Files
Burn-My-Windows/src/EnergizeA.js
T
Simon Schneegans 69aadfd643 🎉 Add test mode
2022-03-03 20:00:24 +01:00

208 lines
9.0 KiB
JavaScript

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 looks a bit like the transporter effect from TOS. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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 EnergizeA = class EnergizeA {
// ---------------------------------------------------------------------------- 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. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
return 'energize-a';
}
// 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 _('Energize A');
}
// -------------------------------------------------------------------- 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()}/EnergizeA.ui`);
// Bind all properties.
dialog.bindAdjustment('energize-a-animation-time');
dialog.bindAdjustment('energize-a-scale');
dialog.bindColorButton('energize-a-color');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('energize-a-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(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter '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.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// 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 = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.6;
const float HEART_FADE_TIME = 0.3;
const float EDGE_FADE_WIDTH = 50;
// This method returns two values:
// result.x: A mask for the particles.
// result.y: The opacity of the fading window.
vec2 getMasks() {
float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
// Compute mask for the "atom" particles.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
atomMask *= fadeInProgress;
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
atomMask *= edgeFade;
float heartMask = getRelativeEdgeMask(0.5);
heartMask = 3.0 * pow(heartMask, 5);
heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask+atomMask, 0, 1);
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(atomMask, windowMask);
}
void main() {
vec2 masks = getMasks();
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec3 effectColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255});
// Dissolve window to effect color / transparency.
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress);
scaledUV /= ${settings.get_double('energize-a-scale')};
// Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1*uTime);
uv *= 0.010598 * vec2(0.5*uSizeX, uSizeY);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0*uTime))), 3.0);
// Add more molecule particles.
for (int i=1; i<=3;++i) {
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * vec2(uSizeX, uSizeY);
float atoms = simplex3D(vec3(uv, 2.0*uTime/i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
}
cogl_color_out.rgb += effectColor * particles * masks.x;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks, 0.0, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(particles), 1.0);
}
`);
};
});
}