diff --git a/src/backend/render/mod.rs b/src/backend/render/mod.rs index 17b9c672..a5d7060a 100644 --- a/src/backend/render/mod.rs +++ b/src/backend/render/mod.rs @@ -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(()) } diff --git a/src/backend/render/shaders/shadow.frag b/src/backend/render/shaders/shadow.frag new file mode 100644 index 00000000..dfe2c15f --- /dev/null +++ b/src/backend/render/shaders/shadow.frag @@ -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; +} diff --git a/src/backend/render/shadow.rs b/src/backend/render/shadow.rs new file mode 100644 index 00000000..1d8415f1 --- /dev/null +++ b/src/backend/render/shadow.rs @@ -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, + scale: f64, + alpha: f32, + radius: [u8; 4], +} +type ShadowCache = RefCell>; + +impl ShadowShader { + pub fn get(renderer: &R) -> GlesPixelProgram { + Borrow::::borrow(renderer.glow_renderer()) + .egl_context() + .user_data() + .get::() + .expect("Custom Shaders not initialized") + .0 + .clone() + } + + pub fn element( + renderer: &R, + key: CosmicMappedKey, + geo: Rectangle, + 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::::borrow(renderer.glow_renderer()) + .egl_context() + .user_data(); + + user_data.insert_if_missing(|| ShadowCache::new(HashMap::new())); + let mut cache = user_data.get::().unwrap().borrow_mut(); + cache.retain(|k, _| k.alive()); + + if cache + .get(&key) + .filter(|(old_params, _)| ¶ms == 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::() + .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::() + .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() + } +}