////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; ////////////////////////////////////////////////////////////////////////////////////////// // This effect shatters the window into pieces. For an explanation how this works, look // // further down in this file into the documentation of the Shader class. 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. let Shader = 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 BrokenGlass = class BrokenGlass { // ---------------------------------------------------------------------------- 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 'broken-glass'; } // 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 'Broken Glass'; } // -------------------------------------------------------------------- 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/BrokenGlass.ui'); // Bind all properties. dialog.bindAdjustment('broken-glass-animation-time'); dialog.bindAdjustment('broken-glass-scale'); dialog.bindAdjustment('broken-glass-gravity'); dialog.bindAdjustment('broken-glass-blow-force'); dialog.bindSwitch('broken-glass-use-pointer'); // Finally, return the new settings page. return dialog.getBuilder().get_object('broken-glass-prefs'); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is closed with this effect. static createShader(actor, settings, forOpening) { return new Shader(actor, settings, forOpening); } // This is also called from extension.js. It is used to tweak a window's open / close // transitions - usually windows are faded in / out and scaled up / down by GNOME Shell. // 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. This also // determines how the uProgress uniform value will progress in the shader. // For this effect, windows are set to twice their original size, so that // we have some space to draw the shards. We also set the animation mode to "Linear". static tweakTransition(actor, settings, forOpening) { return { 'opacity': {from: 255, to: 255, mode: 1}, 'scale-x': {from: 2.0, to: 2.0, mode: 1}, 'scale-y': {from: 2.0, to: 2.0, mode: 1} }; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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} = imports.gi; const shaderSnippets = Me.imports.src.shaderSnippets; // 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 // constant in the GLSL code). Each layer only draws some of the shards, all layers // combined make up the entire window. The layers are then scaled, rotated, and moved // independently from each other - this creates the impression that all shards are // moving independently. In reality, there are only five groups of shards! Which shard // 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 // shard edges. This information is used to fade out the shards. Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { _init(actor, settings, forOpening) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // Load the shards texture. As the shader is re-created for each window animation, // this texture is also re-created each time. This could be improved in the future! const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png'); this._shardTexture = new Clutter.Image(); this._shardTexture.set_data( shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width, shardData.height, shardData.rowstride); // Usually, the shards fly away from the center of the window. let epicenterX = 0.5; let epicenterY = 0.5; // However, if this option is set, we use the mouse pointer position. if (settings.get_boolean('broken-glass-use-pointer')) { const [x, y] = global.get_pointer(); const [ok, localX, localY] = actor.transform_stage_point(x, y); epicenterX = localX / actor.width; epicenterY = localY / actor.height; } this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} uniform sampler2D uShardTexture; const vec2 SEED = vec2(${Math.random()}, ${Math.random()}); const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')}; const float SHARD_LAYERS = 5; const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')}; const float ACTOR_SCALE = 2.0; const float PADDING = ACTOR_SCALE / 2.0 - 0.5; const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY}); const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} * ${settings.get_double('broken-glass-gravity')}; void main() { cogl_color_out = vec4(0, 0, 0, 0); float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // Draw the individual shard layers. for (float i=0; i 0 ? 1: 0; cogl_color_out = mix(cogl_color_out, windowColor, dissolve); } } } `); }; // 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 // 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(); // Use linear filtering for the window texture. pipeline.set_layer_filters( 0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR); // Bind the shard texture. pipeline.set_layer_texture(1, this._shardTexture.get_texture()); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); this.set_uniform_value('uShardTexture', 1); super.vfunc_paint_target(node, paint_context); } }); }