156 lines
8.0 KiB
JavaScript
156 lines
8.0 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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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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import * as utils from '../utils.js';
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// We import some modules only in the Shell process as they are not available in the
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// preferences process. They are used only in the creator function of the ShaderFactory
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// which is only called within GNOME Shell's process.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const Cogl = await utils.importInShellOnly('gi://Cogl');
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect shatters the window into pieces. For an explanation how this works, look //
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// further down in this file into the documentation of the Shader class. This effect is //
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// not available on GNOME 3.3x, due to the limitation described in the documentation //
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// of vfunc_paint_target further down in this file. //
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// This shader creates a complex-looking effect with rather simple means. Here is how //
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// it works: The window is drawn five times on top of each other (see the SHARD_LAYERS //
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// constant in the GLSL code). Each layer only draws some of the shards, all layers //
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// combined make up the entire window. The layers are then scaled, rotated, and moved //
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// independently from each other - this creates the impression that all shards are //
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// moving independently. In reality, there are only five groups of shards! Which shard //
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// belongs to which layer is defined by the green channel of the texture //
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// resources/img/shards.png. The red channel of the texture contains the distance to //
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// the shard edges. This information is used to fade out the shards. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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export default class Effect {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// Create the texture in the first call.
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if (!this._shardTexture) {
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this._shardTexture = utils.getImageResource('/img/shards.png');
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}
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// Store all uniform locations.
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shader._uShardTexture = shader.get_uniform_location('uShardTexture');
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uEpicenter = shader.get_uniform_location('uEpicenter');
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shader._uShardScale = shader.get_uniform_location('uShardScale');
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shader._uBlowForce = shader.get_uniform_location('uBlowForce');
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shader._uGravity = shader.get_uniform_location('uGravity');
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// And update all uniforms at the start of each animation.
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shader.connect(
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'begin-animation', (shader, settings, forOpening, testMode, actor) => {
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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// However, if this option is set, we use the mouse pointer position.
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if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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if (ok) {
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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}
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}
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
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shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
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shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
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// clang-format on
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});
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// This is required to bind the shard 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
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// called 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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shader.connect('update-animation', (shader) => {
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const pipeline = shader.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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// Bind the shard texture.
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pipeline.set_layer_texture(1, this._shardTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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pipeline.set_uniform_1i(shader._uShardTexture, 1);
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});
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});
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}
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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. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
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// named likes this.
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static getNick() {
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return 'broken-glass';
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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 _('Broken Glass');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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static bindPreferences(dialog) {
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dialog.bindAdjustment('broken-glass-animation-time');
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dialog.bindAdjustment('broken-glass-scale');
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dialog.bindAdjustment('broken-glass-gravity');
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dialog.bindAdjustment('broken-glass-blow-force');
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dialog.bindSwitch('broken-glass-use-pointer');
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings, forOpening, actor) {
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return {x: 2.0, y: 2.0};
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}
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}
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