////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const GObject = imports.gi.GObject; const _ = imports.gettext.domain('burn-my-windows').gettext; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; ////////////////////////////////////////////////////////////////////////////////////////// // This effects dissolves your windows into a cloud of dust. For this, it uses an // // approach similar to the Broken Glass effect. A dust texture is used to segment the // // window texture into a set of layers. Each layer is then moved, sheared and scaled // // randomly. Just a few layers are sufficient to create the illusion of many individual // // dust particles. // // This effect is not available on GNOME 3.3x, due to the limitation described in the // // documentation of vfunc_paint_target further down in this file. // ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect is registered further down in this file. When this // 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 // effect's name or supported GNOME Shell versions), to initialize the respective page of // the settings dialog, as well as to create the actual shader for the effect. var SnapOfDisintegration = class SnapOfDisintegration { // ---------------------------------------------------------------------------- metadata // This effect is only available on GNOME Shell 40+. static getMinShellVersion() { return [40, 0]; } // This will be called in various places where a unique identifier for this effect is // required. It should match the prefix of the settings keys which store whether the // effect is enabled currently (e.g. '*-close-effect'), and its animation time // (e.g. '*-animation-time'). static getNick() { return 'snap'; } // This will be shown in the sidebar of the preferences dialog as well as in the // drop-down menus where the user can choose the effect. static getLabel() { return _('Snap of Disintegration'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog. It loads the settings page for this effect, // binds all properties to the settings and appends the page to the main stack of the // preferences dialog. static getPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource('/ui/gtk4/SnapOfDisintegration.ui'); // Bind all properties. dialog.bindAdjustment('snap-animation-time'); dialog.bindAdjustment('snap-scale'); dialog.bindColorButton('snap-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('snap-prefs'); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is opened or closed with this // effect. It returns an instance of the shader class, trying to reuse previously // 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 // 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 // transition, for a window-close transition it is set to false. The modes can be set to // any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. // The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The // current value of the opacity transition is passed as uProgress to the shader. // Tweaking the actor's scale during the transition only works properly for GNOME 3.38+. // For this effect, windows are set to 1.2 times their original size, so that we have // some space to draw the dust particles. We also set the animation mode to "Linear". static tweakTransition(actor, settings, forOpening) { return { 'opacity': {from: 255, to: 255, mode: 1}, 'scale-x': {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; } } ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect will only be registered in GNOME Shell's process // // (not in the preferences process). It's done this way as Clutter may not be installed // // on the system and therefore the preferences would crash. // ////////////////////////////////////////////////////////////////////////////////////////// if (utils.isInShellProcess()) { const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi; const shaderSnippets = Me.imports.src.shaderSnippets; ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { // This is called when the effect is used for the first time. This can be used to // store all required uniform locations. _init() { super._init(); // Load the dust texture. if (dustTexture == null) { const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png'); dustTexture = new Clutter.Image(); dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888, 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. 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. const testMode = settings.get_boolean('test-mode'); // 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. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} ${shaderSnippets.math2D()} uniform bool uForOpening; uniform sampler2D uDustTexture; uniform vec4 uDustColor; uniform vec2 uSeed; uniform float uDustScale; const float DUST_LAYERS = 4; const float GROW_INTENSITY = 0.05; const float SHRINK_INTENSITY = 0.05; const float WIND_INTENSITY = 0.05; const float ACTOR_SCALE = 1.2; const float PADDING = ACTOR_SCALE / 2.0 - 0.5; `; const code = ` // 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; progress = 2.0 - gradient - 2.0 * progress; progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0); progress = pow(max(0, progress), 2.0); // This may help you to understand how this effect works. // cogl_color_out = vec4(progress, 0, 0, 0); // return; cogl_color_out = vec4(0, 0, 0, 0); for (float i=0; i 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) * uSize / 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); // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. if (windowColor.a > 0) { windowColor.rgb /= windowColor.a; } // Fade the window color to uDustColor. vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a); windowColor.rgb = mix(windowColor.rgb, dustColor, progress); // Dissolve and blend the layers. if (dustMap.x - progress > 0) { cogl_color_out = windowColor; } } } `; 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 // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // get_target() back then but this is not wrapped in GJS. // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 vfunc_paint_target(node, paint_context) { const pipeline = this.get_pipeline(); pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR); pipeline.set_layer_texture(1, dustTexture.get_texture()); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); pipeline.set_uniform_1i(this._uDustTexture, 1); super.vfunc_paint_target(node, paint_context); } }); }