////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 lets your windows be carried to the realm of dreams by some little // // 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. 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 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'). var Wisps = class Wisps { // ---------------------------------------------------------------------------- metadata // The effect is available on all GNOME Shell versions supported by this extension. static getMinShellVersion() { return [3, 36]; } // 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. the '*-close-effect'). static getNick() { return 'wisps'; } // 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 _('Wisps'); } // -------------------------------------------------------------------- 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/${utils.getGTKString()}/Wisps.ui`); // Bind all properties. dialog.bindAdjustment('wisps-animation-time'); dialog.bindAdjustment('wisps-scale'); dialog.bindColorButton('wisps-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('wisps-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: 1.0, y: 1.0}; } // This is called from extension.js if the extension is disabled. This should free all // static resources. static cleanUp() { freeShaders = []; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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, 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(); 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. 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._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 } // 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.edgeMask()} ${shaderSnippets.compositing()} ${shaderSnippets.easing()} uniform vec2 uSeed; uniform vec3 uColor; uniform float uScale; const float WISPS_RADIUS = 20.0; 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; const float SCALING = 0.9; // Returns a grid of randomly moving points. Each grid cell contains one point which // moves on an ellipse. float getWisps(vec2 texCoords, float gridSize, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = (texCoords + hash22(seed)) * uSize; // Apply global scale. coords /= gridSize; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1)); // This is unique for each cell. vec2 cellID = coords-cellUV + vec2(362.456); // 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)); vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1))); offset *= 0.5 - 0.5 * radius / gridSize; offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), 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; } `; const code = ` float progress = uForOpening ? 1.0-easeOutQuad(uProgress) : easeOutQuad(uProgress); // Scale down the window slightly. float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0; vec2 coords = cogl_tex_coord_in[0].st * (scale + 1.0) - scale * 0.5; // Get the color of the window. 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; } // Compute several layers of moving wisps. vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5; uv /= uScale; float wisps = 0; for (int i=0; i