shaders: Add drop-shadow shader
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commit
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3 changed files with 338 additions and 0 deletions
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@ -17,6 +17,7 @@ use crate::{
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render::{
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render::{
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clipped_surface::{CLIPPING_SHADER, ClippingShader},
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clipped_surface::{CLIPPING_SHADER, ClippingShader},
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element::DamageElement,
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element::DamageElement,
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shadow::{SHADOW_SHADER, ShadowShader},
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},
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},
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},
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},
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config::ScreenFilter,
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config::ScreenFilter,
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@ -84,6 +85,7 @@ pub mod animations;
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pub mod clipped_surface;
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pub mod clipped_surface;
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pub mod cursor;
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pub mod cursor;
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pub mod element;
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pub mod element;
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pub mod shadow;
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use self::element::{AsGlowRenderer, CosmicElement};
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use self::element::{AsGlowRenderer, CosmicElement};
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use super::kms::Timings;
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use super::kms::Timings;
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@ -414,6 +416,19 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
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UniformName::new("input_to_geo", UniformType::Matrix3x3),
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UniformName::new("input_to_geo", UniformType::Matrix3x3),
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],
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],
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)?;
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)?;
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let shadow_shader = renderer.compile_custom_pixel_shader(
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SHADOW_SHADER,
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&[
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UniformName::new("shadow_color", UniformType::_4f),
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UniformName::new("sigma", UniformType::_1f),
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UniformName::new("input_to_geo", UniformType::Matrix3x3),
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UniformName::new("geo_size", UniformType::_2f),
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UniformName::new("corner_radius", UniformType::_4f),
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UniformName::new("window_input_to_geo", UniformType::Matrix3x3),
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UniformName::new("window_geo_size", UniformType::_2f),
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UniformName::new("window_corner_radius", UniformType::_4f),
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],
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)?;
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let egl_context = renderer.egl_context();
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let egl_context = renderer.egl_context();
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egl_context
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egl_context
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@ -428,6 +443,9 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
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egl_context
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egl_context
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.user_data()
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.user_data()
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.insert_if_missing(|| ClippingShader(clipping_shader));
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.insert_if_missing(|| ClippingShader(clipping_shader));
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egl_context
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.user_data()
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.insert_if_missing(|| ShadowShader(shadow_shader));
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Ok(())
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Ok(())
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}
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}
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139
src/backend/render/shaders/shadow.frag
Normal file
139
src/backend/render/shaders/shadow.frag
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@ -0,0 +1,139 @@
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precision highp float;
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uniform float alpha;
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uniform vec2 size;
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varying vec2 v_coords;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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uniform vec4 shadow_color;
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uniform float sigma;
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uniform mat3 input_to_geo;
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uniform vec2 geo_size;
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uniform vec4 corner_radius;
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uniform mat3 window_input_to_geo;
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uniform vec2 window_geo_size;
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uniform vec4 window_corner_radius;
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// Taken from niri, based on: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
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//
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// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
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// A standard gaussian function, used for weighting samples
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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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// This approximates the error function, needed for the gaussian integral
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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 roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner) {
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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, 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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float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {
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vec2 center;
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float radius;
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if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
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radius = corner_radius.w;
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center = vec2(radius, radius);
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} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
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radius = corner_radius.y;
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center = vec2(size.x - radius, radius);
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} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
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radius = corner_radius.x;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
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radius = corner_radius.z;
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center = vec2(radius, size.y - radius);
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} else {
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return 1.0;
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}
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float dist = distance(coords, center);
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return 1.0 - smoothstep(radius - 0.5, radius + 0.5, dist);
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}
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void main() {
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vec3 coords_geo = input_to_geo * vec3(v_coords, 1.0);
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vec3 coords_window_geo = window_input_to_geo * vec3(v_coords, 1.0);
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vec4 color = shadow_color;
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float shadow_value;
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if (sigma < 0.1) {
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// With low enough sigma just draw a rounded rectangle.
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shadow_value = rounding_alpha(coords_geo.xy, geo_size, corner_radius);
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} else {
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shadow_value = roundedBoxShadow(
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vec2(0.0, 0.0),
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geo_size,
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coords_geo.xy,
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sigma,
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// FIXME: figure out how to blur with different corner radii.
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//
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// GTK seems to call blurring separately for the rect and for the 4 corners:
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// https://gitlab.gnome.org/GNOME/gtk/-/blob/gtk-4-16/gsk/gpu/shaders/gskgpuboxshadow.glsl
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corner_radius.z
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);
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}
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color = color * shadow_value;
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// Cut out the inside of the window geometry if requested.
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if (window_geo_size != vec2(0.0, 0.0)) {
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if (0.0 <= coords_window_geo.x && coords_window_geo.x <= window_geo_size.x
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&& 0.0 <= coords_window_geo.y && coords_window_geo.y <= window_geo_size.y) {
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float alpha = rounding_alpha(coords_window_geo.xy, window_geo_size, window_corner_radius);
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color = color * (1.0 - alpha);
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}
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}
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color = color * alpha;
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
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#endif
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gl_FragColor = color;
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}
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181
src/backend/render/shadow.rs
Normal file
181
src/backend/render/shadow.rs
Normal file
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@ -0,0 +1,181 @@
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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,
|
||||||
|
win_radius[2] as f32,
|
||||||
|
win_radius[3] as f32,
|
||||||
|
],
|
||||||
|
),
|
||||||
|
],
|
||||||
|
Kind::Unspecified,
|
||||||
|
);
|
||||||
|
|
||||||
|
cache.insert(key.clone(), (params, element));
|
||||||
|
}
|
||||||
|
|
||||||
|
cache.get(&key).unwrap().1.clone()
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue