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Burn-My-Windows/src/effects/BrokenGlass.js
T
Justin Garza 2e49494c0d clang!
2025-01-19 18:34:47 -05:00

168 lines
8.8 KiB
JavaScript

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
import * as utils from '../utils.js';
// We import some modules only in the Shell process as they are not available in the
// preferences process. They are used only in the creator function of the ShaderFactory
// which is only called within GNOME Shell's process.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const Clutter = await utils.importInShellOnly('gi://Clutter');
const GdkPixbuf = await utils.importInShellOnly('gi://GdkPixbuf');
const Cogl = await utils.importInShellOnly('gi://Cogl');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// 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. //
// 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. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class 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.
export default class Effect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// Create the texture in the first call.
if (!this._shardTexture) {
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);
}
// Store all uniform locations.
shader._uShardTexture = shader.get_uniform_location('uShardTexture');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uEpicenter = shader.get_uniform_location('uEpicenter');
shader._uShardScale = shader.get_uniform_location('uShardScale');
shader._uBlowForce = shader.get_uniform_location('uBlowForce');
shader._uGravity = shader.get_uniform_location('uGravity');
// And update all uniforms at the start of each animation.
shader.connect(
'begin-animation', (shader, settings, forOpening, testMode, actor) => {
// 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;
}
}
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
});
// This is required 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
shader.connect('update-animation', (shader) => {
const pipeline = shader.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);
pipeline.set_uniform_1i(shader._uShardTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
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');
}
// this can be used for searching, and helping people find the effect they are looking
// for
static description =
'The Broken Glass effect shatters the window into independent shards, simulating a glass-breaking effect with pieces scaling, rotating, and moving as if blown away from a central epicenter. The shards can appear to break away from the cursor\'s position if enabled.';
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
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');
}
// ---------------------------------------------------------------- API for extension.js
// 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, forOpening, actor) {
return {x: 2.0, y: 2.0};
}
}