feat: Add box shadows (#64)
Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
This commit is contained in:
parent
1baba77c74
commit
588ea8e290
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@ -13,6 +13,10 @@ Sway is an incredible window manager, and certainly one of the most well establi
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+ Corner radius: `corner_radius <val>`
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+ Corner radius: `corner_radius <val>`
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+ Application saturation: `for_window [CRITERIA HERE] saturation <set|plus|minus> <val 0.0 <-> 2.0>`
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+ Application saturation: `for_window [CRITERIA HERE] saturation <set|plus|minus> <val 0.0 <-> 2.0>`
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+ Window shadows:
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- `shadows on|off`
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- `shadow_blur_radius <integer value 0 - 100>`
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- `shadow_color <hex color with alpha> ex, #0000007F`
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+ Dim unfocused windows:
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+ Dim unfocused windows:
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- `dim_inactive <float value 0.0 - 1.0>`
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- `dim_inactive <float value 0.0 - 1.0>`
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- `dim_inactive_colors.unfocused <hex color> ex, #000000FF`
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- `dim_inactive_colors.unfocused <hex color> ex, #000000FF`
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@ -22,7 +26,6 @@ Sway is an incredible window manager, and certainly one of the most well establi
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+ fade in / out animations
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+ fade in / out animations
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+ window movement animations
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+ window movement animations
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+ drop shadows
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+ blur
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+ blur
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## Installation
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## Installation
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@ -24,6 +24,10 @@ set $menu dmenu_path | dmenu | xargs swaymsg exec --
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# window corner radius in px
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# window corner radius in px
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corner_radius 10
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corner_radius 10
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shadows off
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shadow_blur_radius 20
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shadow_color #0000007F
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# inactive window fade amount. 0.0 = no dimming, 1.0 = fully dimmed
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# inactive window fade amount. 0.0 = no dimming, 1.0 = fully dimmed
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dim_inactive 0.0
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dim_inactive 0.0
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dim_inactive_colors.unfocused #000000FF
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dim_inactive_colors.unfocused #000000FF
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@ -178,6 +178,9 @@ sway_cmd cmd_scratchpad;
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sway_cmd cmd_seamless_mouse;
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sway_cmd cmd_seamless_mouse;
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sway_cmd cmd_set;
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sway_cmd cmd_set;
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sway_cmd cmd_shortcuts_inhibitor;
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sway_cmd cmd_shortcuts_inhibitor;
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sway_cmd cmd_shadow_blur_radius;
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sway_cmd cmd_shadow_color;
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sway_cmd cmd_shadows;
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sway_cmd cmd_show_marks;
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sway_cmd cmd_show_marks;
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sway_cmd cmd_smart_borders;
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sway_cmd cmd_smart_borders;
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sway_cmd cmd_smart_gaps;
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sway_cmd cmd_smart_gaps;
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@ -482,6 +482,9 @@ struct sway_config {
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float unfocused[4];
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float unfocused[4];
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float urgent[4];
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float urgent[4];
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} dim_inactive_colors;
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} dim_inactive_colors;
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bool shadow_enabled;
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int shadow_blur_sigma;
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float shadow_color[4];
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char *swaynag_command;
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char *swaynag_command;
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struct swaynag_instance swaynag_config_errors;
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struct swaynag_instance swaynag_config_errors;
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@ -47,6 +47,8 @@ struct fx_renderer {
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float projection[9];
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float projection[9];
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GLuint stencil_buffer_id;
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struct {
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struct {
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bool OES_egl_image_external;
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bool OES_egl_image_external;
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} exts;
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} exts;
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@ -84,6 +86,17 @@ struct fx_renderer {
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GLint half_thickness;
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GLint half_thickness;
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} corner;
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} corner;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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GLint pos_attrib;
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GLint position;
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GLint size;
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GLint blur_sigma;
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GLint corner_radius;
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} box_shadow;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_ext;
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struct gles2_tex_shader tex_ext;
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@ -118,4 +131,7 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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const float color[static 4], const float projection[static 9],
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const float color[static 4], const float projection[static 9],
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enum corner_location corner_location, int radius, int border_thickness);
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enum corner_location corner_location, int radius, int border_thickness);
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void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9], int radius, float blur_sigma);
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#endif
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#endif
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@ -113,6 +113,8 @@ struct sway_container {
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// Hidden scratchpad containers have a NULL parent.
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// Hidden scratchpad containers have a NULL parent.
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bool scratchpad;
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bool scratchpad;
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bool shadow_enabled;
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float saturation;
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float saturation;
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float alpha;
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float alpha;
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@ -88,6 +88,9 @@ static const struct cmd_handler handlers[] = {
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{ "popup_during_fullscreen", cmd_popup_during_fullscreen },
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{ "popup_during_fullscreen", cmd_popup_during_fullscreen },
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{ "seat", cmd_seat },
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{ "seat", cmd_seat },
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{ "set", cmd_set },
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{ "set", cmd_set },
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{ "shadow_blur_radius", cmd_shadow_blur_radius },
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{ "shadow_color", cmd_shadow_color },
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{ "shadows", cmd_shadows },
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{ "show_marks", cmd_show_marks },
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{ "show_marks", cmd_show_marks },
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{ "smart_borders", cmd_smart_borders },
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{ "smart_borders", cmd_smart_borders },
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{ "smart_gaps", cmd_smart_gaps },
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{ "smart_gaps", cmd_smart_gaps },
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25
sway/commands/shadow_blur_radius.c
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25
sway/commands/shadow_blur_radius.c
Normal file
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@ -0,0 +1,25 @@
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#include <string.h>
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#include "sway/commands.h"
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#include "sway/config.h"
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#include "sway/tree/arrange.h"
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#include "sway/tree/container.h"
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#include "log.h"
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struct cmd_results *cmd_shadow_blur_radius(int argc, char **argv) {
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struct cmd_results *error = NULL;
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if ((error = checkarg(argc, "shadow_blur_radius", EXPECTED_EQUAL_TO, 1))) {
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return error;
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}
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char *inv;
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int value = strtol(argv[0], &inv, 10);
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if (*inv != '\0' || value < 0 || value > 99) {
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return cmd_results_new(CMD_FAILURE, "Invalid size specified");
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}
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config->shadow_blur_sigma = value;
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arrange_root();
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return cmd_results_new(CMD_SUCCESS, NULL);
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}
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25
sway/commands/shadow_color.c
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25
sway/commands/shadow_color.c
Normal file
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@ -0,0 +1,25 @@
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#include "log.h"
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#include "sway/commands.h"
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#include "sway/config.h"
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#include "sway/output.h"
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#include "sway/tree/arrange.h"
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#include "sway/tree/container.h"
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#include "util.h"
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struct cmd_results *cmd_shadow_color(int argc, char **argv) {
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struct cmd_results *error = NULL;
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if ((error = checkarg(argc, "shadow_color", EXPECTED_AT_LEAST, 1))) {
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return error;
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}
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uint32_t color;
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if (!parse_color(argv[0], &color)) {
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return cmd_results_new(CMD_INVALID, "Invalid %s color %s",
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"shadow_color", argv[0]);
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}
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color_to_rgba(config->shadow_color, color);
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arrange_root();
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return cmd_results_new(CMD_SUCCESS, NULL);
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}
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31
sway/commands/shadows.c
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31
sway/commands/shadows.c
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@ -0,0 +1,31 @@
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#include <string.h>
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#include "sway/commands.h"
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#include "sway/config.h"
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#include "sway/tree/arrange.h"
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#include "sway/tree/view.h"
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#include "sway/tree/container.h"
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#include "log.h"
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#include "stringop.h"
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#include "util.h"
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struct cmd_results *cmd_shadows(int argc, char **argv) {
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struct cmd_results *error = checkarg(argc, "shadows", EXPECTED_AT_LEAST, 1);
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if (error) {
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return error;
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}
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struct sway_container *con = config->handler_context.container;
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bool result = parse_boolean(argv[0], config->shadow_enabled);
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if (con == NULL) {
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config->shadow_enabled = result;
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} else {
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con->shadow_enabled = result;
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container_damage_whole(con);
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}
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arrange_root();
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return cmd_results_new(CMD_SUCCESS, NULL);
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}
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config->dim_inactive = 0.0f;
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config->dim_inactive = 0.0f;
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color_to_rgba(config->dim_inactive_colors.unfocused, 0x000000FF);
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color_to_rgba(config->dim_inactive_colors.unfocused, 0x000000FF);
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color_to_rgba(config->dim_inactive_colors.urgent, 0x900000FF);
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color_to_rgba(config->dim_inactive_colors.urgent, 0x900000FF);
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config->shadow_enabled = false;
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config->shadow_blur_sigma = 20.0f;
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color_to_rgba(config->shadow_color, 0x0000007F);
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// The keysym to keycode translation
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// The keysym to keycode translation
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struct xkb_rule_names rules = {0};
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struct xkb_rule_names rules = {0};
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#include "quad_round_tl_frag_src.h"
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#include "quad_round_tl_frag_src.h"
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#include "quad_round_tr_frag_src.h"
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#include "quad_round_tr_frag_src.h"
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#include "corner_frag_src.h"
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#include "corner_frag_src.h"
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#include "box_shadow_frag_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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#include "tex_external_frag_src.h"
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GLint ok;
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (ok == GL_FALSE) {
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to compile shader");
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glDeleteShader(shader);
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glDeleteShader(shader);
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shader = 0;
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shader = 0;
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}
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}
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GLint ok;
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (ok == GL_FALSE) {
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to link shader");
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glDeleteProgram(prog);
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glDeleteProgram(prog);
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goto error;
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goto error;
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}
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}
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renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
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renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// box shadow shader
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prog = link_program(common_vert_src, box_shadow_frag_src);
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renderer->shaders.box_shadow.program = prog;
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if (!renderer->shaders.box_shadow.program) {
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goto error;
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}
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renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color");
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renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
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renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
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renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
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// fragment shaders
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// fragment shaders
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prog = link_program(common_vert_src, tex_rgba_frag_src);
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prog = link_program(common_vert_src, tex_rgba_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
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if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
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glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
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glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
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glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
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glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
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glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.box_shadow.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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}
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}
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void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
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void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
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// Create and render the stencil buffer
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if (renderer->stencil_buffer_id == 0) {
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glGenRenderbuffers(1, &renderer->stencil_buffer_id);
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}
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glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, renderer->stencil_buffer_id);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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// refresh projection matrix
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// refresh projection matrix
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void fx_renderer_clear(const float color[static 4]) {
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void fx_renderer_clear(const float color[static 4]) {
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glClearColor(color[0], color[1], color[2], color[3]);
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glClearColor(color[0], color[1], color[2], color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearStencil(0);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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}
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void fx_renderer_scissor(struct wlr_box *box) {
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void fx_renderer_scissor(struct wlr_box *box) {
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@ -616,3 +644,80 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
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glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
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}
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}
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// TODO: alpha input arg?
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void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9],
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int corner_radius, float blur_sigma) {
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if (box->width == 0 || box->height == 0) {
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return;
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}
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assert(box->width > 0 && box->height > 0);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
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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);
|
||||||
|
|
||||||
|
// Init stencil work
|
||||||
|
// NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels
|
||||||
|
const float col[4] = {0.0, 0.0, 0.0, 1.0};
|
||||||
|
struct wlr_box inner_box;
|
||||||
|
memcpy(&inner_box, box, sizeof(struct wlr_box));
|
||||||
|
inner_box.x += blur_sigma;
|
||||||
|
inner_box.y += blur_sigma;
|
||||||
|
inner_box.width -= blur_sigma * 2;
|
||||||
|
inner_box.height -= blur_sigma * 2;
|
||||||
|
|
||||||
|
glEnable(GL_STENCIL_TEST);
|
||||||
|
glClearStencil(0);
|
||||||
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
|
// Disable writing to color buffer
|
||||||
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||||
|
// Draw the rounded rect as a mask
|
||||||
|
fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL);
|
||||||
|
// Close the mask
|
||||||
|
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||||
|
// Reenable writing to color buffer
|
||||||
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
glUseProgram(renderer->shaders.box_shadow.program);
|
||||||
|
|
||||||
|
glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix);
|
||||||
|
glUniform4f(renderer->shaders.box_shadow.color, color[0], color[1], color[2], color[3]);
|
||||||
|
glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma);
|
||||||
|
glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
glClearStencil(0);
|
||||||
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||||||
|
glDisable(GL_STENCIL_TEST);
|
||||||
|
}
|
||||||
|
|
|
@ -746,11 +746,12 @@ static void damage_child_views_iterator(struct sway_container *con,
|
||||||
void output_damage_whole_container(struct sway_output *output,
|
void output_damage_whole_container(struct sway_output *output,
|
||||||
struct sway_container *con) {
|
struct sway_container *con) {
|
||||||
// Pad the box by 1px, because the width is a double and might be a fraction
|
// Pad the box by 1px, because the width is a double and might be a fraction
|
||||||
|
int shadow_sigma = con->shadow_enabled ? config->shadow_blur_sigma : 0;
|
||||||
struct wlr_box box = {
|
struct wlr_box box = {
|
||||||
.x = con->current.x - output->lx - 1,
|
.x = con->current.x - output->lx - 1 - shadow_sigma,
|
||||||
.y = con->current.y - output->ly - 1,
|
.y = con->current.y - output->ly - 1 - shadow_sigma,
|
||||||
.width = con->current.width + 2,
|
.width = con->current.width + 2 + shadow_sigma * 2,
|
||||||
.height = con->current.height + 2,
|
.height = con->current.height + 2 + shadow_sigma * 2,
|
||||||
};
|
};
|
||||||
scale_box(&box, output->wlr_output->scale);
|
scale_box(&box, output->wlr_output->scale);
|
||||||
if (wlr_damage_ring_add_box(&output->damage_ring, &box)) {
|
if (wlr_damage_ring_add_box(&output->damage_ring, &box)) {
|
||||||
|
|
|
@ -328,6 +328,47 @@ 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],
|
||||||
|
float blur_sigma, float corner_radius, float border_thickness) {
|
||||||
|
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 + blur_sigma;
|
||||||
|
box.y -= output->ly * wlr_output->scale + blur_sigma;
|
||||||
|
box.width += 2 * blur_sigma;
|
||||||
|
box.height += 2 * blur_sigma;
|
||||||
|
|
||||||
|
// Uses the outer radii of the window for a more realistic look
|
||||||
|
corner_radius = corner_radius + border_thickness;
|
||||||
|
|
||||||
|
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, corner_radius, blur_sigma);
|
||||||
|
}
|
||||||
|
|
||||||
|
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];
|
||||||
|
@ -431,7 +472,7 @@ static void render_saved_view(struct sway_view *view, struct sway_output *output
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Render a view's surface and left/bottom/right borders.
|
* Render a view's surface, shadow, and left/bottom/right borders.
|
||||||
*/
|
*/
|
||||||
static void render_view(struct sway_output *output, pixman_region32_t *damage,
|
static void render_view(struct sway_output *output, pixman_region32_t *damage,
|
||||||
struct sway_container *con, struct border_colors *colors,
|
struct sway_container *con, struct border_colors *colors,
|
||||||
|
@ -443,7 +484,22 @@ static void render_view(struct sway_output *output, pixman_region32_t *damage,
|
||||||
render_view_toplevels(view, output, damage, deco_data);
|
render_view_toplevels(view, output, damage, deco_data);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (con->current.border == B_NONE || con->current.border == B_CSD) {
|
// if CSD borders, don't render borders or shadow
|
||||||
|
if (con->current.border == B_CSD) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// render shadow
|
||||||
|
if (con->shadow_enabled && config->shadow_blur_sigma > 0 && config->shadow_color[3] > 0.0) {
|
||||||
|
struct sway_container_state *state = &con->current;
|
||||||
|
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, config->shadow_color,
|
||||||
|
config->shadow_blur_sigma, con->corner_radius,
|
||||||
|
state->border_thickness);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (con->current.border == B_NONE) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
74
sway/desktop/shaders/box_shadow.frag
Normal file
74
sway/desktop/shaders/box_shadow.frag
Normal file
|
@ -0,0 +1,74 @@
|
||||||
|
// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
|
||||||
|
|
||||||
|
precision mediump float;
|
||||||
|
varying vec4 v_color;
|
||||||
|
varying vec2 v_texcoord;
|
||||||
|
|
||||||
|
uniform vec2 position;
|
||||||
|
uniform vec2 size;
|
||||||
|
uniform float blur_sigma;
|
||||||
|
uniform float corner_radius;
|
||||||
|
|
||||||
|
float gaussian(float x, float sigma) {
|
||||||
|
const float pi = 3.141592653589793;
|
||||||
|
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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_radius) {
|
||||||
|
// 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_radius, halfSize) * gaussian(y, sigma) * step;
|
||||||
|
y += step;
|
||||||
|
}
|
||||||
|
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 = v_color.a * roundedBoxShadow(
|
||||||
|
position + blur_sigma,
|
||||||
|
position + size - blur_sigma,
|
||||||
|
gl_FragCoord.xy, blur_sigma * 0.5,
|
||||||
|
corner_radius);
|
||||||
|
|
||||||
|
// dither the alpha to break up color bands
|
||||||
|
frag_alpha += (random() - 0.5) / 128.0;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(v_color.rgb, frag_alpha);
|
||||||
|
}
|
|
@ -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',
|
||||||
|
|
|
@ -7,9 +7,13 @@ uniform vec2 position;
|
||||||
uniform float radius;
|
uniform float radius;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec2 half_size = size / 2.0;
|
vec2 half_size = size * 0.5;
|
||||||
vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
|
vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
|
||||||
float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
|
float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
|
||||||
float smoothedAlpha = 1.0 - smoothstep(-1.0, 1.0, distance);
|
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
|
||||||
gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
|
gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
|
||||||
|
|
||||||
|
if (gl_FragColor.a == 0.0) {
|
||||||
|
discard;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -106,6 +106,9 @@ sway_sources = files(
|
||||||
'commands/seat/shortcuts_inhibitor.c',
|
'commands/seat/shortcuts_inhibitor.c',
|
||||||
'commands/seat/xcursor_theme.c',
|
'commands/seat/xcursor_theme.c',
|
||||||
'commands/set.c',
|
'commands/set.c',
|
||||||
|
'commands/shadow_blur_radius.c',
|
||||||
|
'commands/shadow_color.c',
|
||||||
|
'commands/shadows.c',
|
||||||
'commands/show_marks.c',
|
'commands/show_marks.c',
|
||||||
'commands/shortcuts_inhibitor.c',
|
'commands/shortcuts_inhibitor.c',
|
||||||
'commands/smart_borders.c',
|
'commands/smart_borders.c',
|
||||||
|
@ -250,3 +253,4 @@ executable(
|
||||||
link_with: [lib_sway_common],
|
link_with: [lib_sway_common],
|
||||||
install: true
|
install: true
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
|
@ -659,6 +659,17 @@ The default colors are:
|
||||||
*dim_inactive_colors.urgent* <hex color>
|
*dim_inactive_colors.urgent* <hex color>
|
||||||
The color to dim inactive urgent windows with. Example color: #900000FF
|
The color to dim inactive urgent windows with. Example color: #900000FF
|
||||||
|
|
||||||
|
*shadows* <value>
|
||||||
|
Adjusts if shadows should be enabled or not (on|off). Can also be set per
|
||||||
|
window with *for_window*.
|
||||||
|
|
||||||
|
*shadow_blur_radius* <value>
|
||||||
|
Adjusts the shadow blur radius of windows between 0 (disabled) and 100
|
||||||
|
while 20 is the default value.
|
||||||
|
|
||||||
|
*shadow_color* <hex color with alpha>
|
||||||
|
The shadow color. Default color: #0000007F
|
||||||
|
|
||||||
*default_border* normal|none|pixel [<n>]
|
*default_border* normal|none|pixel [<n>]
|
||||||
Set default border style for new tiled windows.
|
Set default border style for new tiled windows.
|
||||||
|
|
||||||
|
|
|
@ -42,6 +42,7 @@ struct sway_container *container_create(struct sway_view *view) {
|
||||||
c->view = view;
|
c->view = view;
|
||||||
c->alpha = 1.0f;
|
c->alpha = 1.0f;
|
||||||
c->saturation = 1.0f;
|
c->saturation = 1.0f;
|
||||||
|
c->shadow_enabled = config->shadow_enabled;
|
||||||
c->corner_radius = config->corner_radius;
|
c->corner_radius = config->corner_radius;
|
||||||
|
|
||||||
if (!view) {
|
if (!view) {
|
||||||
|
|
Loading…
Reference in a new issue