This commit is contained in:
Will McKinnon 2022-11-26 23:06:59 -05:00
parent a6f60eeb31
commit c9362e8dcb
5 changed files with 153 additions and 0 deletions

View file

@ -84,6 +84,17 @@ struct fx_renderer {
GLint half_thickness; GLint half_thickness;
} corner; } corner;
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint position;
GLint size;
GLint blur_sigma;
GLint alpha;
} box_shadow;
struct gles2_tex_shader tex_rgba; struct gles2_tex_shader tex_rgba;
struct gles2_tex_shader tex_rgbx; struct gles2_tex_shader tex_rgbx;
struct gles2_tex_shader tex_ext; struct gles2_tex_shader tex_ext;
@ -118,4 +129,7 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
const float color[static 4], const float projection[static 9], const float color[static 4], const float projection[static 9],
enum corner_location corner_location, int radius, int border_thickness); enum corner_location corner_location, int radius, int border_thickness);
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);
#endif #endif

View file

@ -24,6 +24,7 @@
#include "quad_round_tl_frag_src.h" #include "quad_round_tl_frag_src.h"
#include "quad_round_tr_frag_src.h" #include "quad_round_tr_frag_src.h"
#include "corner_frag_src.h" #include "corner_frag_src.h"
#include "box_shadow_frag_src.h"
#include "tex_rgba_frag_src.h" #include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h" #include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h" #include "tex_external_frag_src.h"
@ -43,6 +44,7 @@ static GLuint compile_shader(GLuint type, const GLchar *src) {
GLint ok; GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (ok == GL_FALSE) { if (ok == GL_FALSE) {
sway_log(SWAY_ERROR, "Failed to compile shader");
glDeleteShader(shader); glDeleteShader(shader);
shader = 0; shader = 0;
} }
@ -75,6 +77,7 @@ static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {
GLint ok; GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok); glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (ok == GL_FALSE) { if (ok == GL_FALSE) {
sway_log(SWAY_ERROR, "Failed to link shader");
glDeleteProgram(prog); glDeleteProgram(prog);
goto error; goto error;
} }
@ -228,6 +231,20 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size"); renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// box shadow shader
prog = link_program(common_vert_src, box_shadow_frag_src);
renderer->shaders.box_shadow.program = prog;
if (!renderer->shaders.box_shadow.program) {
goto error;
}
renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color");
renderer->shaders.box_shadow.pos_attrib = glGetUniformLocation(prog, "pos");
renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
renderer->shaders.box_shadow.alpha = glGetUniformLocation(prog, "alpha");
// fragment shaders // fragment shaders
prog = link_program(common_vert_src, tex_rgba_frag_src); prog = link_program(common_vert_src, tex_rgba_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) { if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
@ -253,6 +270,7 @@ error:
glDeleteProgram(renderer->shaders.rounded_tl_quad.program); glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
glDeleteProgram(renderer->shaders.rounded_tr_quad.program); glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
glDeleteProgram(renderer->shaders.corner.program); glDeleteProgram(renderer->shaders.corner.program);
glDeleteProgram(renderer->shaders.box_shadow.program);
glDeleteProgram(renderer->shaders.tex_rgba.program); glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program); glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program); glDeleteProgram(renderer->shaders.tex_ext.program);
@ -543,3 +561,45 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib); glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
} }
// TODO: alpha input arg
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) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
// blending will practically always be needed (unless we have a madman
// who uses opaque shadows with zero sigma), so just enable it
glEnable(GL_BLEND);
glUseProgram(renderer->shaders.box_shadow.program);
glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix);
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.blur_sigma, blur_sigma);
glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
}

View file

@ -328,6 +328,39 @@ damage_finish:
pixman_region32_fini(&damage); pixman_region32_fini(&damage);
} }
// _box.x and .y are expected to be layout-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,
const struct wlr_box *_box, const float color[static 4]) {
struct wlr_output *wlr_output = output->wlr_output;
struct fx_renderer *renderer = output->server->renderer;
struct wlr_box box;
memcpy(&box, _box, sizeof(struct wlr_box));
box.x -= output->lx * wlr_output->scale;
box.y -= output->ly * wlr_output->scale;
pixman_region32_t damage;
pixman_region32_init(&damage);
pixman_region32_union_rect(&damage, &damage, box.x, box.y,
box.width, box.height);
pixman_region32_intersect(&damage, &damage, output_damage);
bool damaged = pixman_region32_not_empty(&damage);
if (!damaged) {
goto damage_finish;
}
int nrects;
pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
for (int i = 0; i < nrects; ++i) {
scissor_output(wlr_output, &rects[i]);
fx_render_box_shadow(renderer, &box, color, wlr_output->transform_matrix, 0, 0.3);
}
damage_finish:
pixman_region32_fini(&damage);
}
void premultiply_alpha(float color[4], float opacity) { void premultiply_alpha(float color[4], float opacity) {
color[3] *= opacity; color[3] *= opacity;
color[0] *= color[3]; color[0] *= color[3];
@ -965,6 +998,12 @@ static void render_containers_linear(struct sway_output *output,
} else if (state->border == B_PIXEL) { } else if (state->border == B_PIXEL) {
render_top_border(output, damage, state, colors, deco_data.alpha, deco_data.corner_radius); render_top_border(output, damage, state, colors, deco_data.alpha, deco_data.corner_radius);
} }
// render shadow
const float color[4] = {0,0,0,0.7};
struct wlr_box box = {state->x, state->y, state->width, state->height};
scale_box(&box, output->wlr_output->scale);
render_box_shadow(output, damage, &box, color);
} else { } else {
render_container(output, damage, child, render_container(output, damage, child,
parent->focused || child->current.focused); parent->focused || child->current.focused);

View file

@ -0,0 +1,39 @@
// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
precision mediump float;
varying vec2 v_texcoord;
uniform vec3 color;
uniform vec2 position;
uniform vec2 size;
uniform float blur_sigma;
uniform float alpha;
// approximates the error function, needed for the gaussian integral
vec4 erf(vec4 x) {
vec4 s = sign(x), a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
}
// return the mask for the shadow of a box from lower to upper
float box_shadow(vec2 lower, vec2 upper, vec2 point, float sigma) {
vec4 query = vec4(point - lower, upper - point);
vec4 integral = 0.5 + 0.5 * erf(query * (sqrt(0.5) / sigma));
return (integral.z - integral.x) * (integral.w - integral.y);
}
// per-pixel "random" number between 0 and 1
float random() {
return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453);
}
void main() {
float frag_alpha = alpha * box_shadow(position, position + size, gl_FragCoord.xy, blur_sigma);
// dither the alpha to break up color bands
frag_alpha += (random() - 0.5) / 128.0;
gl_FragColor = vec4(color, frag_alpha);
}

View file

@ -7,6 +7,7 @@ shaders = [
'quad_round_tl.frag', 'quad_round_tl.frag',
'quad_round_tr.frag', 'quad_round_tr.frag',
'corner.frag', 'corner.frag',
'box_shadow.frag',
'tex_rgba.frag', 'tex_rgba.frag',
'tex_rgbx.frag', 'tex_rgbx.frag',
'tex_external.frag', 'tex_external.frag',