shaders: Add drop-shadow shader

This commit is contained in:
Victoria Brekenfeld 2025-12-08 17:59:24 +01:00 committed by Victoria Brekenfeld
parent 2f39c9682c
commit 94d49210e6
3 changed files with 338 additions and 0 deletions

View file

@ -17,6 +17,7 @@ use crate::{
render::{
clipped_surface::{CLIPPING_SHADER, ClippingShader},
element::DamageElement,
shadow::{SHADOW_SHADER, ShadowShader},
},
},
config::ScreenFilter,
@ -84,6 +85,7 @@ pub mod animations;
pub mod clipped_surface;
pub mod cursor;
pub mod element;
pub mod shadow;
use self::element::{AsGlowRenderer, CosmicElement};
use super::kms::Timings;
@ -414,6 +416,19 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
UniformName::new("input_to_geo", UniformType::Matrix3x3),
],
)?;
let shadow_shader = renderer.compile_custom_pixel_shader(
SHADOW_SHADER,
&[
UniformName::new("shadow_color", UniformType::_4f),
UniformName::new("sigma", UniformType::_1f),
UniformName::new("input_to_geo", UniformType::Matrix3x3),
UniformName::new("geo_size", UniformType::_2f),
UniformName::new("corner_radius", UniformType::_4f),
UniformName::new("window_input_to_geo", UniformType::Matrix3x3),
UniformName::new("window_geo_size", UniformType::_2f),
UniformName::new("window_corner_radius", UniformType::_4f),
],
)?;
let egl_context = renderer.egl_context();
egl_context
@ -428,6 +443,9 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
egl_context
.user_data()
.insert_if_missing(|| ClippingShader(clipping_shader));
egl_context
.user_data()
.insert_if_missing(|| ShadowShader(shadow_shader));
Ok(())
}

View file

@ -0,0 +1,139 @@
precision highp float;
uniform float alpha;
uniform vec2 size;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
uniform vec4 shadow_color;
uniform float sigma;
uniform mat3 input_to_geo;
uniform vec2 geo_size;
uniform vec4 corner_radius;
uniform mat3 window_input_to_geo;
uniform vec2 window_geo_size;
uniform vec4 window_corner_radius;
// Taken from niri, based on: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
//
// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
// A standard gaussian function, used for weighting samples
float gaussian(float x, float sigma) {
const float pi = 3.141592653589793;
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}
// This approximates the error function, needed for the gaussian integral
vec2 erf(vec2 x) {
vec2 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 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
float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner) {
// Center everything to make the math easier
vec2 center = (lower + upper) * 0.5;
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, halfSize) * gaussian(y, sigma) * step;
y += step;
}
return value;
}
float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {
vec2 center;
float radius;
if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
radius = corner_radius.w;
center = vec2(radius, radius);
} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
radius = corner_radius.y;
center = vec2(size.x - radius, radius);
} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
radius = corner_radius.x;
center = vec2(size.x - radius, size.y - radius);
} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
radius = corner_radius.z;
center = vec2(radius, size.y - radius);
} else {
return 1.0;
}
float dist = distance(coords, center);
return 1.0 - smoothstep(radius - 0.5, radius + 0.5, dist);
}
void main() {
vec3 coords_geo = input_to_geo * vec3(v_coords, 1.0);
vec3 coords_window_geo = window_input_to_geo * vec3(v_coords, 1.0);
vec4 color = shadow_color;
float shadow_value;
if (sigma < 0.1) {
// With low enough sigma just draw a rounded rectangle.
shadow_value = rounding_alpha(coords_geo.xy, geo_size, corner_radius);
} else {
shadow_value = roundedBoxShadow(
vec2(0.0, 0.0),
geo_size,
coords_geo.xy,
sigma,
// FIXME: figure out how to blur with different corner radii.
//
// GTK seems to call blurring separately for the rect and for the 4 corners:
// https://gitlab.gnome.org/GNOME/gtk/-/blob/gtk-4-16/gsk/gpu/shaders/gskgpuboxshadow.glsl
corner_radius.z
);
}
color = color * shadow_value;
// Cut out the inside of the window geometry if requested.
if (window_geo_size != vec2(0.0, 0.0)) {
if (0.0 <= coords_window_geo.x && coords_window_geo.x <= window_geo_size.x
&& 0.0 <= coords_window_geo.y && coords_window_geo.y <= window_geo_size.y) {
float alpha = rounding_alpha(coords_window_geo.xy, window_geo_size, window_corner_radius);
color = color * (1.0 - alpha);
}
}
color = color * alpha;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}

View file

@ -0,0 +1,181 @@
use std::{borrow::Borrow, cell::RefCell, collections::HashMap};
use cgmath::{Matrix3, Vector2};
use smithay::{
backend::renderer::{
element::Kind,
gles::{
GlesPixelProgram, GlesRenderer, Uniform, UniformValue, element::PixelShaderElement,
},
},
utils::{Coordinate, IsAlive, Point, Rectangle, Size},
};
use crate::{
backend::render::element::AsGlowRenderer,
shell::element::CosmicMappedKey,
utils::prelude::{Local, RectLocalExt},
};
pub static SHADOW_SHADER: &str = include_str!("./shaders/shadow.frag");
pub struct ShadowShader(pub GlesPixelProgram);
#[derive(Debug, PartialEq)]
pub struct ShadowParameters {
geo: Rectangle<i32, Local>,
scale: f64,
alpha: f32,
radius: [u8; 4],
}
type ShadowCache = RefCell<HashMap<CosmicMappedKey, (ShadowParameters, PixelShaderElement)>>;
impl ShadowShader {
pub fn get<R: AsGlowRenderer>(renderer: &R) -> GlesPixelProgram {
Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
.egl_context()
.user_data()
.get::<ShadowShader>()
.expect("Custom Shaders not initialized")
.0
.clone()
}
pub fn element<R: AsGlowRenderer>(
renderer: &R,
key: CosmicMappedKey,
geo: Rectangle<i32, Local>,
radius: [u8; 4],
alpha: f32,
scale: f64,
) -> PixelShaderElement {
let params = ShadowParameters {
geo,
scale,
alpha,
radius,
};
let ceil = |logical: f64| (logical * scale).ceil() / scale;
let mut geo = geo.to_f64();
geo.loc.x = ceil(geo.loc.x);
geo.loc.y = ceil(geo.loc.y);
geo.size.w = ceil(geo.size.w);
geo.size.h = ceil(geo.size.h);
let user_data = Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
.egl_context()
.user_data();
user_data.insert_if_missing(|| ShadowCache::new(HashMap::new()));
let mut cache = user_data.get::<ShadowCache>().unwrap().borrow_mut();
cache.retain(|k, _| k.alive());
if cache
.get(&key)
.filter(|(old_params, _)| &params == old_params)
.is_none()
{
let shader = Self::get(renderer);
let softness = 30.;
let spread = 5.;
let offset = [0., 5.];
let color = [0., 0., 0., 0.45];
let radius = radius.map(|r| ceil(r as f64));
let width = softness;
let sigma = width / 2.;
let width = ceil(sigma * 3.);
let offset = Point::new(ceil(offset[0]), ceil(offset[1]));
let spread = ceil(spread.abs()).copysign(spread);
let offset = offset - Point::new(spread, spread);
let box_size = if spread >= 0. {
geo.size + Size::new(spread, spread).upscale(2.)
} else {
geo.size - Size::new(-spread, -spread).upscale(2.)
};
let win_radius = radius;
let radius = radius.map(|r| if r > 0. { r.saturating_add(spread) } else { 0. });
let shader_size = box_size + Size::from((width, width)).upscale(2.);
let mut shader_geo = Rectangle::new(Point::from((-width, -width)), shader_size);
let window_geo = Rectangle::new(Point::new(0., 0.) - offset - shader_geo.loc, geo.size);
let area_size = Vector2::new(shader_geo.size.w, shader_geo.size.h);
let geo_loc = Vector2::new(-shader_geo.loc.x, -shader_geo.loc.y);
shader_geo.loc += offset + geo.loc;
let input_to_geo = (Matrix3::from_nonuniform_scale(area_size.x, area_size.y)
* Matrix3::from_translation(Vector2::new(
-geo_loc.x / area_size.x,
-geo_loc.y / area_size.y,
)))
.cast::<f32>()
.unwrap();
let window_geo_loc = Vector2::new(window_geo.loc.x as f64, window_geo.loc.y as f64);
let window_input_to_geo = (Matrix3::from_nonuniform_scale(area_size.x, area_size.y)
* Matrix3::from_translation(Vector2::new(
-window_geo_loc.x / area_size.x,
-window_geo_loc.y / area_size.y,
)))
.cast::<f32>()
.unwrap();
let element = PixelShaderElement::new(
shader,
shader_geo.to_i32_up().as_logical(),
None,
alpha,
vec![
Uniform::new("shadow_color", color),
Uniform::new("sigma", sigma as f32),
Uniform::new(
"input_to_geo",
UniformValue::Matrix3x3 {
matrices: vec![*AsRef::<[f32; 9]>::as_ref(&input_to_geo)],
transpose: false,
},
),
Uniform::new("geo_size", [box_size.w as f32, box_size.h as f32]),
Uniform::new(
"corner_radius",
[
radius[0] as f32,
radius[1] as f32,
radius[2] as f32,
radius[3] as f32,
],
),
Uniform::new(
"window_input_to_geo",
UniformValue::Matrix3x3 {
matrices: vec![*AsRef::<[f32; 9]>::as_ref(&window_input_to_geo)],
transpose: false,
},
),
Uniform::new(
"window_geo_size",
[window_geo.size.w as f32, window_geo.size.h as f32],
),
Uniform::new(
"window_corner_radius",
[
win_radius[0] as f32,
win_radius[1] as f32,
win_radius[2] as f32,
win_radius[3] as f32,
],
),
],
Kind::Unspecified,
);
cache.insert(key.clone(), (params, element));
}
cache.get(&key).unwrap().1.clone()
}
}