1
0
mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-06-10 13:13:29 -04:00
Files
DankMaterialShell/quickshell/Common/ElevationShadow.qml
T

58 lines
3.0 KiB
QML

pragma ComponentBehavior: Bound
import QtQuick
import qs.Common
Item {
id: root
property var level: Theme.elevationLevel2
property string direction: Theme.elevationLightDirection
property real fallbackOffset: 4
property color targetColor: "white"
property real targetRadius: Theme.cornerRadius
property real topLeftRadius: targetRadius
property real topRightRadius: targetRadius
property real bottomLeftRadius: targetRadius
property real bottomRightRadius: targetRadius
property color borderColor: "transparent"
property real borderWidth: 0
// Rounded-rect geometry within the item; defaults fill the item.
property real sourceX: 0
property real sourceY: 0
property real sourceWidth: width
property real sourceHeight: height
property bool shadowEnabled: Theme.elevationEnabled
property real shadowBlurPx: level && level.blurPx !== undefined ? level.blurPx : 0
property real shadowSpreadPx: level && level.spreadPx !== undefined ? level.spreadPx : 0
property real shadowOffsetX: Theme.elevationOffsetXFor(level, direction, fallbackOffset)
property real shadowOffsetY: Theme.elevationOffsetYFor(level, direction, fallbackOffset)
property color shadowColor: Theme.elevationShadowColor(level)
property real shadowOpacity: 1
readonly property var _ambient: Theme.elevationAmbient(level)
readonly property real _pad: shadowEnabled ? Math.ceil(Math.max(shadowBlurPx + shadowSpreadPx + Math.max(Math.abs(shadowOffsetX), Math.abs(shadowOffsetY)), _ambient.blurPx + _ambient.spreadPx) + 2) : 0
// Fill + border + key/ambient shadows drawn analytically on one oversized
// quad — no FBO, no blur passes.
ShaderEffect {
anchors.fill: parent
anchors.margins: -root._pad
fragmentShader: Qt.resolvedUrl("../Shaders/qsb/elevation_rect.frag.qsb")
property real widthPx: width
property real heightPx: height
property real borderWidth: root.borderWidth
property vector4d rectPx: Qt.vector4d(root._pad + root.sourceX, root._pad + root.sourceY, root.sourceWidth, root.sourceHeight)
property vector4d cornerRadius: Qt.vector4d(root.topLeftRadius, root.topRightRadius, root.bottomRightRadius, root.bottomLeftRadius)
property vector4d fillColor: Qt.vector4d(root.targetColor.r, root.targetColor.g, root.targetColor.b, root.targetColor.a)
property vector4d borderColor: Qt.vector4d(root.borderColor.r, root.borderColor.g, root.borderColor.b, root.borderColor.a)
property vector4d shadowColor: Qt.vector4d(root.shadowColor.r, root.shadowColor.g, root.shadowColor.b, root.shadowEnabled ? root.shadowColor.a * root.shadowOpacity : 0)
property vector4d shadowParam: Qt.vector4d(Math.max(0, root.shadowBlurPx), root.shadowSpreadPx, root.shadowOffsetX, root.shadowOffsetY)
property vector4d ambientParam: Qt.vector4d(root._ambient.blurPx, root._ambient.spreadPx, root.shadowEnabled ? root._ambient.alpha * root.shadowOpacity : 0, 0)
}
}