient5'),
];
this._uForOpening = this.get_uniform_location('uForOpening');
this._u3DNoise = this.get_uniform_location('u3DNoise');
this._uScale = this.get_uniform_location('uScale');
this._uMovementSpeed = this.get_uniform_location('uMovementSpeed');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
// Load the gradient values from the settings.
for (let i = 1; i <= 5; i++) { for (let i = 1; i <= 5; i++) {
const color = const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1]; this.set_uniform_float(this._uGradient[i - 1], 4,
gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${ [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
color.blue / 255}, ${color.alpha / 255})`);
} }
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]);
this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()}
uniform bool uForOpening;
uniform bool u3DNoise;
uniform float uScale;
uniform float uMovementSpeed;
uniform vec4 uGradient1;
uniform vec4 uGradient2;
uniform vec4 uGradient3;
uniform vec4 uGradient4;
uniform vec4 uGradient5;
// These may be configurable in the future. // These may be configurable in the future.
const float EDGE_FADE = 70; const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1; const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4; const float HIDE_TIME = 0.4;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
// This maps the input value from [0..1] to a color from the gradient. // This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) { vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8); const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
const vec4 colors[5] = vec4[]( vec4 colors[5] = vec4[](
${gradient[0]}, uGradient1,
${gradient[1]}, uGradient2,
${gradient[2]}, uGradient3,
${gradient[3]}, uGradient4,
${gradient[4]} uGradient5
); );
if (v < steps[0]) { if (v < steps[0]) {
@@ -308,45 +372,50 @@ if (utils.isInShellProcess()) {
// Fade at window borders. // Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth); effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
#if ${forOpening ? '1' : '0'} if (uForOpening) {
windowMask = 1.0 - windowMask; windowMask = 1.0 - windowMask;
#endif }
return vec2(windowMask, effectMask); return vec2(windowMask, effectMask);
} }
`;
void main() { const code = `
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / vec2(400, 600) / uScale;
uv.y += uTime * uMovementSpeed;
// Get a noise value which moves vertically in time. float noise = u3DNoise ? simplex3DFractal(vec3(uv*4.0, uTime*uMovementSpeed*1.5))
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE; : simplex2DFractal(uv * 4.0);
uv.y += uTime * FIRE_SPEED;
#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0} // Modulate noise by effect mask.
float noise = simplex3DFractal(vec3(uv*4.0, uTime*FIRE_SPEED*1.5)); vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
#else noise *= effectMask.y;
float noise = simplex2DFractal(uv * 4.0);
#endif
// Modulate noise by effect mask. // Map noise value to color.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE); vec4 fire = getFireColor(noise);
noise *= effectMask.y;
// Map noise value to color. // Get the window texture.
vec4 fire = getFireColor(noise); cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
fire.rgb *= fire.a;
// Get the window texture and fade it according to the effect mask. // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x; if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
// Add the fire to the window.
cogl_color_out = cogl_color_out * (1.0 - fire.a) + fire;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
// cogl_color_out = vec4(vec3(effectMask.x), 1);
// cogl_color_out = vec4(vec3(effectMask.y), 1);
} }
`);
}; // Fade the window according to the effect mask.
cogl_color_out.a *= effectMask.x;
// Add the fire to the window.
cogl_color_out = alphaOver(cogl_color_out, fire);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
// cogl_color_out = vec4(vec3(effectMask.x), 1);
// cogl_color_out = vec4(vec3(effectMask.y), 1);
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+136 -72
View File
@@ -26,8 +26,13 @@ const utils = Me.imports.src.utils;
// gradually shrink until the window is fully dissolved. // // gradually shrink until the window is fully dissolved. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -79,9 +84,21 @@ var Hexagon = class Hexagon {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -101,6 +118,12 @@ var Hexagon = class Hexagon {
'scale-y': {from: 1.0, to: 1.0, mode: 1} 'scale-y': {from: 1.0, to: 1.0, mode: 1}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -112,34 +135,71 @@ var Hexagon = class Hexagon {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
this._uForOpening = this.get_uniform_location('uForOpening');
this._uAdditiveBlending = this.get_uniform_location('uAdditiveBlending');
this._uSeed = this.get_uniform_location('uSeed');
this._uScale = this.get_uniform_location('uScale');
this._uLineWidth = this.get_uniform_location('uLineWidth');
this._uGlowColor = this.get_uniform_location('uGlowColor');
this._uLineColor = this.get_uniform_location('uLineColor');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
// Get the two configurable colors. They are directly injected into the shader code // Get the two configurable colors. They are directly injected into the shader code
// below. // below.
const glowColor = const gc = Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1]; const lc = Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
const lineColor =
Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]);
this.set_uniform_float(this._uLineWidth, 1, [settings.get_double('hexagon-line-width')]);
this.set_uniform_float(this._uGlowColor, 4, [gc.red / 255, gc.green / 255, gc.blue / 255, gc.alpha / 255]);
this.set_uniform_float(this._uLineColor, 4, [lc.red / 255, lc.green / 255, lc.blue / 255, lc.alpha / 255]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
// Feel free to read the inline comments below to learn how this shader works. // Feel free to read the inline comments below to learn how this shader works.
this.set_shader_source(` const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, uniform bool uForOpening;
${testMode ? 0 : Math.random()}); uniform bool uAdditiveBlending;
const float SCALE = 10.0 * ${settings.get_double('hexagon-scale')}; uniform vec2 uSeed;
const float LINE_WIDTH = 0.02 * ${settings.get_double('hexagon-line-width')}; uniform float uScale;
uniform float uLineWidth;
uniform vec4 uGlowColor;
uniform vec4 uLineColor;
// This methods generates a procedural hexagonal pattern. It returns four values: // This methods generates a procedural hexagonal pattern. It returns four values:
// result.xy: This contains cell-relative coordinates for the given point. // result.xy: This contains cell-relative coordinates for the given point.
@@ -182,69 +242,73 @@ if (utils.isInShellProcess()) {
return vec4(cellCoords, dist, glow); return vec4(cellCoords, dist, glow);
} }
`;
void main() { const code = `
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0-uProgress : uProgress;
// We simply inverse the progress for opening windows. // Add some smooth noise to the progress so that not every tile behaves the
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // same.
float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
// Add some smooth noise to the progress so that not every tile behaves the // glowProgress fades in in the first half of the animation, tileProgress fades
// same. // in in the second half.
float noise = simplex2D(cogl_tex_coord_in[0].st + SEED); float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0); float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
// glowProgress fades in in the first half of the animation, tileProgress fades vec2 texScale = 0.1 * vec2(uSizeX, uSizeY) / uScale;
// in in the second half. vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
vec2 texScale = vec2(uSizeX, uSizeY) / SCALE; if (tileProgress > hex.z) {
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
if (tileProgress > hex.z) { // Crop outer parts of the shrinking tiles.
cogl_color_out.a = 0.0;
// Crop outer parts of the shrinking tiles. } else {
cogl_color_out *= vec4(0.0);
// Make the tiles shrink by offsetting the texture lookup towards the edge
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 glow = uGlowColor;
vec4 line = uLineColor;
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
glow.a *= pow(hex.w, 20.0) * 10.0 +
pow(hex.w, 10.0) * 5.0 +
pow(hex.w, 2.0) * 0.5;
// Using step(uLineWidth, hex.z) would be simpler, but the below creates some
// fake antialiasing.
line.a *= 1.0 - smoothstep(uLineWidth*0.02*0.5, uLineWidth*0.02, hex.z);
// Fade in the glowing lines.
glow.a *= glowProgress;
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
if (uAdditiveBlending) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
} else { } else {
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
// Make the tiles shrink by offsetting the texture lookup towards the edge cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
vec4 glow = vec4(${glowColor.red / 255}, ${glowColor.green / 255},
${glowColor.blue / 255}, ${glowColor.alpha / 255});
vec4 line = vec4(${lineColor.red / 255}, ${lineColor.green / 255},
${lineColor.blue / 255}, ${lineColor.alpha / 255});
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
glow.a *= pow(hex.w, 20.0) * 10.0 +
pow(hex.w, 10.0) * 5.0 +
pow(hex.w, 2.0) * 0.5;
// Using step(LINE_WIDTH, hex.z) would be simpler, but the below creates some
// fake antialiasing.
line.a *= 1.0 - smoothstep(LINE_WIDTH*0.5, LINE_WIDTH, hex.z);
// Fade in the glowing lines.
glow.a *= glowProgress;
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
if (${settings.get_boolean('hexagon-additive-blending')}) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
} else {
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
}
} }
} }
`); `;
};
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+135 -69
View File
@@ -29,8 +29,16 @@ const utils = Me.imports.src.utils;
// documentation of vfunc_paint_target further down in this file. // // documentation of vfunc_paint_target further down in this file. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This texture will be loaded when the effect is used for the first time.
let fontTexture = null;
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -82,9 +90,21 @@ var Matrix = class Matrix {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -106,6 +126,13 @@ var Matrix = class Matrix {
'scale-y': {from: yScale, to: yScale, mode: 1} 'scale-y': {from: yScale, to: yScale, mode: 1}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
fontTexture = null;
}
} }
@@ -117,38 +144,75 @@ var Matrix = class Matrix {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi; const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
// Load the font texture. As the shader is re-created for each window animation, // Load the font texture.
// this texture is also re-created each time. This could be improved in the future! if (fontTexture == null) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png'); const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image(); fontTexture = new Clutter.Image();
this._fontTexture.set_data( fontTexture.set_data(
fontData.get_pixels(), fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888, fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride); fontData.width, fontData.height, fontData.rowstride);
}
const trailColor = this._uForOpening = this.get_uniform_location('uForOpening');
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1]; this._uFontTexture = this.get_uniform_location('uFontTexture');
const tipColor = this._uTrailColor = this.get_uniform_location('uTrailColor');
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1]; this._uTipColor = this.get_uniform_location('uTipColor');
this._uLetterSize = this.get_uniform_location('uLetterSize');
this._uRandomness = this.get_uniform_location('uRandomness');
this._uOverShoot = this.get_uniform_location('uOverShoot');
}
// The technique for this effect was inspired by // This is called each time the effect is used. This can be used to retrieve the
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite // configuration from the settings and update all uniforms accordingly.
// different as the letters drop only once and there is no need for a noise texture. setUniforms(actor, settings, forOpening) {
this.set_shader_source(` const c1 = Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
this.set_uniform_float(this._uRandomness, 1, [settings.get_double('matrix-randomness')]);
this.set_uniform_float(this._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time. The technique for this effect was inspired by
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
// different as the letters drop only once and there is no need for a noise texture.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()}
uniform bool uForOpening;
uniform sampler2D uFontTexture; uniform sampler2D uFontTexture;
uniform vec3 uTrailColor;
uniform vec3 uTipColor;
uniform float uLetterSize;
uniform float uRandomness;
uniform float uOverShoot;
// These may be configurable in the future. // These may be configurable in the future.
const float EDGE_FADE = 30; const float EDGE_FADE = 30;
@@ -156,16 +220,13 @@ if (utils.isInShellProcess()) {
const float TRAIL_LENGTH = 0.2; const float TRAIL_LENGTH = 0.2;
const float FINAL_FADE_START_TIME = 0.8; const float FINAL_FADE_START_TIME = 0.8;
const float LETTER_TILES = 16.0; const float LETTER_TILES = 16.0;
const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
const float LETTER_FLICKER_SPEED = 2.0; const float LETTER_FLICKER_SPEED = 2.0;
const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
const float OVERSHOOT = ${settings.get_double('matrix-overshoot')};
// This returns a flickering grid of random letters. // This returns a flickering grid of random letters.
float getText(vec2 fragCoord) { float getText(vec2 fragCoord) {
vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY); vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE; vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize;
vec2 block = pixelCoords/LETTER_SIZE - uv; vec2 block = pixelCoords/uLetterSize - uv;
// Choose random letter. // Choose random letter.
uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES); uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
@@ -179,10 +240,10 @@ if (utils.isInShellProcess()) {
// the window texture. // the window texture.
vec2 getRain(vec2 fragCoord) { vec2 getRain(vec2 fragCoord) {
float column = cogl_tex_coord_in[0].x * uSizeX; float column = cogl_tex_coord_in[0].x * uSizeX;
column -= mod(column, LETTER_SIZE); column -= mod(column, uLetterSize);
float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, RANDOMNESS); float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness);
float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5; float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y; float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
@@ -193,50 +254,54 @@ if (utils.isInShellProcess()) {
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE); rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
// Add some variation to the drop start and end position. // Add some variation to the drop start and end position.
float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, OVERSHOOT*0.25, RANDOMNESS); float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, uOverShoot*0.25, uRandomness);
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1)); rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1)); rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
#if ${forOpening ? '1' : '0'} if (uForOpening) {
windowAlpha = 1.0 - windowAlpha; windowAlpha = 1.0 - windowAlpha;
#endif }
return vec2(rainAlpha, windowAlpha); return vec2(rainAlpha, windowAlpha);
} }
`;
void main() { const code = `
vec2 coords = cogl_tex_coord_in[0].st;
coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
vec2 coords = cogl_tex_coord_in[0].st; // Get a cool matrix effect. See comments for those methods above.
coords.y = coords.y * (OVERSHOOT + 1.0) - OVERSHOOT * 0.5; vec2 rainMask = getRain(coords);
float textMask = getText(coords);
// Get a cool matrix effect. See comments for those methods above. // Get the window texture.
vec2 rain = getRain(coords); cogl_color_out = texture2D(uTexture, coords);
float text = getText(coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
// Get the window texture and fade it according to the effect mask. if (cogl_color_out.a > 0) {
cogl_color_out = texture2D(uTexture, coords) * rain.y; cogl_color_out.rgb /= cogl_color_out.a;
// This is used to fade out the remaining trails in the end.
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
(1-FINAL_FADE_START_TIME), 0, 1);
float rainAlpha = finalFade * rain.x;
// Add the matrix effect to the window.
vec3 trailColor = vec3(${trailColor.red / 255},
${trailColor.green / 255},
${trailColor.blue / 255});
vec3 tipColor = vec3(${tipColor.red / 255},
${tipColor.green / 255},
${tipColor.blue / 255});
cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(text), 1);
// cogl_color_out = vec4(vec3(rain.x), 1);
// cogl_color_out = vec4(vec3(rain.y), 1);
} }
`);
}; // Fade the window according to the effect mask.
cogl_color_out.a *= rainMask.y;
// This is used to fade out the remaining trails in the end.
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
(1-FINAL_FADE_START_TIME), 0, 1);
float rainAlpha = finalFade * rainMask.x;
// Add the matrix effect to the window.
vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha+0.1, 4))), rainAlpha * textMask);
cogl_color_out = alphaOver(cogl_color_out, text);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(textMask), 1);
// cogl_color_out = vec4(vec3(rainMask.x), 1);
// cogl_color_out = vec4(vec3(rainMask.y), 1);
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
// This is overridden to bind the font texture for drawing. Sadly, this seems to be // This is overridden to bind the font texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
@@ -244,8 +309,9 @@ if (utils.isInShellProcess()) {
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
vfunc_paint_target(node, paint_context) { vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline(); const pipeline = this.get_pipeline();
pipeline.set_layer_texture(1, this._fontTexture.get_texture()); pipeline.set_layer_texture(1, fontTexture.get_texture());
this.set_uniform_value('uFontTexture', 1); pipeline.set_uniform_1i(this._uFontTexture, 1);
super.vfunc_paint_target(node, paint_context); super.vfunc_paint_target(node, paint_context);
} }
}); });
+145 -83
View File
@@ -31,8 +31,16 @@ const utils = Me.imports.src.utils;
// documentation of vfunc_paint_target further down in this file. // // documentation of vfunc_paint_target further down in this file. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This texture will be loaded when the effect is used for the first time.
let dustTexture = null;
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -81,9 +89,21 @@ var SnapOfDisintegration = class SnapOfDisintegration {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(actor, settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -104,6 +124,13 @@ var SnapOfDisintegration = class SnapOfDisintegration {
'scale-y': {from: 1.2, to: 1.2, mode: 1} 'scale-y': {from: 1.2, to: 1.2, mode: 1}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
dustTexture = null;
}
} }
@@ -115,116 +142,151 @@ var SnapOfDisintegration = class SnapOfDisintegration {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi; const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(actor, settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
// Load the dust texture. As the shader is re-created for each window animation, // Load the dust texture.
// this texture is also re-created each time. This could be improved in the future! if (dustTexture == null) {
const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png'); const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
this._dustTexture = new Clutter.Image(); dustTexture = new Clutter.Image();
this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888, dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
dustData.width, dustData.height, dustData.rowstride); dustData.width, dustData.height, dustData.rowstride);
}
this._uForOpening = this.get_uniform_location('uForOpening');
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 each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
// The dust particles will fade to this color over time. // The dust particles will fade to this color over time.
const color = Clutter.Color.from_string(settings.get_string('snap-color'))[1]; 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. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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 called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.math2D()} ${shaderSnippets.math2D()}
uniform bool uForOpening;
uniform sampler2D uDustTexture; uniform sampler2D uDustTexture;
uniform vec4 uDustColor;
uniform vec2 uSeed;
uniform float uDustScale;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float DUST_SCALE = ${settings.get_double('snap-scale')};
const float DUST_LAYERS = 4; const float DUST_LAYERS = 4;
const float GROW_INTENSITY = 0.05; const float GROW_INTENSITY = 0.05;
const float SHRINK_INTENSITY = 0.05; const float SHRINK_INTENSITY = 0.05;
const float WIND_INTENSITY = 0.05; const float WIND_INTENSITY = 0.05;
const float ACTOR_SCALE = 1.2; const float ACTOR_SCALE = 1.2;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5; const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec4 DUST_COLOR = vec4(${color.red / 255}, ${color.green / 255}, `;
${color.blue / 255}, ${color.alpha / 255});
void main() {
// We simply inverse the progress for opening windows. const code = `
float progress = ${forOpening ? 'uProgress' : '1.0 - uProgress'}; // We simply inverse the progress for opening windows.
float progress = uForOpening ? uProgress : 1.0 - uProgress;
float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING; float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
progress = 2.0 - gradient - 2.0 * progress; progress = 2.0 - gradient - 2.0 * progress;
progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + SEED) * 2.0); progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
progress = pow(max(0, progress), 2.0); progress = pow(max(0, progress), 2.0);
// This may help you to understand how this effect works. // This may help you to understand how this effect works.
// cogl_color_out = vec4(progress, 0, 0, 0); // cogl_color_out = vec4(progress, 0, 0, 0);
// return; // return;
cogl_color_out = vec4(0, 0, 0, 0); cogl_color_out = vec4(0, 0, 0, 0);
for (float i=0; i<DUST_LAYERS; ++i) { for (float i=0; i<DUST_LAYERS; ++i) {
// Create a random direction.
float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1);
float angle = 123.123 * (uSeed.x + factor);
vec2 direction = vec2(1.0, 0.0);
direction = rotate(direction, angle);
// Flip direction for one side of the window.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0) {
direction *= -1;
}
// Flip direction for half the layers.
if (factor > 0.5) {
direction *= -1;
}
// We grow the layer along the random direction, shrink it orthogonally to it
// and scale it up slightly.
float dist = distToLine(vec2(0.0), direction, coords);
vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
float scale = mix(1.0, 1.05, factor * progress);
coords = (coords + grow + shrink) / scale;
// Add some wind.
coords.x += WIND_INTENSITY * progress * (uForOpening ? 1.0 : -1.0);
// Now check wether there is actually something in the current dust layer at
// the coords position.
vec2 dustCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uDustScale / 100.0;
vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
if (dustGroup == i) {
// Get the window color.
vec4 windowColor = texture2D(uTexture, coords + 0.5);
// Create a random direction. // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1); if (windowColor.a > 0) {
float angle = 123.123 * (SEED.x + factor); windowColor.rgb /= windowColor.a;
vec2 direction = vec2(1.0, 0.0);
direction = rotate(direction, angle);
// Flip direction for one side of the window.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0) {
direction *= -1;
}
// Flip direction for half the layers.
if (factor > 0.5) {
direction *= -1;
} }
// We grow the layer along the random direction, shrink it orthogonally to it // Fade the window color to uDustColor.
// and scale it up slightly. vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a);
float dist = distToLine(vec2(0.0), direction, coords); windowColor.rgb = mix(windowColor.rgb, dustColor, progress);
vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
float scale = mix(1.0, 1.05, factor * progress);
coords = (coords + grow + shrink) / scale;
// Add some wind. // Dissolve and blend the layers.
coords.x = coords.x ${forOpening ? ' + ' : ' - '} progress * WIND_INTENSITY; if (dustMap.x - progress > 0) {
cogl_color_out = windowColor;
// Now check wether there is actually something in the current dust layer at
// the coords position.
vec2 dustCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / DUST_SCALE / 100.0;
vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
if (dustGroup == i) {
// Fade the window color to DUST_COLOR.
vec4 windowColor = texture2D(uTexture, coords + 0.5);
vec3 dustColor = mix(windowColor.rgb, DUST_COLOR.rgb, DUST_COLOR.a);
windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress);
// Dissolve the dust particles.
float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
windowColor *= dissolve;
// Blend the layers.
cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
} }
} }
} }
`); `;
};
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
// This is overridden to bind the dust texture for drawing. Sadly, this seems to be // 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 // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
@@ -234,9 +296,9 @@ if (utils.isInShellProcess()) {
const pipeline = this.get_pipeline(); const pipeline = this.get_pipeline();
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR, pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR); Cogl.PipelineFilter.LINEAR);
pipeline.set_layer_texture(1, this._dustTexture.get_texture()); pipeline.set_layer_texture(1, dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
this.set_uniform_value('uDustTexture', 1); pipeline.set_uniform_1i(this._uDustTexture, 1);
super.vfunc_paint_target(node, paint_context); super.vfunc_paint_target(node, paint_context);
} }
}); });
+142 -78
View File
@@ -27,8 +27,16 @@ const utils = Me.imports.src.utils;
// documentation of vfunc_paint_target further down in this file. // // documentation of vfunc_paint_target further down in this file. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This texture will be loaded when the effect is used for the first time.
let clawTexture = null;
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -79,11 +87,22 @@ var TRexAttack = class TRexAttack {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
} static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
}
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell. // transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open // The parameter 'forOpening' is set to true if this is called for a window-open
@@ -102,6 +121,13 @@ var TRexAttack = class TRexAttack {
'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3} 'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
clawTexture = null;
}
} }
@@ -113,41 +139,74 @@ var TRexAttack = class TRexAttack {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi; const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
// Load the claw texture. As the shader is re-created for each window animation, // Load the claw texture.
// this texture is also re-created each time. This could be improved in the future! if (clawTexture == null) {
// See assets/README.md for how this texture was created. const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png'); clawTexture = new Clutter.Image();
this._clawTexture = new Clutter.Image(); clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width, clawData.height, clawData.rowstride);
clawData.width, clawData.height, clawData.rowstride); }
const color = this._uForOpening = this.get_uniform_location('uForOpening');
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1]; this._uClawTexture = this.get_uniform_location('uClawTexture');
this._uFlashColor = this.get_uniform_location('uFlashColor');
this._uSeed = this.get_uniform_location('uSeed');
this._uClawSize = this.get_uniform_location('uClawSize');
this._uNumClaws = this.get_uniform_location('uNumClaws');
this._uWarpIntensity = this.get_uniform_location('uWarpIntensity');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uFlashColor, 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._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
this.set_uniform_float(this._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
this.set_uniform_float(this._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.compositing()}
// See assets/README.md for how this texture was created. // See assets/README.md for how this texture was created.
uniform bool uForOpening;
uniform sampler2D uClawTexture; uniform sampler2D uClawTexture;
uniform vec4 uFlashColor;
uniform vec2 uSeed;
uniform float uClawSize;
uniform float uNumClaws;
uniform float uWarpIntensity;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
const float FLASH_INTENSITY = 0.1; const float FLASH_INTENSITY = 0.1;
const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation. const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
const float FF_TIME = 0.6; // Relative time for the final fade to transparency. const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
@@ -188,60 +247,64 @@ if (utils.isInShellProcess()) {
// Clamp resulting coordinates. // Clamp resulting coordinates.
return clamp(cellUV, vec2(0), vec2(1)); return clamp(cellUV, vec2(0), vec2(1));
} }
`;
void main() { const code = `
float progress = uForOpening ? 1.0-uProgress : uProgress;
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords/dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Warp the texture coordinates to create a blow-up effect. // Accumulate several random scratches. The color in the scratch map refers to the
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0; // relative time when the respective part will become invisible. Therefore we can
float dist = length(coords); // add a value to make the scratch appear later.
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5; float scratchMap = 1.0;
coords = mix(cogl_tex_coord_in[0].st, coords, progress); for (int i=0; i<uNumClaws; ++i) {
vec2 uv = getClawUV(coords, 1.0/uClawSize, uSeed*(i+1));
// Accumulate several random scratches. The color in the scratch map refers to the float delay = i/uNumClaws * MAX_SPAWN_TIME;
// relative time when the respective part will become invisible. Therefore we can scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
// add a value to make the scratch appear later.
float scratchMap = 1.0;
for (int i=0; i<NUM_CLAWS; ++i) {
vec2 uv = getClawUV(coords, 1.0/CLAW_SIZE, SEED*(i+1));
float delay = i/NUM_CLAWS * MAX_SPAWN_TIME;
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
}
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
// Hide flashes where there is now window.
flashIntensity *= cogl_color_out.a;
// Hide scratched out parts.
cogl_color_out *= (scratchMap > progress ? 1 : 0);
vec3 flashColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255}) * ${color.alpha / 255};
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
// Fade out the remaining shards.
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
// cogl_color_out = vec4(vec3(scratchMap), 1);
} }
`);
}; // Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
// Hide flashes where there is now window.
vec4 flash = uFlashColor;
flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
// Hide scratched out parts.
cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
// Add flash color.
cogl_color_out = alphaOver(cogl_color_out, flash);
// Fade out the remaining shards.
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
cogl_color_out.a *= sqrt(1-fadeProgress*fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
// cogl_color_out = vec4(vec3(scratchMap), 1);
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
// This is overridden to bind the claw texture for drawing. Sadly, this seems to be // This is overridden to bind the claw texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
@@ -249,8 +312,9 @@ if (utils.isInShellProcess()) {
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
vfunc_paint_target(node, paint_context) { vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline(); const pipeline = this.get_pipeline();
pipeline.set_layer_texture(1, this._clawTexture.get_texture()); pipeline.set_layer_texture(1, clawTexture.get_texture());
this.set_uniform_value('uClawTexture', 1); pipeline.set_uniform_1i(this._uClawTexture, 1);
super.vfunc_paint_target(node, paint_context); super.vfunc_paint_target(node, paint_context);
} }
}); });
+82 -31
View File
@@ -27,8 +27,13 @@ const utils = Me.imports.src.utils;
// the center. // // the center. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -76,9 +81,21 @@ var TVEffect = class TVEffect {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -98,6 +115,12 @@ var TVEffect = class TVEffect {
'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3} 'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -109,29 +132,55 @@ var TVEffect = class TVEffect {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; this._uForOpening = this.get_uniform_location('uForOpening');
this._uColor = this.get_uniform_location('uColor');
}
this.set_shader_source(` // This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
// Inject some common shader snippets. // clang-format off
${shaderSnippets.standardUniforms()} this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
// clang-format on
}
const float BLUR_WIDTH = 0.01; // Width of the gradients. // This is called by extension.js when the shader is not used anymore. We will store
const float TB_TIME = 0.7; // Relative time for the top/bottom animation. // this instance of the shader so that it can be re-used in th future.
const float LR_TIME = 0.4; // Relative time for the left/right animation. free() {
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. freeShaders.push(this);
const float FF_TIME = 0.1; // Relative time for the final fade to transparency. }
void main() { // This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; uniform bool uForOpening;
uniform vec3 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
`;
const code = `
float progress = uForOpening ? 1.0-uProgress : uProgress;
// All of these are in [0..1] during the different stages of the animation. // All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation. // tb refers to the top-bottom animation.
@@ -157,22 +206,24 @@ if (utils.isInShellProcess()) {
// Assemble the final alpha value. // Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask; float mask = tbMask * lrMask * ffMask;
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255}, // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
${color.blue / 255}, 1.0) * windowColor.a; if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress)); cogl_color_out.rgb = mix(cogl_color_out.rgb, uColor * cogl_color_out.a, smoothstep(0, 1, progress));
cogl_color_out.a *= mask;
cogl_color_out = windowColor * mask;
// These are pretty useful for understanding how this works. // These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(tbMask), 1); // cogl_color_out = vec4(vec3(tbMask), 1);
// cogl_color_out = vec4(vec3(lrMask), 1); // cogl_color_out = vec4(vec3(lrMask), 1);
// cogl_color_out = vec4(vec3(ffMask), 1); // cogl_color_out = vec4(vec3(ffMask), 1);
// cogl_color_out = vec4(vec3(mask), 1); // cogl_color_out = vec4(vec3(mask), 1);
} `;
`);
}; this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+124 -66
View File
@@ -26,8 +26,13 @@ const utils = Me.imports.src.utils;
// fairies. It's implemented with several overlaid grids of randomly moving points. // // fairies. It's implemented with several overlaid grids of randomly moving points. //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file. // The shader class for this effect is registered further down in this file. When this
let Shader = null; // effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This will be called in various places where a unique identifier for this effect is // 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 // required. It should match the prefix of the settings keys which store whether the
@@ -76,9 +81,21 @@ var Wisps = class Wisps {
// ---------------------------------------------------------------- API for extension.js // ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect. // This is called from extension.js whenever a window is opened or closed with this
static createShader(actor, settings, forOpening) { // effect. It returns an instance of the shader class, trying to reuse previously
return new Shader(settings, forOpening); // created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
} }
// The tweakTransition() is called from extension.js to tweak a window's open / close // The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -98,6 +115,12 @@ var Wisps = class Wisps {
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3} 'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
}; };
} }
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
} }
@@ -109,88 +132,121 @@ var Wisps = class Wisps {
if (utils.isInShellProcess()) { if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter; const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets; const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
_init(settings, forOpening) { // This is called when the effect is used for the first time. This can be used to
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // store all required uniform locations.
_init() {
super._init();
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1]; this._uForOpening = this.get_uniform_location('uForOpening');
this._uSeed = this.get_uniform_location('uSeed');
this._uColor = this.get_uniform_location('uColor');
this._uScale = this.get_uniform_location('uScale');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed. // If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
this.set_shader_source(` // clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on
}
// Inject some common shader snippets. // This is called by extension.js when the shader is not used anymore. We will store
${shaderSnippets.standardUniforms()} // this instance of the shader so that it can be re-used in th future.
${shaderSnippets.noise()} free() {
${shaderSnippets.edgeMask()} freeShaders.push(this);
}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, // This is called by the constructor. This means, it's only called when the effect
${testMode ? 0 : Math.random()}); // is used for the first time.
const float WISPS_RADIUS = 20.0; vfunc_build_pipeline() {
const float WISPS_SPEED = 10.0; const declarations = `
const float WISPS_SPACING = 40 + WISPS_RADIUS; // Inject some common shader snippets.
const int WISPS_LAYERS = 8; ${shaderSnippets.standardUniforms()}
const float WISPS_IN_TIME = 0.5; ${shaderSnippets.noise()}
const float WINDOW_OUT_TIME = 1.0; ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()}
// Returns a grid of randomly moving points. Each grid cell contains one point which uniform bool uForOpening;
// moves on an ellipse. uniform vec2 uSeed;
float getWisps(vec2 texCoords, float gridSize, vec2 seed) { uniform vec3 uColor;
uniform float uScale;
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. const float WISPS_RADIUS = 20.0;
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY); const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
// Apply global scale. // Returns a grid of randomly moving points. Each grid cell contains one point which
coords /= gridSize; // moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Get grid cell coordinates in [0..1]. // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 cellUV = mod(coords, vec2(1)); vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
// This is unique for each cell. // Apply global scale.
vec2 cellID = coords-cellUV + vec2(362.456); coords /= gridSize;
// Add random rotation, scale and offset to each grid cell. // Get grid cell coordinates in [0..1].
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED; vec2 cellUV = mod(coords, vec2(1));
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1))); // This is unique for each cell.
offset *= 0.5 - 0.5 * radius / gridSize; vec2 cellID = coords-cellUV + vec2(362.456);
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset; // Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point. vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
float dist = length(cellUV - 0.5) * gridSize / radius; offset *= 0.5 - 0.5 * radius / gridSize;
if (dist < 1.0) { offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
return min(10, 0.01 / pow(dist, 2.0)); offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(5, 0.01 / pow(dist, 2.0));
}
return 0.0;
} }
`;
return 0.0; const code = `
} float progress = uForOpening ? 1.0-uProgress : uProgress;
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Get the color of the window. // Get the color of the window.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255}, // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
${color.blue / 255}, 1.0) * windowColor.a; if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Compute several layers of moving wisps. // Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5; vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= ${settings.get_double('wisps-scale')}; uv /= uScale;
float wisps = 0; float wisps = 0;
for (int i=0; i<WISPS_LAYERS; ++i) { for (int i=0; i<WISPS_LAYERS; ++i) {
wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1)); wisps += getWisps(uv*0.3, WISPS_SPACING, uSeed * (i+1));
} }
// Compute shrinking edge mask. // Compute shrinking edge mask.
@@ -204,18 +260,20 @@ if (utils.isInShellProcess()) {
// Use a noise function to dissolve the window. // Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0)); float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0)); float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out = windowColor * windowMask * mask; cogl_color_out.a *= windowMask * mask;
// Add the wisps. // Add the wisps.
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask; vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut)*mask);
cogl_color_out = alphaOver(cogl_color_out, wispColor);
// These are pretty useful for understanding how this works. // These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(windowMask), 1.0); // cogl_color_out = vec4(vec3(windowMask), 1.0);
// cogl_color_out = vec4(vec3(wisps), 1.0); // cogl_color_out = vec4(vec3(wisps), 1.0);
// cogl_color_out = vec4(vec3(noise), 1.0); // cogl_color_out = vec4(vec3(noise), 1.0);
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0); // cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
} `;
`);
}; this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
}); });
} }
+13 -2
View File
@@ -28,8 +28,8 @@ function standardUniforms() {
uniform sampler2D uTexture; uniform sampler2D uTexture;
uniform float uProgress; uniform float uProgress;
uniform float uTime; uniform float uTime;
uniform int uSizeX; uniform float uSizeX;
uniform int uSizeY; uniform float uSizeY;
`; `;
} }
@@ -51,6 +51,17 @@ function math2D() {
`; `;
} }
// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
// compositing color values in the shader in the same way.
function compositing() {
return `
vec4 alphaOver(vec4 under, vec4 over) {
float alpha = over.a + under.a * (1.0 - over.a);
return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
}
`;
}
// This method returns a mask which smoothly transitions towards zero when approaching // This method returns a mask which smoothly transitions towards zero when approaching
// the window's borders. There is a variant which takes the transition area width in // the window's borders. There is a variant which takes the transition area width in
// pixels and one which takes this as a percentage. // pixels and one which takes this as a percentage.
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