diff options
Diffstat (limited to 'sway/desktop/fx_renderer')
-rw-r--r-- | sway/desktop/fx_renderer/fx_renderer.c | 671 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/matrix.c | 70 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/box_shadow.frag | 74 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/common.vert | 12 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/corner.frag | 36 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/embed.sh | 11 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/meson.build | 23 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad.frag | 7 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad_round.frag | 37 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/tex.frag | 62 |
10 files changed, 1003 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c new file mode 100644 index 00000000..36c5bb61 --- /dev/null +++ b/sway/desktop/fx_renderer/fx_renderer.c @@ -0,0 +1,671 @@ +/* + The original wlr_renderer was heavily referenced in making this project + https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 +*/ + +#include <assert.h> +#include <GLES2/gl2.h> +#include <stdlib.h> +#include <wlr/backend.h> +#include <wlr/render/egl.h> +#include <wlr/render/gles2.h> +#include <wlr/types/wlr_matrix.h> +#include <wlr/util/box.h> + +#include "log.h" +#include "sway/desktop/fx_renderer/fx_renderer.h" +#include "sway/desktop/fx_renderer/matrix.h" +#include "sway/output.h" +#include "sway/server.h" + +// shaders +#include "box_shadow_frag_src.h" +#include "common_vert_src.h" +#include "corner_frag_src.h" +#include "quad_frag_src.h" +#include "quad_round_frag_src.h" +#include "tex_frag_src.h" + +static const GLfloat verts[] = { + 1, 0, // top right + 0, 0, // top left + 1, 1, // bottom right + 0, 1, // bottom left +}; + +static GLuint compile_shader(GLuint type, const GLchar *src) { + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &src, NULL); + glCompileShader(shader); + + GLint ok; + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); + if (ok == GL_FALSE) { + sway_log(SWAY_ERROR, "Failed to compile shader"); + glDeleteShader(shader); + shader = 0; + } + + return shader; +} + +static GLuint link_program(const GLchar *frag_src) { + const GLchar *vert_src = common_vert_src; + GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); + if (!vert) { + goto error; + } + + GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); + if (!frag) { + glDeleteShader(vert); + goto error; + } + + GLuint prog = glCreateProgram(); + glAttachShader(prog, vert); + glAttachShader(prog, frag); + glLinkProgram(prog); + + glDetachShader(prog, vert); + glDetachShader(prog, frag); + glDeleteShader(vert); + glDeleteShader(frag); + + GLint ok; + glGetProgramiv(prog, GL_LINK_STATUS, &ok); + if (ok == GL_FALSE) { + sway_log(SWAY_ERROR, "Failed to link shader"); + glDeleteProgram(prog); + goto error; + } + + return prog; + +error: + return 0; +} + +static bool link_tex_program(struct fx_renderer *renderer, + struct gles2_tex_shader *shader, enum fx_tex_shader_source source) { + GLchar frag_src[2048]; + snprintf(frag_src, sizeof(frag_src), + "#define SOURCE %d\n%s", source, tex_frag_src); + + GLuint prog; + shader->program = prog = link_program(frag_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->tex = glGetUniformLocation(prog, "tex"); + shader->alpha = glGetUniformLocation(prog, "alpha"); + shader->dim = glGetUniformLocation(prog, "dim"); + shader->dim_color = glGetUniformLocation(prog, "dim_color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); + shader->size = glGetUniformLocation(prog, "size"); + shader->position = glGetUniformLocation(prog, "position"); + shader->radius = glGetUniformLocation(prog, "radius"); + shader->saturation = glGetUniformLocation(prog, "saturation"); + shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar"); + + return true; +} + +static bool link_rounded_quad_program(struct fx_renderer *renderer, + struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) { + GLchar quad_src[2048]; + snprintf(quad_src, sizeof(quad_src), + "#define SOURCE %d\n%s", source, quad_round_frag_src); + + GLuint prog; + shader->program = prog = link_program(quad_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->size = glGetUniformLocation(prog, "size"); + shader->position = glGetUniformLocation(prog, "position"); + shader->radius = glGetUniformLocation(prog, "radius"); + + return true; +} + +static bool check_gl_ext(const char *exts, const char *ext) { + size_t extlen = strlen(ext); + const char *end = exts + strlen(exts); + + while (exts < end) { + if (exts[0] == ' ') { + exts++; + continue; + } + size_t n = strcspn(exts, " "); + if (n == extlen && strncmp(ext, exts, n) == 0) { + return true; + } + exts += n; + } + return false; +} + +static void load_gl_proc(void *proc_ptr, const char *name) { + void *proc = (void *)eglGetProcAddress(name); + if (proc == NULL) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name); + abort(); + } + *(void **)proc_ptr = proc; +} + +struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { + struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); + if (renderer == NULL) { + return NULL; + } + + // TODO: wlr_egl_make_current or eglMakeCurrent? + // TODO: assert instead of conditional statement? + if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE, + wlr_egl_get_context(egl))) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); + return NULL; + } + // TODO: needed? + renderer->egl = egl; + + // get extensions + const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); + if (exts_str == NULL) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); + return NULL; + } + + sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer"); + sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); + sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); + sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); + sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str); + + // TODO: the rest of the gl checks + if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) { + renderer->exts.OES_egl_image_external = true; + load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES, + "glEGLImageTargetTexture2DOES"); + } + + // init shaders + GLuint prog; + + // quad fragment shader + prog = link_program(quad_frag_src); + renderer->shaders.quad.program = prog; + if (!renderer->shaders.quad.program) { + goto error; + } + renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); + renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); + + // rounded quad fragment shaders + if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad, + SHADER_SOURCE_QUAD_ROUND)) { + goto error; + } + if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad, + SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { + goto error; + } + if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad, + SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { + goto error; + } + + // Border corner shader + prog = link_program(corner_frag_src); + renderer->shaders.corner.program = prog; + if (!renderer->shaders.corner.program) { + goto error; + } + renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.corner.color = glGetUniformLocation(prog, "color"); + renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos"); + renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left"); + renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right"); + renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); + renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); + renderer->shaders.corner.position = glGetUniformLocation(prog, "position"); + renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius"); + renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size"); + renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); + + // box shadow shader + prog = link_program(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 + if (!link_tex_program(renderer, &renderer->shaders.tex_rgba, + SHADER_SOURCE_TEXTURE_RGBA)) { + goto error; + } + if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx, + SHADER_SOURCE_TEXTURE_RGBX)) { + goto error; + } + if (!link_tex_program(renderer, &renderer->shaders.tex_ext, + SHADER_SOURCE_TEXTURE_EXTERNAL)) { + goto error; + } + + + if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl), + EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); + goto error; + } + + sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); + return renderer; + +error: + glDeleteProgram(renderer->shaders.quad.program); + glDeleteProgram(renderer->shaders.rounded_quad.program); + 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); + + if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl), + EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); + } + + // TODO: more freeing? + free(renderer); + + sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); + return NULL; +} + +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 + matrix_projection(renderer->projection, width, height, + WL_OUTPUT_TRANSFORM_FLIPPED_180); + + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +} + +void fx_renderer_end() { + // TODO +} + +void fx_renderer_clear(const float color[static 4]) { + 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) { + if (box) { + glScissor(box->x, box->y, box->width, box->height); + glEnable(GL_SCISSOR_TEST); + } else { + glDisable(GL_SCISSOR_TEST); + } +} + +bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, + const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], + struct decoration_data deco_data) { + assert(wlr_texture_is_gles2(wlr_texture)); + struct wlr_gles2_texture_attribs texture_attrs; + wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs); + + struct gles2_tex_shader *shader = NULL; + + switch (texture_attrs.target) { + case GL_TEXTURE_2D: + if (texture_attrs.has_alpha) { + shader = &renderer->shaders.tex_rgba; + } else { + shader = &renderer->shaders.tex_rgbx; + } + break; + case GL_TEXTURE_EXTERNAL_OES: + shader = &renderer->shaders.tex_ext; + + if (!renderer->exts.OES_egl_image_external) { + sway_log(SWAY_ERROR, "Failed to render texture: " + "GL_TEXTURE_EXTERNAL_OES not supported"); + return false; + } + break; + default: + sway_log(SWAY_ERROR, "Aborting render"); + abort(); + } + + float gl_matrix[9]; + wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); + + // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set + // to GL_FALSE + wlr_matrix_transpose(gl_matrix, gl_matrix); + + // if there's no opacity or rounded corners we don't need to blend + if (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) { + glDisable(GL_BLEND); + } else { + glEnable(GL_BLEND); + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture_attrs.target, texture_attrs.tex); + + glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + glUseProgram(shader->program); + + float* dim_color = deco_data.dim_color; + + glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); + glUniform1i(shader->tex, 0); + glUniform2f(shader->size, dst_box->width, dst_box->height); + glUniform2f(shader->position, dst_box->x, dst_box->y); + glUniform1f(shader->alpha, deco_data.alpha); + glUniform1f(shader->dim, deco_data.dim); + glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]); + glUniform1f(shader->has_titlebar, deco_data.has_titlebar); + glUniform1f(shader->saturation, deco_data.saturation); + glUniform1f(shader->radius, deco_data.corner_radius); + + const GLfloat x1 = src_box->x / wlr_texture->width; + const GLfloat y1 = src_box->y / wlr_texture->height; + const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width; + const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height; + const GLfloat texcoord[] = { + x2, y1, // top right + x1, y1, // top left + x2, y2, // bottom right + x1, y2, // bottom left + }; + + glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); + glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); + + glEnableVertexAttribArray(shader->pos_attrib); + glEnableVertexAttribArray(shader->tex_attrib); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glDisableVertexAttribArray(shader->pos_attrib); + glDisableVertexAttribArray(shader->tex_attrib); + + glBindTexture(texture_attrs.target, 0); + + return true; +} + +bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, + const struct wlr_box *dst_box, const float matrix[static 9], + struct decoration_data deco_data) { + struct wlr_fbox src_box = { + .x = 0, + .y = 0, + .width = wlr_texture->width, + .height = wlr_texture->height, + }; + return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, + dst_box, matrix, deco_data); +} + +void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, + const float color[static 4], const float projection[static 9]) { + 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); + + if (color[3] == 1.0) { + glDisable(GL_BLEND); + } else { + glEnable(GL_BLEND); + } + + glUseProgram(renderer->shaders.quad.program); + + glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); + + glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, + 0, verts); + + glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); +} + +void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, + const float color[static 4], const float projection[static 9], + int radius, enum corner_location corner_location) { + if (box->width == 0 || box->height == 0) { + return; + } + assert(box->width > 0 && box->height > 0); + + struct rounded_quad_shader *shader = NULL; + + switch (corner_location) { + case ALL: + shader = &renderer->shaders.rounded_quad; + break; + case TOP_LEFT: + shader = &renderer->shaders.rounded_tl_quad; + break; + case TOP_RIGHT: + shader = &renderer->shaders.rounded_tr_quad; + break; + default: + sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render"); + abort(); + } + + 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); + + glEnable(GL_BLEND); + + glUseProgram(shader->program); + + glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); + glUniform4f(shader->color, color[0], color[1], color[2], color[3]); + + // rounded corners + glUniform2f(shader->size, box->width, box->height); + glUniform2f(shader->position, box->x, box->y); + glUniform1f(shader->radius, radius); + + glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, + 0, verts); + + glEnableVertexAttribArray(shader->pos_attrib); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glDisableVertexAttribArray(shader->pos_attrib); +} + +void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box, + const float color[static 4], const float projection[static 9], + enum corner_location corner_location, int radius, int border_thickness) { + if (border_thickness == 0 || 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); + + if (color[3] == 1.0 && !radius) { + glDisable(GL_BLEND); + } else { + glEnable(GL_BLEND); + } + + glUseProgram(renderer->shaders.corner.program); + + glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]); + + glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT); + glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT); + glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT); + glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT); + + glUniform2f(renderer->shaders.corner.position, box->x, box->y); + glUniform1f(renderer->shaders.corner.radius, radius); + glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0); + glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0); + + glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE, + 0, verts); + + glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + 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/fx_renderer/matrix.c b/sway/desktop/fx_renderer/matrix.c new file mode 100644 index 00000000..9c9dabec --- /dev/null +++ b/sway/desktop/fx_renderer/matrix.c @@ -0,0 +1,70 @@ +#include <math.h> +#include <string.h> +#include <wlr/types/wlr_output.h> + +#include "sway/desktop/fx_renderer/matrix.h" + +static const float transforms[][9] = { + [WL_OUTPUT_TRANSFORM_NORMAL] = { + 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_90] = { + 0.0f, 1.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_180] = { + -1.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_270] = { + 0.0f, -1.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_FLIPPED] = { + -1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_FLIPPED_90] = { + 0.0f, 1.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_FLIPPED_180] = { + 1.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, + [WL_OUTPUT_TRANSFORM_FLIPPED_270] = { + 0.0f, -1.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + }, +}; + +void matrix_projection(float mat[static 9], int width, int height, + enum wl_output_transform transform) { + memset(mat, 0, sizeof(*mat) * 9); + + const float *t = transforms[transform]; + float x = 2.0f / width; + float y = 2.0f / height; + + // Rotation + reflection + mat[0] = x * t[0]; + mat[1] = x * t[1]; + mat[3] = y * -t[3]; + mat[4] = y * -t[4]; + + // Translation + mat[2] = -copysign(1.0f, mat[0] + mat[1]); + mat[5] = -copysign(1.0f, mat[3] + mat[4]); + + // Identity + mat[8] = 1.0f; +} diff --git a/sway/desktop/fx_renderer/shaders/box_shadow.frag b/sway/desktop/fx_renderer/shaders/box_shadow.frag new file mode 100644 index 00000000..c9b2b91f --- /dev/null +++ b/sway/desktop/fx_renderer/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/fx_renderer/shaders/common.vert b/sway/desktop/fx_renderer/shaders/common.vert new file mode 100644 index 00000000..811e0f2d --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/common.vert @@ -0,0 +1,12 @@ +uniform mat3 proj; +uniform vec4 color; +attribute vec2 pos; +attribute vec2 texcoord; +varying vec4 v_color; +varying vec2 v_texcoord; + +void main() { + gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); + v_color = color; + v_texcoord = texcoord; +} diff --git a/sway/desktop/fx_renderer/shaders/corner.frag b/sway/desktop/fx_renderer/shaders/corner.frag new file mode 100644 index 00000000..7699299a --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/corner.frag @@ -0,0 +1,36 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform bool is_top_left; +uniform bool is_top_right; +uniform bool is_bottom_left; +uniform bool is_bottom_right; + +uniform vec2 position; +uniform float radius; +uniform vec2 half_size; +uniform float half_thickness; + +float roundedBoxSDF(vec2 center, vec2 size, float radius) { + return length(max(abs(center) - size + radius, 0.0)) - radius; +} + +void main() { + vec2 center = gl_FragCoord.xy - position - half_size; + float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness); + float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness); + // Create an inner circle that isn't as anti-aliased as the outer ring + float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness); + gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner); + + if (is_top_left && (center.y > 0.0 || center.x > 0.0)) { + discard; + } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) { + discard; + } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) { + discard; + } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) { + discard; + } +} diff --git a/sway/desktop/fx_renderer/shaders/embed.sh b/sway/desktop/fx_renderer/shaders/embed.sh new file mode 100644 index 00000000..47f07892 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/embed.sh @@ -0,0 +1,11 @@ +#!/bin/sh -eu + +var=${1:-data} +hex="$(od -A n -t x1 -v)" + +echo "static const char $var[] = {" +for byte in $hex; do + echo " 0x$byte," +done +echo " 0x00," +echo "};" diff --git a/sway/desktop/fx_renderer/shaders/meson.build b/sway/desktop/fx_renderer/shaders/meson.build new file mode 100644 index 00000000..6c0dd1d3 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/meson.build @@ -0,0 +1,23 @@ +embed = find_program('./embed.sh', native: true) + +shaders = [ + 'box_shadow.frag', + 'common.vert', + 'corner.frag', + 'quad.frag', + 'quad_round.frag', + 'tex.frag', +] + +foreach name : shaders + output = name.underscorify() + '_src.h' + var = name.underscorify() + '_src' + sway_sources += custom_target( + output, + command: [embed, var], + input: name, + output: output, + feed: true, + capture: true, + ) +endforeach diff --git a/sway/desktop/fx_renderer/shaders/quad.frag b/sway/desktop/fx_renderer/shaders/quad.frag new file mode 100644 index 00000000..7c763272 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/quad.frag @@ -0,0 +1,7 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +void main() { + gl_FragColor = v_color; +} diff --git a/sway/desktop/fx_renderer/shaders/quad_round.frag b/sway/desktop/fx_renderer/shaders/quad_round.frag new file mode 100644 index 00000000..4dcf0c53 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/quad_round.frag @@ -0,0 +1,37 @@ +#define SOURCE_QUAD_ROUND 1 +#define SOURCE_QUAD_ROUND_TOP_LEFT 2 +#define SOURCE_QUAD_ROUND_TOP_RIGHT 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +vec2 getCornerDist() { +#if SOURCE == SOURCE_QUAD_ROUND + vec2 half_size = size * 0.5; + return abs(gl_FragCoord.xy - position - half_size) - half_size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT + return abs(gl_FragCoord.xy - position - size) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT + return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; +#endif +} + +void main() { + vec2 q = getCornerDist(); + 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/desktop/fx_renderer/shaders/tex.frag b/sway/desktop/fx_renderer/shaders/tex.frag new file mode 100644 index 00000000..817b838c --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/tex.frag @@ -0,0 +1,62 @@ +#define SOURCE_TEXTURE_RGBA 1 +#define SOURCE_TEXTURE_RGBX 2 +#define SOURCE_TEXTURE_EXTERNAL 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +#extension GL_OES_EGL_image_external : require +#endif + +precision mediump float; + +varying vec2 v_texcoord; + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +uniform samplerExternalOES tex; +#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX +uniform sampler2D tex; +#endif + +uniform float alpha; +uniform float dim; +uniform vec4 dim_color; +uniform vec2 size; +uniform vec2 position; +uniform float radius; +uniform bool has_titlebar; +uniform float saturation; + +const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); + +vec4 sample_texture() { +#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL + return texture2D(tex, v_texcoord); +#elif SOURCE == SOURCE_TEXTURE_RGBX + return vec4(texture2D(tex, v_texcoord).rgb, 1.0); +#endif +} + +void main() { + vec4 color = sample_texture(); + // Saturation + if (saturation != 1.0) { + vec4 pixColor = texture2D(tex, v_texcoord); + vec3 irgb = pixColor.rgb; + vec3 target = vec3(dot(irgb, saturation_weight)); + color = vec4(mix(target, irgb, saturation), pixColor.a); + } + // Dimming + gl_FragColor = mix(color, dim_color, dim) * alpha; + + if (!has_titlebar || gl_FragCoord.y - position.y > radius) { + vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); + if (max(corner_distance.x, corner_distance.y) < radius) { + float d = radius - distance(corner_distance, vec2(radius)); + float smooth = smoothstep(-1.0, 0.5, d); + gl_FragColor = mix(vec4(0), gl_FragColor, smooth); + } + } +} |