////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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; ////////////////////////////////////////////////////////////////////////////////////////// // The Matrix shader multiplies a grid of random letters with some gradients which are // // moving from top to bottom. The speed of the moving gradients is chosen randomly. // // Also, there is a random delay making the gradients not drop all at the same time. // // 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 fontTexture = 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 Matrix = class Matrix { // ---------------------------------------------------------------------------- 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 'matrix'; } // 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 _('Matrix'); } // -------------------------------------------------------------------- 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/Matrix.ui'); // Bind all properties. dialog.bindAdjustment('matrix-animation-time'); dialog.bindAdjustment('matrix-scale'); dialog.bindAdjustment('matrix-randomness'); dialog.bindAdjustment('matrix-overshoot'); dialog.bindColorButton('matrix-trail-color'); dialog.bindColorButton('matrix-tip-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('matrix-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 should not be faded but scaled vertically to allow for some // overshooting. static tweakTransition(actor, settings, forOpening) { const yScale = 1.0 + settings.get_double('matrix-overshoot'); return { 'opacity': {from: 255, to: 255, mode: 1}, 'scale-x': {from: 1.0, to: 1.0, 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; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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 font texture. if (fontTexture == null) { const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png'); fontTexture = new Clutter.Image(); fontTexture.set_data( fontData.get_pixels(), fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888, fontData.width, fontData.height, fontData.rowstride); } this._uFontTexture = this.get_uniform_location('uFontTexture'); this._uTrailColor = this.get_uniform_location('uTrailColor'); 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'); } // 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 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._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. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} ${shaderSnippets.edgeMask()} ${shaderSnippets.compositing()} 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. const float EDGE_FADE = 30; const float FADE_WIDTH = 150; const float TRAIL_LENGTH = 0.2; const float FINAL_FADE_START_TIME = 0.8; const float LETTER_TILES = 16.0; const float LETTER_FLICKER_SPEED = 2.0; // This returns a flickering grid of random letters. float getText(vec2 fragCoord) { vec2 pixelCoords = fragCoord * uSize; vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize; vec2 block = pixelCoords/uLetterSize - uv; // Choose random letter. uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES); return texture2D(uFontTexture, uv/LETTER_TILES).r; } // This returns two values: The first are gradients for the "raindrops" which move // from top to bottom. This is used for fading the letters. The second value is set // to one below each drop and to zero above it. This second value is used for fading // the window texture. vec2 getRain(vec2 fragCoord) { float column = cogl_tex_coord_in[0].x * uSize.x; column -= mod(column, uLetterSize); 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, uRandomness) + 1.5; float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y; float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0; float windowAlpha = 1 - clamp(uSize.y*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH; // Fade at window borders. rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE); // Add some variation to the drop start and end position. 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((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1)); if (uForOpening) { windowAlpha = 1.0 - windowAlpha; } return vec2(rainAlpha, windowAlpha); } `; const code = ` vec2 coords = cogl_tex_coord_in[0].st; coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5; // Get a cool matrix effect. See comments for those methods above. vec2 rainMask = getRain(coords); float textMask = getText(coords); // Get the window texture. cogl_color_out = texture2D(uTexture, coords); // 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; } // 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 // 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_texture(1, fontTexture.get_texture()); pipeline.set_uniform_1i(this._uFontTexture, 1); super.vfunc_paint_target(node, paint_context); } }); }