shaders: Add drop-shadow shader
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3 changed files with 338 additions and 0 deletions
181
src/backend/render/shadow.rs
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181
src/backend/render/shadow.rs
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use std::{borrow::Borrow, cell::RefCell, collections::HashMap};
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use cgmath::{Matrix3, Vector2};
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use smithay::{
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backend::renderer::{
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element::Kind,
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gles::{
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GlesPixelProgram, GlesRenderer, Uniform, UniformValue, element::PixelShaderElement,
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},
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},
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utils::{Coordinate, IsAlive, Point, Rectangle, Size},
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};
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use crate::{
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backend::render::element::AsGlowRenderer,
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shell::element::CosmicMappedKey,
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utils::prelude::{Local, RectLocalExt},
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};
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pub static SHADOW_SHADER: &str = include_str!("./shaders/shadow.frag");
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pub struct ShadowShader(pub GlesPixelProgram);
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#[derive(Debug, PartialEq)]
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pub struct ShadowParameters {
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geo: Rectangle<i32, Local>,
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scale: f64,
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alpha: f32,
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radius: [u8; 4],
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}
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type ShadowCache = RefCell<HashMap<CosmicMappedKey, (ShadowParameters, PixelShaderElement)>>;
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impl ShadowShader {
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pub fn get<R: AsGlowRenderer>(renderer: &R) -> GlesPixelProgram {
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Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
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.egl_context()
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.user_data()
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.get::<ShadowShader>()
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.expect("Custom Shaders not initialized")
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.0
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.clone()
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}
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pub fn element<R: AsGlowRenderer>(
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renderer: &R,
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key: CosmicMappedKey,
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geo: Rectangle<i32, Local>,
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radius: [u8; 4],
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alpha: f32,
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scale: f64,
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) -> PixelShaderElement {
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let params = ShadowParameters {
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geo,
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scale,
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alpha,
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radius,
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};
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let ceil = |logical: f64| (logical * scale).ceil() / scale;
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let mut geo = geo.to_f64();
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geo.loc.x = ceil(geo.loc.x);
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geo.loc.y = ceil(geo.loc.y);
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geo.size.w = ceil(geo.size.w);
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geo.size.h = ceil(geo.size.h);
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let user_data = Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
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.egl_context()
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.user_data();
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user_data.insert_if_missing(|| ShadowCache::new(HashMap::new()));
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let mut cache = user_data.get::<ShadowCache>().unwrap().borrow_mut();
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cache.retain(|k, _| k.alive());
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if cache
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.get(&key)
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.filter(|(old_params, _)| ¶ms == old_params)
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.is_none()
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{
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let shader = Self::get(renderer);
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let softness = 30.;
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let spread = 5.;
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let offset = [0., 5.];
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let color = [0., 0., 0., 0.45];
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let radius = radius.map(|r| ceil(r as f64));
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let width = softness;
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let sigma = width / 2.;
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let width = ceil(sigma * 3.);
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let offset = Point::new(ceil(offset[0]), ceil(offset[1]));
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let spread = ceil(spread.abs()).copysign(spread);
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let offset = offset - Point::new(spread, spread);
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let box_size = if spread >= 0. {
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geo.size + Size::new(spread, spread).upscale(2.)
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} else {
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geo.size - Size::new(-spread, -spread).upscale(2.)
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};
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let win_radius = radius;
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let radius = radius.map(|r| if r > 0. { r.saturating_add(spread) } else { 0. });
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let shader_size = box_size + Size::from((width, width)).upscale(2.);
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let mut shader_geo = Rectangle::new(Point::from((-width, -width)), shader_size);
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let window_geo = Rectangle::new(Point::new(0., 0.) - offset - shader_geo.loc, geo.size);
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let area_size = Vector2::new(shader_geo.size.w, shader_geo.size.h);
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let geo_loc = Vector2::new(-shader_geo.loc.x, -shader_geo.loc.y);
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shader_geo.loc += offset + geo.loc;
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let input_to_geo = (Matrix3::from_nonuniform_scale(area_size.x, area_size.y)
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* Matrix3::from_translation(Vector2::new(
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-geo_loc.x / area_size.x,
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-geo_loc.y / area_size.y,
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)))
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.cast::<f32>()
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.unwrap();
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let window_geo_loc = Vector2::new(window_geo.loc.x as f64, window_geo.loc.y as f64);
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let window_input_to_geo = (Matrix3::from_nonuniform_scale(area_size.x, area_size.y)
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* Matrix3::from_translation(Vector2::new(
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-window_geo_loc.x / area_size.x,
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-window_geo_loc.y / area_size.y,
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)))
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.cast::<f32>()
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.unwrap();
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let element = PixelShaderElement::new(
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shader,
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shader_geo.to_i32_up().as_logical(),
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None,
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alpha,
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vec![
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Uniform::new("shadow_color", color),
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Uniform::new("sigma", sigma as f32),
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Uniform::new(
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"input_to_geo",
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UniformValue::Matrix3x3 {
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matrices: vec![*AsRef::<[f32; 9]>::as_ref(&input_to_geo)],
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transpose: false,
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},
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),
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Uniform::new("geo_size", [box_size.w as f32, box_size.h as f32]),
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Uniform::new(
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"corner_radius",
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[
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radius[0] as f32,
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radius[1] as f32,
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radius[2] as f32,
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radius[3] as f32,
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],
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),
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Uniform::new(
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"window_input_to_geo",
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UniformValue::Matrix3x3 {
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matrices: vec![*AsRef::<[f32; 9]>::as_ref(&window_input_to_geo)],
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transpose: false,
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},
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),
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Uniform::new(
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"window_geo_size",
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[window_geo.size.w as f32, window_geo.size.h as f32],
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),
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Uniform::new(
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"window_corner_radius",
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[
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win_radius[0] as f32,
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win_radius[1] as f32,
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win_radius[2] as f32,
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win_radius[3] as f32,
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],
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),
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],
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Kind::Unspecified,
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);
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cache.insert(key.clone(), (params, element));
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}
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cache.get(&key).unwrap().1.clone()
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}
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}
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