223 lines
10 KiB
JavaScript
223 lines
10 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 ExtensionUtils = imports.misc.extensionUtils;
|
|
const Me = imports.misc.extensionUtils.getCurrentExtension();
|
|
const utils = Me.imports.src.utils;
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// The Matrix shader multiplies a grid of random letters with some gradients which are //
|
|
// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
|
|
// Also, there is a random delay making the gradients not drop all at the same time. //
|
|
// 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.
|
|
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 Matrix = class Matrix {
|
|
|
|
// ---------------------------------------------------------------------------- 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 'matrix';
|
|
}
|
|
|
|
// 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 'Matrix';
|
|
}
|
|
|
|
// -------------------------------------------------------------------- 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/Matrix.ui');
|
|
|
|
// Bind all properties.
|
|
dialog.bindAdjustment('matrix-animation-time');
|
|
dialog.bindAdjustment('matrix-scale');
|
|
dialog.bindAdjustment('matrix-randomness');
|
|
dialog.bindColorButton('matrix-trail-color');
|
|
dialog.bindColorButton('matrix-tip-color');
|
|
|
|
// Finally, return the new settings page.
|
|
return dialog.getBuilder().get_object('matrix-prefs');
|
|
}
|
|
|
|
// ---------------------------------------------------------------- API for extension.js
|
|
|
|
// This is called from extension.js whenever a window is closed with this effect.
|
|
static createShader(actor, settings) {
|
|
return new Shader(settings);
|
|
}
|
|
|
|
// This is also called from extension.js. It is used to tweak the ongoing transition of
|
|
// the actor - usually windows are faded to transparency and scaled down slightly by
|
|
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
|
|
static getCloseTransition(actor, settings) {
|
|
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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} = imports.gi;
|
|
const shaderSnippets = Me.imports.src.shaderSnippets;
|
|
|
|
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
|
|
_init(settings) {
|
|
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
|
|
|
// Load the font texture. As the shader is re-created for each window animation,
|
|
// this texture is also re-created each time. This could be improved in the future!
|
|
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
|
|
this._fontTexture = new Clutter.Image();
|
|
this._fontTexture.set_data(
|
|
fontData.get_pixels(),
|
|
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
|
|
fontData.width, fontData.height, fontData.rowstride);
|
|
|
|
const trailColor =
|
|
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
|
|
const tipColor =
|
|
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
|
|
|
|
// The technique for this effect was inspired by
|
|
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
|
|
// different as the letters drop only once and there is no need for a noise texture.
|
|
this.set_shader_source(`
|
|
|
|
// Inject some common shader snippets.
|
|
${shaderSnippets.standardUniforms()}
|
|
${shaderSnippets.noise()}
|
|
${shaderSnippets.edgeMask()}
|
|
|
|
uniform sampler2D uFontTexture;
|
|
|
|
// These may be configurable in the future.
|
|
const float EDGE_FADE = 30;
|
|
const float FADE_WIDTH = 150;
|
|
const float TRAIL_LENGTH = 0.2;
|
|
const float FINAL_FADE_START_TIME = 0.8;
|
|
const float LETTER_TILES = 16.0;
|
|
const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
|
|
const float LETTER_FLICKER_SPEED = 2.0;
|
|
const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
|
|
|
|
// This returns a flickering grid of random letters.
|
|
float getText(vec2 fragCoord) {
|
|
vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
|
|
vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
|
|
vec2 block = pixelCoords/LETTER_SIZE - uv;
|
|
|
|
// Choose random letter.
|
|
uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
|
|
|
|
return texture2D(uFontTexture, uv/LETTER_TILES).r;
|
|
}
|
|
|
|
// This returns two values: The first are gradients for the "raindrops" which move
|
|
// from top to bottom. This is used for fading the letters. The second value is set
|
|
// to one below each drop and to zero above it. This second value is used for fading
|
|
// the window texture.
|
|
vec2 getRain(vec2 fragCoord) {
|
|
vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
|
|
coords.x -= mod(coords.x, LETTER_SIZE);
|
|
|
|
float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
|
|
float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
|
|
|
|
float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
|
|
|
|
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
|
|
float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
|
|
|
|
return vec2(rainAlpha, windowAlpha);
|
|
}
|
|
|
|
void main() {
|
|
|
|
// Get a cool matrix effect. See comments for those methods above.
|
|
vec2 rain = getRain(cogl_tex_coord_in[0].st);
|
|
float text = getText(cogl_tex_coord_in[0].st);
|
|
|
|
// Get the window texture and fade it according to the effect mask.
|
|
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
|
|
|
|
// This is used to fade out the remaining trails in the end.
|
|
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
|
|
(1-FINAL_FADE_START_TIME), 0, 1);
|
|
float rainAlpha = finalFade * rain.x;
|
|
|
|
// Fade at window borders.
|
|
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
|
|
|
|
// Add the matrix effect to the window.
|
|
vec3 trailColor = vec3(${trailColor.red / 255},
|
|
${trailColor.green / 255},
|
|
${trailColor.blue / 255});
|
|
vec3 tipColor = vec3(${tipColor.red / 255},
|
|
${tipColor.green / 255},
|
|
${tipColor.blue / 255});
|
|
cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
|
|
|
|
// These are pretty useful for understanding how this works.
|
|
// cogl_color_out = vec4(vec3(text), 1);
|
|
// cogl_color_out = vec4(vec3(rain.x), 1);
|
|
// cogl_color_out = vec4(vec3(rain.y), 1);
|
|
}
|
|
`);
|
|
};
|
|
|
|
// This is overridden to bind the font 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();
|
|
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
|
|
this.set_uniform_value('uFontTexture', 1);
|
|
super.vfunc_paint_target(node, paint_context);
|
|
}
|
|
});
|
|
} |