This commit is contained in:
Erik Reider 2022-12-18 10:44:21 +01:00 committed by Will McKinnon
parent f2822ab5d5
commit 4343aeafcf
4 changed files with 63 additions and 16 deletions

View file

@ -92,7 +92,7 @@ struct fx_renderer {
GLint position; GLint position;
GLint size; GLint size;
GLint blur_sigma; GLint blur_sigma;
GLint alpha; GLint corner_radius;
} box_shadow; } box_shadow;
struct gles2_tex_shader tex_rgba; struct gles2_tex_shader tex_rgba;

View file

@ -243,7 +243,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position"); renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size"); renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma"); renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
renderer->shaders.box_shadow.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
// fragment shaders // fragment shaders
prog = link_program(common_vert_src, tex_rgba_frag_src); prog = link_program(common_vert_src, tex_rgba_frag_src);
@ -564,7 +564,8 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
// TODO: alpha input arg? // TODO: alpha input arg?
void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9], int radius, float blur_sigma) { const float color[static 4], const float projection[static 9],
int corner_radius, float blur_sigma) {
if (box->width == 0 || box->height == 0) { if (box->width == 0 || box->height == 0) {
return; return;
} }
@ -590,6 +591,7 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
glUniform3f(renderer->shaders.box_shadow.color, color[0], color[1], color[2]); glUniform3f(renderer->shaders.box_shadow.color, color[0], color[1], color[2]);
glUniform1f(renderer->shaders.box_shadow.alpha, color[3]); glUniform1f(renderer->shaders.box_shadow.alpha, color[3]);
glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma); glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma);
glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius);
glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height); glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y); glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);

View file

@ -331,7 +331,8 @@ damage_finish:
// _box.x and .y are expected to be layout-local // _box.x and .y are expected to be layout-local
// _box.width and .height are expected to be output-buffer-local // _box.width and .height are expected to be output-buffer-local
void render_box_shadow(struct sway_output *output, pixman_region32_t *output_damage, void render_box_shadow(struct sway_output *output, pixman_region32_t *output_damage,
const struct wlr_box *_box, const float color[static 4]) { const struct wlr_box *_box, const float color[static 4],
float blur_sigma, float corner_radius) {
struct wlr_output *wlr_output = output->wlr_output; struct wlr_output *wlr_output = output->wlr_output;
struct fx_renderer *renderer = output->server->renderer; struct fx_renderer *renderer = output->server->renderer;
@ -354,7 +355,8 @@ void render_box_shadow(struct sway_output *output, pixman_region32_t *output_dam
pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects); pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
for (int i = 0; i < nrects; ++i) { for (int i = 0; i < nrects; ++i) {
scissor_output(wlr_output, &rects[i]); scissor_output(wlr_output, &rects[i]);
fx_render_box_shadow(renderer, &box, color, wlr_output->transform_matrix, 0, 0.3); fx_render_box_shadow(renderer, &box, color, wlr_output->transform_matrix,
corner_radius, blur_sigma);
} }
damage_finish: damage_finish:
@ -1000,10 +1002,17 @@ static void render_containers_linear(struct sway_output *output,
} }
// render shadow // render shadow
const float color[4] = {0,0,0,0.7}; const float color[4] = {0.0, 0.0, 0.0, 0.5};
struct wlr_box box = {state->x, state->y, state->width, state->height}; // Mimic how a CSS box-shadow works by using blur_sigma as the shadow width
float blur_sigma = 20;
struct wlr_box box = {
state->x - blur_sigma,
state->y - blur_sigma,
state->width + blur_sigma * 2,
state->height + blur_sigma * 2
};
scale_box(&box, output->wlr_output->scale); scale_box(&box, output->wlr_output->scale);
render_box_shadow(output, damage, &box, color); render_box_shadow(output, damage, &box, color, blur_sigma, deco_data.corner_radius);
} else { } else {
render_container(output, damage, child, render_container(output, damage, child,
parent->focused || child->current.focused); parent->focused || child->current.focused);

View file

@ -7,21 +7,52 @@ uniform vec3 color;
uniform vec2 position; uniform vec2 position;
uniform vec2 size; uniform vec2 size;
uniform float blur_sigma; uniform float blur_sigma;
uniform float alpha; uniform float corner_radius;
float gaussian(float x, float sigma) {
const float pi = 3.141592653589793;
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}
// approximates the error function, needed for the gaussian integral // approximates the error function, needed for the gaussian integral
vec4 erf(vec4 x) { vec2 erf(vec2 x) {
vec4 s = sign(x), a = abs(x); vec2 s = sign(x), a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x; x *= x;
return s - s / (x * x); return s - s / (x * x);
} }
// return the blurred mask along the x dimension
float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
float delta = min(halfSize.y - corner - abs(y), 0.0);
float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
return integral.y - integral.x;
}
// return the mask for the shadow of a box from lower to upper // return the mask for the shadow of a box from lower to upper
float box_shadow(vec2 lower, vec2 upper, vec2 point, float sigma) { float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) {
vec4 query = vec4(point - lower, point - upper); // Center everything to make the math easier
vec4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma)); vec2 center = (lower + upper) * 0.5;
return (integral.z - integral.x) * (integral.w - integral.y); vec2 halfSize = (upper - lower) * 0.5;
point -= center;
// The signal is only non-zero in a limited range, so don't waste samples
float low = point.y - halfSize.y;
float high = point.y + halfSize.y;
float start = clamp(-3.0 * sigma, low, high);
float end = clamp(3.0 * sigma, low, high);
// Accumulate samples (we can get away with surprisingly few samples)
float step = (end - start) / 4.0;
float y = start + step * 0.5;
float value = 0.0;
for (int i = 0; i < 4; i++) {
value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step;
y += step;
}
return value;
} }
// per-pixel "random" number between 0 and 1 // per-pixel "random" number between 0 and 1
@ -30,10 +61,15 @@ float random() {
} }
void main() { void main() {
float frag_alpha = alpha * box_shadow(position, position + size, gl_FragCoord.xy, blur_sigma); float frag_alpha = v_color.a * roundedBoxShadow(
position + blur_sigma,
position + size - blur_sigma,
gl_FragCoord.xy, blur_sigma * 0.5,
corner_radius);
// dither the alpha to break up color bands // dither the alpha to break up color bands
frag_alpha += (random() - 0.5) / 128.0; frag_alpha += (random() - 0.5) / 128.0;
gl_FragColor = vec4(color, frag_alpha); gl_FragColor = vec4(color, frag_alpha);
} }