294 lines
13 KiB
JavaScript
294 lines
13 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 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<SHARD_LAYERS; ++i) {
|
|
|
|
// To enable drawing shards outside of the window bounds, the actor was scaled
|
|
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
|
|
// window gets drawn at the correct position again.
|
|
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
|
|
|
|
// Scale and rotate around our epicenter.
|
|
coords -= uEpicenter;
|
|
|
|
// Scale each layer a bit differently.
|
|
coords /= mix(1.0, 1.0 + uBlowForce*(i+2)/SHARD_LAYERS, progress);
|
|
|
|
// Rotate each layer a bit differently.
|
|
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
|
|
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
|
|
coords.x * sin(rotation) + coords.y * cos(rotation));
|
|
|
|
// Move down each layer a bit.
|
|
float gravity = (uForOpening ? -1.0 : 1.0) * uGravity*0.1*(i+1)*progress*progress;
|
|
coords += vec2(0, gravity);
|
|
|
|
// Restore correct position.
|
|
coords += uEpicenter;
|
|
|
|
// Retrieve information from the shard texture for our layer.
|
|
vec2 shardCoords = (coords + uSeed) * uSize / uShardScale / 500.0;
|
|
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
|
|
|
|
// The green channel contains a random value in [0..1] for each shard. We
|
|
// discretize this into SHARD_LAYERS bins and check if our layer falls into
|
|
// the bin of the current shard.
|
|
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
|
|
|
|
if (shardGroup == i && (shardMap.x - pow(progress+0.1, 2)) > 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);
|
|
}
|
|
});
|
|
} |