rebase
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f2822ab5d5
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4343aeafcf
4 changed files with 63 additions and 16 deletions
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@ -92,7 +92,7 @@ struct fx_renderer {
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GLint position;
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GLint size;
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GLint blur_sigma;
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GLint alpha;
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GLint corner_radius;
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} box_shadow;
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struct gles2_tex_shader tex_rgba;
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@ -243,7 +243,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
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renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
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renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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renderer->shaders.box_shadow.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
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// fragment shaders
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prog = link_program(common_vert_src, tex_rgba_frag_src);
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@ -564,7 +564,8 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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// TODO: alpha input arg?
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void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9], int radius, float blur_sigma) {
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const float color[static 4], const float projection[static 9],
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int corner_radius, float blur_sigma) {
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if (box->width == 0 || box->height == 0) {
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return;
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}
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@ -590,6 +591,7 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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glUniform3f(renderer->shaders.box_shadow.color, color[0], color[1], color[2]);
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glUniform1f(renderer->shaders.box_shadow.alpha, color[3]);
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glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma);
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glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius);
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glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
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glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
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@ -331,7 +331,8 @@ damage_finish:
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// _box.x and .y are expected to be layout-local
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// _box.width and .height are expected to be output-buffer-local
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void render_box_shadow(struct sway_output *output, pixman_region32_t *output_damage,
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const struct wlr_box *_box, const float color[static 4]) {
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const struct wlr_box *_box, const float color[static 4],
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float blur_sigma, float corner_radius) {
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struct wlr_output *wlr_output = output->wlr_output;
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struct fx_renderer *renderer = output->server->renderer;
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@ -354,7 +355,8 @@ void render_box_shadow(struct sway_output *output, pixman_region32_t *output_dam
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pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
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for (int i = 0; i < nrects; ++i) {
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scissor_output(wlr_output, &rects[i]);
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fx_render_box_shadow(renderer, &box, color, wlr_output->transform_matrix, 0, 0.3);
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fx_render_box_shadow(renderer, &box, color, wlr_output->transform_matrix,
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corner_radius, blur_sigma);
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}
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damage_finish:
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@ -1000,10 +1002,17 @@ static void render_containers_linear(struct sway_output *output,
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}
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// render shadow
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const float color[4] = {0,0,0,0.7};
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struct wlr_box box = {state->x, state->y, state->width, state->height};
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const float color[4] = {0.0, 0.0, 0.0, 0.5};
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// Mimic how a CSS box-shadow works by using blur_sigma as the shadow width
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float blur_sigma = 20;
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struct wlr_box box = {
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state->x - blur_sigma,
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state->y - blur_sigma,
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state->width + blur_sigma * 2,
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state->height + blur_sigma * 2
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};
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scale_box(&box, output->wlr_output->scale);
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render_box_shadow(output, damage, &box, color);
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render_box_shadow(output, damage, &box, color, blur_sigma, deco_data.corner_radius);
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} else {
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render_container(output, damage, child,
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parent->focused || child->current.focused);
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@ -7,21 +7,52 @@ uniform vec3 color;
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uniform vec2 position;
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uniform vec2 size;
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uniform float blur_sigma;
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uniform float alpha;
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uniform float corner_radius;
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float gaussian(float x, float sigma) {
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const float pi = 3.141592653589793;
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return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
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}
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// approximates the error function, needed for the gaussian integral
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vec4 erf(vec4 x) {
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vec4 s = sign(x), a = abs(x);
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vec2 erf(vec2 x) {
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vec2 s = sign(x), a = abs(x);
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x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
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x *= x;
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return s - s / (x * x);
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}
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// return the blurred mask along the x dimension
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float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
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float delta = min(halfSize.y - corner - abs(y), 0.0);
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float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
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vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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// return the mask for the shadow of a box from lower to upper
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float box_shadow(vec2 lower, vec2 upper, vec2 point, float sigma) {
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vec4 query = vec4(point - lower, point - upper);
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vec4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma));
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return (integral.z - integral.x) * (integral.w - integral.y);
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float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) {
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// Center everything to make the math easier
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vec2 center = (lower + upper) * 0.5;
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vec2 halfSize = (upper - lower) * 0.5;
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point -= center;
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point.y - halfSize.y;
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float high = point.y + halfSize.y;
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float start = clamp(-3.0 * sigma, low, high);
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float end = clamp(3.0 * sigma, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.0;
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float y = start + step * 0.5;
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float value = 0.0;
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for (int i = 0; i < 4; i++) {
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value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step;
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y += step;
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}
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return value;
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}
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// per-pixel "random" number between 0 and 1
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@ -30,10 +61,15 @@ float random() {
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}
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void main() {
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float frag_alpha = alpha * box_shadow(position, position + size, gl_FragCoord.xy, blur_sigma);
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float frag_alpha = v_color.a * roundedBoxShadow(
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position + blur_sigma,
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position + size - blur_sigma,
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gl_FragCoord.xy, blur_sigma * 0.5,
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corner_radius);
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// dither the alpha to break up color bands
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frag_alpha += (random() - 0.5) / 128.0;
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gl_FragColor = vec4(color, frag_alpha);
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}
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