314 lines
14 KiB
JavaScript
314 lines
14 KiB
JavaScript
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const GObject = imports.gi.GObject;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect tears your windows apart with a series of violent scratches! //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// documentation of vfunc_paint_target further down in this file. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// This texture will be loaded when the effect is used for the first time.
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let clawTexture = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// the settings dialog, as well as to create the actual shader for the effect.
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var TRexAttack = class TRexAttack {
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// ---------------------------------------------------------------------------- metadata
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// This effect is only available on GNOME Shell 40+.
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static getMinShellVersion() {
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return [40, 0];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-close-effect'), and its animation time
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// (e.g. '*-animation-time').
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static getNick() {
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return 'trex';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return _('T-Rex Attack');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog. It loads the settings page for this effect,
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// binds all properties to the settings and appends the page to the main stack of the
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// preferences dialog.
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static getPreferences(dialog) {
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// Add the settings page to the builder.
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dialog.getBuilder().add_from_resource('/ui/gtk4/TRexAttack.ui');
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// Bind all properties.
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dialog.bindAdjustment('trex-animation-time');
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dialog.bindColorButton('claw-scratch-color');
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dialog.bindAdjustment('claw-scratch-scale');
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dialog.bindAdjustment('claw-scratch-count');
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dialog.bindAdjustment('claw-scratch-warp');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('trex-prefs');
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}
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
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// The parameter 'forOpening' is set to true if this is called for a window-open
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// transition, for a window-close transition it is set to false. The modes can be set to
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// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
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// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
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// current value of the opacity transition is passed as uProgress to the shader.
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// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
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// For this effect, we slightly increase the window's scale as part of the warp effect.
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static tweakTransition(actor, settings, forOpening) {
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const warp = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
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return {
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'opacity': {from: 255, to: 255, mode: 3},
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'scale-x': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3},
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'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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clawTexture = null;
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect will only be registered in GNOME Shell's process //
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// (not in the preferences process). It's done this way as Clutter may not be installed //
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// on the system and therefore the preferences would crash. //
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//////////////////////////////////////////////////////////////////////////////////////////
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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// Load the claw texture.
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if (clawTexture == null) {
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const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
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clawTexture = new Clutter.Image();
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clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
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clawData.width, clawData.height, clawData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uClawTexture = this.get_uniform_location('uClawTexture');
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this._uFlashColor = this.get_uniform_location('uFlashColor');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uClawSize = this.get_uniform_location('uClawSize');
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this._uNumClaws = this.get_uniform_location('uNumClaws');
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this._uWarpIntensity = this.get_uniform_location('uWarpIntensity');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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setUniforms(actor, settings, forOpening) {
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const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
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this.set_uniform_float(this._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
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this.set_uniform_float(this._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
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// clang-format on
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}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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// This is called by the constructor. This is means it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const declarations = `
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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// See assets/README.md for how this texture was created.
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uniform bool uForOpening;
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uniform sampler2D uClawTexture;
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uniform vec4 uFlashColor;
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uniform vec2 uSeed;
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uniform float uClawSize;
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uniform float uNumClaws;
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uniform float uWarpIntensity;
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const float FLASH_INTENSITY = 0.1;
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const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
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const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
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// This method generates a grid of randomly rotated, slightly shifted and scaled
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// UV squares. It returns the texture coords of the UV square at the given actor
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// coordinates. If these do not fall into one of the UV grids, the coordinates of
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// the closest UV grid will be clamped and returned.
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vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = texCoords + hash22(seed);
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coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
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// Apply global scale.
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coords *= gridScale;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float scale = mix(0.8, 1.0, hash12(cellID*seed*134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash12(cellID*seed*54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash12(cellID*seed*25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID*seed*2.99837));
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cellUV -= vec2(offsetX, offsetY);
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cellUV /= scale;
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cellUV -= 0.5;
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cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
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cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
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cellUV += 0.5;
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// Clamp resulting coordinates.
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return clamp(cellUV, vec2(0), vec2(1));
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}
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`;
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const code = `
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float progress = uForOpening ? 1.0-uProgress : uProgress;
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
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float dist = length(coords);
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coords = (coords/dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
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coords = mix(cogl_tex_coord_in[0].st, coords, progress);
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// Accumulate several random scratches. The color in the scratch map refers to the
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// relative time when the respective part will become invisible. Therefore we can
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// add a value to make the scratch appear later.
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float scratchMap = 1.0;
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for (int i=0; i<uNumClaws; ++i) {
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vec2 uv = getClawUV(coords, 1.0/uClawSize, uSeed*(i+1));
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float delay = i/uNumClaws * MAX_SPAWN_TIME;
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion.
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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cogl_color_out = texture2D(uTexture, coords + offset);
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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
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if (flashIntensity < 0 || flashIntensity >= 1) {
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flashIntensity = 0;
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}
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// Hide flashes where there is now window.
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flashIntensity *= cogl_color_out.a;
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// Hide scratched out parts.
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cogl_color_out *= (scratchMap > progress ? 1 : 0);
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// Add flash color.
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cogl_color_out.rgb += flashIntensity * mix(uFlashColor.rgb * uFlashColor.a, vec3(0), progress);
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
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cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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// cogl_color_out = vec4(vec3(scratchMap), 1);
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`;
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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}
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// This is overridden to bind the claw texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
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// get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, clawTexture.get_texture());
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pipeline.set_uniform_1i(this._uClawTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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} |