////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 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. 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 shardTexture = 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 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 getActorScale() is called from extension.js to adjust the actor's size during the // animation. This is useful if the effect requires drawing something beyond the usual // bounds of the actor. This only works for GNOME 3.38+. static getActorScale(settings) { return {x: 2.0, y: 2.0}; } // This is called from extension.js if the extension is disabled. This should free all // static resources. static cleanUp() { freeShaders = []; shardTexture = 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; // 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. 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 shards texture. if (shardTexture == null) { const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png'); shardTexture = new Clutter.Image(); shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width, shardData.height, shardData.rowstride); } 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. let epicenterX = 0.5; let epicenterY = 0.5; // However, if this option is set, we use the mouse pointer position. if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) { const [x, y] = global.get_pointer(); const [ok, localX, localY] = actor.transform_stage_point(x, y); if (ok) { epicenterX = localX / actor.width; epicenterY = localY / actor.height; } } // 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._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. ${shaderSnippets.standardUniforms()} uniform sampler2D uShardTexture; uniform vec2 uSeed; uniform vec2 uEpicenter; uniform float uShardScale; uniform float uBlowForce; uniform float uGravity; const float SHARD_LAYERS = 5; const float ACTOR_SCALE = 2.0; const float PADDING = ACTOR_SCALE / 2.0 - 0.5; `; const code = ` cogl_color_out = vec4(0, 0, 0, 0); float progress = uForOpening ? 1.0-uProgress : uProgress; // Draw the individual shard layers. for (float i=0; i 0) { 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; } `; 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 // 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, shardTexture.get_texture()); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); pipeline.set_uniform_1i(this._uShardTexture, 1); super.vfunc_paint_target(node, paint_context); } }); }