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diff --git a/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/BrokenGlass.js b/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/BrokenGlass.js
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+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import some modules only in the Shell process as they are not available in the
+// preferences process. They are used only in the creator function of the ShaderFactory
+// which is only called within GNOME Shell's process.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+const Cogl = await utils.importInShellOnly('gi://Cogl');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// 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. //
+// 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. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Create the texture in the first call.
+ if (!this._shardTexture) {
+ this._shardTexture = utils.getImageResource('/img/shards.png');
+ }
+
+ // Store all uniform locations.
+ shader._uShardTexture = shader.get_uniform_location('uShardTexture');
+ shader._uSeed = shader.get_uniform_location('uSeed');
+ shader._uEpicenter = shader.get_uniform_location('uEpicenter');
+ shader._uShardScale = shader.get_uniform_location('uShardScale');
+ shader._uBlowForce = shader.get_uniform_location('uBlowForce');
+ shader._uGravity = shader.get_uniform_location('uGravity');
+
+ // And update all uniforms at the start of each animation.
+ shader.connect(
+ 'begin-animation', (shader, settings, forOpening, testMode, actor) => {
+ // 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;
+ }
+ }
+
+ // clang-format off
+ shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
+ shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
+ shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
+ shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
+ shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
+ // clang-format on
+ });
+
+ // This is required 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
+ shader.connect('update-animation', (shader) => {
+ const pipeline = shader.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, this._shardTexture.get_texture());
+ pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
+ pipeline.set_uniform_1i(shader._uShardTexture, 1);
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ 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 whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ 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');
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // 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, forOpening, actor) {
+ return {x: 2.0, y: 2.0};
+ }
+}