diff options
| -rw-r--r-- | README.md | 7 | ||||
| -rw-r--r-- | config.in | 4 | ||||
| -rw-r--r-- | include/sway/commands.h | 3 | ||||
| -rw-r--r-- | include/sway/config.h | 3 | ||||
| -rw-r--r-- | include/sway/desktop/fx_renderer.h | 16 | ||||
| -rw-r--r-- | include/sway/tree/container.h | 2 | ||||
| -rw-r--r-- | sway/commands.c | 3 | ||||
| -rw-r--r-- | sway/commands/shadow_blur_radius.c | 25 | ||||
| -rw-r--r-- | sway/commands/shadow_color.c | 25 | ||||
| -rw-r--r-- | sway/commands/shadows.c | 31 | ||||
| -rw-r--r-- | sway/config.c | 3 | ||||
| -rw-r--r-- | sway/desktop/fx_renderer.c | 109 | ||||
| -rw-r--r-- | sway/desktop/output.c | 9 | ||||
| -rw-r--r-- | sway/desktop/render.c | 60 | ||||
| -rw-r--r-- | sway/desktop/shaders/box_shadow.frag | 74 | ||||
| -rw-r--r-- | sway/desktop/shaders/meson.build | 1 | ||||
| -rw-r--r-- | sway/desktop/shaders/quad_round.frag | 10 | ||||
| -rw-r--r-- | sway/meson.build | 4 | ||||
| -rw-r--r-- | sway/sway.5.scd | 11 | ||||
| -rw-r--r-- | sway/tree/container.c | 1 | 
20 files changed, 388 insertions, 13 deletions
| @@ -13,7 +13,11 @@ Sway is an incredible window manager, and certainly one of the most well establi  + Corner radius: `corner_radius <val>`  + Application saturation: `for_window [CRITERIA HERE] saturation <set|plus|minus> <val 0.0 <-> 2.0>` -+ Dim unfocused windows:  ++ Window shadows: +    - `shadows on|off` +    - `shadow_blur_radius <integer value 0 - 100>` +    - `shadow_color <hex color with alpha> ex, #0000007F` ++ Dim unfocused windows:      - `dim_inactive <float value 0.0 - 1.0>`      - `dim_inactive_colors.unfocused <hex color> ex, #000000FF`      - `dim_inactive_colors.urgent <hex color> ex, #900000FF` @@ -22,7 +26,6 @@ Sway is an incredible window manager, and certainly one of the most well establi  + fade in / out animations  + window movement animations -+ drop shadows  + blur  ## Installation @@ -24,6 +24,10 @@ set $menu dmenu_path | dmenu | xargs swaymsg exec --  # window corner radius in px  corner_radius 10 +shadows off +shadow_blur_radius 20 +shadow_color #0000007F +  # inactive window fade amount. 0.0 = no dimming, 1.0 = fully dimmed  dim_inactive 0.0  dim_inactive_colors.unfocused #000000FF diff --git a/include/sway/commands.h b/include/sway/commands.h index 98b232e1..256b3506 100644 --- a/include/sway/commands.h +++ b/include/sway/commands.h @@ -178,6 +178,9 @@ sway_cmd cmd_scratchpad;  sway_cmd cmd_seamless_mouse;  sway_cmd cmd_set;  sway_cmd cmd_shortcuts_inhibitor; +sway_cmd cmd_shadow_blur_radius; +sway_cmd cmd_shadow_color; +sway_cmd cmd_shadows;  sway_cmd cmd_show_marks;  sway_cmd cmd_smart_borders;  sway_cmd cmd_smart_gaps; diff --git a/include/sway/config.h b/include/sway/config.h index 55aa8fbe..bcb06f0f 100644 --- a/include/sway/config.h +++ b/include/sway/config.h @@ -482,6 +482,9 @@ struct sway_config {  		float unfocused[4];  		float urgent[4];  	} dim_inactive_colors; +	bool shadow_enabled; +	int shadow_blur_sigma; +	float shadow_color[4];  	char *swaynag_command;  	struct swaynag_instance swaynag_config_errors; diff --git a/include/sway/desktop/fx_renderer.h b/include/sway/desktop/fx_renderer.h index c5bae260..1c3121cd 100644 --- a/include/sway/desktop/fx_renderer.h +++ b/include/sway/desktop/fx_renderer.h @@ -47,6 +47,8 @@ struct fx_renderer {  	float projection[9]; +	GLuint stencil_buffer_id; +  	struct {  		bool OES_egl_image_external;  	} exts; @@ -84,6 +86,17 @@ struct fx_renderer {  			GLint half_thickness;  		} corner; +		struct { +			GLuint program; +			GLint proj; +			GLint color; +			GLint pos_attrib; +			GLint position; +			GLint size; +			GLint blur_sigma; +			GLint corner_radius; +		} box_shadow; +  		struct gles2_tex_shader tex_rgba;  		struct gles2_tex_shader tex_rgbx;  		struct gles2_tex_shader tex_ext; @@ -118,4 +131,7 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box  		const float color[static 4], const float projection[static 9],  		enum corner_location corner_location, int radius, int border_thickness); +void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, +		const float color[static 4], const float projection[static 9], int radius, float blur_sigma); +  #endif diff --git a/include/sway/tree/container.h b/include/sway/tree/container.h index 75a8113a..91448ac7 100644 --- a/include/sway/tree/container.h +++ b/include/sway/tree/container.h @@ -113,6 +113,8 @@ struct sway_container {  	// Hidden scratchpad containers have a NULL parent.  	bool scratchpad; +	bool shadow_enabled; +  	float saturation;  	float alpha; diff --git a/sway/commands.c b/sway/commands.c index 6e473b97..9bd5275d 100644 --- a/sway/commands.c +++ b/sway/commands.c @@ -88,6 +88,9 @@ static const struct cmd_handler handlers[] = {  	{ "popup_during_fullscreen", cmd_popup_during_fullscreen },  	{ "seat", cmd_seat },  	{ "set", cmd_set }, +	{ "shadow_blur_radius", cmd_shadow_blur_radius }, +	{ "shadow_color", cmd_shadow_color }, +	{ "shadows", cmd_shadows },  	{ "show_marks", cmd_show_marks },  	{ "smart_borders", cmd_smart_borders },  	{ "smart_gaps", cmd_smart_gaps }, diff --git a/sway/commands/shadow_blur_radius.c b/sway/commands/shadow_blur_radius.c new file mode 100644 index 00000000..036341f8 --- /dev/null +++ b/sway/commands/shadow_blur_radius.c @@ -0,0 +1,25 @@ +#include <string.h> +#include "sway/commands.h" +#include "sway/config.h" +#include "sway/tree/arrange.h" +#include "sway/tree/container.h" +#include "log.h" + +struct cmd_results *cmd_shadow_blur_radius(int argc, char **argv) { +	struct cmd_results *error = NULL; +	if ((error = checkarg(argc, "shadow_blur_radius", EXPECTED_EQUAL_TO, 1))) { +		return error; +	} + +	char *inv; +	int value = strtol(argv[0], &inv, 10); +	if (*inv != '\0' || value < 0 || value > 99) { +		return cmd_results_new(CMD_FAILURE, "Invalid size specified"); +	} + +	config->shadow_blur_sigma = value; + +	arrange_root(); + +	return cmd_results_new(CMD_SUCCESS, NULL); +} diff --git a/sway/commands/shadow_color.c b/sway/commands/shadow_color.c new file mode 100644 index 00000000..02952bdd --- /dev/null +++ b/sway/commands/shadow_color.c @@ -0,0 +1,25 @@ +#include "log.h" +#include "sway/commands.h" +#include "sway/config.h" +#include "sway/output.h" +#include "sway/tree/arrange.h" +#include "sway/tree/container.h" +#include "util.h" + +struct cmd_results *cmd_shadow_color(int argc, char **argv) { +	struct cmd_results *error = NULL; +	if ((error = checkarg(argc, "shadow_color", EXPECTED_AT_LEAST, 1))) { +		return error; +	} + +	uint32_t color; +	if (!parse_color(argv[0], &color)) { +		return cmd_results_new(CMD_INVALID, "Invalid %s color %s", +				"shadow_color", argv[0]); +	} +	color_to_rgba(config->shadow_color, color); + +	arrange_root(); + +	return cmd_results_new(CMD_SUCCESS, NULL); +} diff --git a/sway/commands/shadows.c b/sway/commands/shadows.c new file mode 100644 index 00000000..2b57b2e6 --- /dev/null +++ b/sway/commands/shadows.c @@ -0,0 +1,31 @@ +#include <string.h> +#include "sway/commands.h" +#include "sway/config.h" +#include "sway/tree/arrange.h" +#include "sway/tree/view.h" +#include "sway/tree/container.h" +#include "log.h" +#include "stringop.h" +#include "util.h" + +struct cmd_results *cmd_shadows(int argc, char **argv) { +	struct cmd_results *error = checkarg(argc, "shadows", EXPECTED_AT_LEAST, 1); + +	if (error) { +		return error; +	} + +	struct sway_container *con = config->handler_context.container; + +	bool result = parse_boolean(argv[0], config->shadow_enabled); +	if (con == NULL) { +		config->shadow_enabled = result; +	} else { +		con->shadow_enabled = result; +		container_damage_whole(con); +	} + +	arrange_root(); + +	return cmd_results_new(CMD_SUCCESS, NULL); +} diff --git a/sway/config.c b/sway/config.c index e99a3458..e965601b 100644 --- a/sway/config.c +++ b/sway/config.c @@ -338,6 +338,9 @@ static void config_defaults(struct sway_config *config) {  	config->dim_inactive = 0.0f;  	color_to_rgba(config->dim_inactive_colors.unfocused, 0x000000FF);  	color_to_rgba(config->dim_inactive_colors.urgent, 0x900000FF); +	config->shadow_enabled = false; +	config->shadow_blur_sigma = 20.0f; +	color_to_rgba(config->shadow_color, 0x0000007F);  	// The keysym to keycode translation  	struct xkb_rule_names rules = {0}; diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 782ceb88..03645b0f 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -24,6 +24,7 @@  #include "quad_round_tl_frag_src.h"  #include "quad_round_tr_frag_src.h"  #include "corner_frag_src.h" +#include "box_shadow_frag_src.h"  #include "tex_rgba_frag_src.h"  #include "tex_rgbx_frag_src.h"  #include "tex_external_frag_src.h" @@ -108,6 +109,7 @@ static GLuint compile_shader(GLuint type, const GLchar *src) {  	GLint ok;  	glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);  	if (ok == GL_FALSE) { +		sway_log(SWAY_ERROR, "Failed to compile shader");  		glDeleteShader(shader);  		shader = 0;  	} @@ -140,6 +142,7 @@ static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {  	GLint ok;  	glGetProgramiv(prog, GL_LINK_STATUS, &ok);  	if (ok == GL_FALSE) { +		sway_log(SWAY_ERROR, "Failed to link shader");  		glDeleteProgram(prog);  		goto error;  	} @@ -294,6 +297,20 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {  	renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");  	renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); +	// box shadow shader +	prog = link_program(common_vert_src, box_shadow_frag_src); +	renderer->shaders.box_shadow.program = prog; +	if (!renderer->shaders.box_shadow.program) { +		goto error; +	} +	renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj"); +	renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color"); +	renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos"); +	renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position"); +	renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size"); +	renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma"); +	renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius"); +  	// fragment shaders  	prog = link_program(common_vert_src, tex_rgba_frag_src);  	if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) { @@ -323,6 +340,7 @@ error:  	glDeleteProgram(renderer->shaders.rounded_tl_quad.program);  	glDeleteProgram(renderer->shaders.rounded_tr_quad.program);  	glDeleteProgram(renderer->shaders.corner.program); +	glDeleteProgram(renderer->shaders.box_shadow.program);  	glDeleteProgram(renderer->shaders.tex_rgba.program);  	glDeleteProgram(renderer->shaders.tex_rgbx.program);  	glDeleteProgram(renderer->shaders.tex_ext.program); @@ -340,6 +358,15 @@ error:  }  void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) { +	// Create and render the stencil buffer +	if (renderer->stencil_buffer_id == 0) { +		glGenRenderbuffers(1, &renderer->stencil_buffer_id); +	} +	glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id); +	glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); +	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, +			GL_RENDERBUFFER, renderer->stencil_buffer_id); +  	glViewport(0, 0, width, height);  	// refresh projection matrix @@ -354,8 +381,9 @@ void fx_renderer_end() {  }  void fx_renderer_clear(const float color[static 4]) { -		glClearColor(color[0], color[1], color[2], color[3]); -		glClear(GL_COLOR_BUFFER_BIT); +	glClearColor(color[0], color[1], color[2], color[3]); +	glClearStencil(0); +	glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);  }  void fx_renderer_scissor(struct wlr_box *box) { @@ -616,3 +644,80 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box  	glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);  } + +// TODO: alpha input arg? +void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, +		const float color[static 4], const float projection[static 9], +		int corner_radius, float blur_sigma) { +	if (box->width == 0 || box->height == 0) { +		return; +	} +	assert(box->width > 0 && box->height > 0); +	float matrix[9]; +	wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); + +	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); +} diff --git a/sway/desktop/output.c b/sway/desktop/output.c index 182ca428..abf60a2f 100644 --- a/sway/desktop/output.c +++ b/sway/desktop/output.c @@ -746,11 +746,12 @@ static void damage_child_views_iterator(struct sway_container *con,  void output_damage_whole_container(struct sway_output *output,  		struct sway_container *con) {  	// 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 = { -		.x = con->current.x - output->lx - 1, -		.y = con->current.y - output->ly - 1, -		.width = con->current.width + 2, -		.height = con->current.height + 2, +		.x = con->current.x - output->lx - 1 - shadow_sigma, +		.y = con->current.y - output->ly - 1 - shadow_sigma, +		.width = con->current.width + 2 + shadow_sigma * 2, +		.height = con->current.height + 2 + shadow_sigma * 2,  	};  	scale_box(&box, output->wlr_output->scale);  	if (wlr_damage_ring_add_box(&output->damage_ring, &box)) { diff --git a/sway/desktop/render.c b/sway/desktop/render.c index 35e2150e..36be155e 100644 --- a/sway/desktop/render.c +++ b/sway/desktop/render.c @@ -328,6 +328,47 @@ damage_finish:  	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) {  	color[3] *= opacity;  	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,  		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);  	} -	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;  	} diff --git a/sway/desktop/shaders/box_shadow.frag b/sway/desktop/shaders/box_shadow.frag new file mode 100644 index 00000000..c9b2b91f --- /dev/null +++ b/sway/desktop/shaders/box_shadow.frag @@ -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); +} diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index 08efb967..ce2439de 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -7,6 +7,7 @@ shaders = [      'quad_round_tl.frag',      'quad_round_tr.frag',      'corner.frag', +    'box_shadow.frag',      'tex_rgba.frag',      'tex_rgbx.frag',      'tex_external.frag', diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag index e347284b..ddd6fe9b 100644 --- a/sway/desktop/shaders/quad_round.frag +++ b/sway/desktop/shaders/quad_round.frag @@ -7,9 +7,13 @@ uniform vec2 position;  uniform float radius;  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; -    float distance = 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 dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; +    float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);      gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); + +    if (gl_FragColor.a == 0.0) { +        discard; +    }  } diff --git a/sway/meson.build b/sway/meson.build index 12362fcd..757d0c99 100644 --- a/sway/meson.build +++ b/sway/meson.build @@ -106,6 +106,9 @@ sway_sources = files(  	'commands/seat/shortcuts_inhibitor.c',  	'commands/seat/xcursor_theme.c',  	'commands/set.c', +	'commands/shadow_blur_radius.c', +	'commands/shadow_color.c', +	'commands/shadows.c',  	'commands/show_marks.c',  	'commands/shortcuts_inhibitor.c',  	'commands/smart_borders.c', @@ -250,3 +253,4 @@ executable(  	link_with: [lib_sway_common],  	install: true  ) + diff --git a/sway/sway.5.scd b/sway/sway.5.scd index 15e60844..a5fb4173 100644 --- a/sway/sway.5.scd +++ b/sway/sway.5.scd @@ -659,6 +659,17 @@ The default colors are:  *dim_inactive_colors.urgent* <hex color>  	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>]  	Set default border style for new tiled windows. diff --git a/sway/tree/container.c b/sway/tree/container.c index 29a1e226..9de6c551 100644 --- a/sway/tree/container.c +++ b/sway/tree/container.c @@ -42,6 +42,7 @@ struct sway_container *container_create(struct sway_view *view) {  	c->view = view;  	c->alpha = 1.0f;  	c->saturation = 1.0f; +	c->shadow_enabled = config->shadow_enabled;  	c->corner_radius = config->corner_radius;  	if (!view) { | 
