Line SDF gradient

Line sdf gradient rebase
This commit is contained in:
Bart Louwers
2023-10-06 14:04:41 +02:00
committed by GitHub
3 changed files with 187 additions and 1 deletions

View File

@@ -316,5 +316,169 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
)";
};
template <>
struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineSDFShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 9> attributes;
static const std::array<UniformBlockInfo, 5> uniforms;
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
float4 color [[attribute(2)]];
float2 blur [[attribute(3)]];
float2 opacity [[attribute(4)]];
float2 gapwidth [[attribute(5)]];
float2 offset [[attribute(6)]];
float2 width [[attribute(7)]];
float2 floorwidth [[attribute(8)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float4 color;
float2 width2;
float2 normal;
float gamma_scale;
float blur;
float opacity;
float2 tex_a;
float2 tex_b;
float floorwidth;
};
struct alignas(16) LineSDFUBO {
float4x4 matrix;
float2 units_to_pixels;
float2 patternscale_a;
float2 patternscale_b;
float ratio;
float device_pixel_ratio;
float tex_y_a;
float tex_y_b;
float sdfgamma;
float mix;
};
struct alignas(16) LineSDFPropertiesUBO {
float4 color;
float blur;
float opacity;
float gapwidth;
float offset;
float width;
float floorwidth;
float pad1, pad2;
};
struct alignas(16) LineSDFInterpolationUBO {
float color_t;
float blur_t;
float opacity_t;
float gapwidth_t;
float offset_t;
float width_t;
float floorwidth_t;
float pad1;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineSDFUBO& line [[buffer(9)]],
device const LineSDFPropertiesUBO& props [[buffer(10)]],
device const LineSDFInterpolationUBO& interp [[buffer(11)]],
device const LinePermutationUBO& permutation [[buffer(12)]],
device const ExpressionInputsUBO& expr [[buffer(13)]]) {
const auto color = colorFor(permutation.color, props.color, vertx.color, interp.color_t, expr);
const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
const auto floorwidth = valueFor(permutation.floorwidth, props.floorwidth, vertx.floorwidth, interp.floorwidth_t, expr);
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
const float LINE_DISTANCE_SCALE = 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
float linesofar = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * LINE_DISTANCE_SCALE;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = width / 2.0;
const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
const float u = 0.5 * a_direction;
const float t = 1.0 - abs(u);
const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
return {
.position = position,
.color = color,
.width2 = float2(outset, inset),
.normal = v_normal,
.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
.blur = blur,
.opacity = opacity,
.tex_a = float2(linesofar * line.patternscale_a.x / floorwidth, (normal.y * line.patternscale_a.y + line.tex_y_a) * 2.0),
.tex_b = float2(linesofar * line.patternscale_b.x / floorwidth, (normal.y * line.patternscale_b.y + line.tex_y_b) * 2.0),
.floorwidth = floorwidth,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineSDFUBO& line [[buffer(9)]],
device const LinePermutationUBO& permutation [[buffer(12)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
if (permutation.overdrawInspector) {
return half4(1.0);
}
const float dist = length(in.normal) * in.width2.x;
// Calculate the antialiasing fade factor. This is either when fading in the
// line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
const float blur2 = (in.blur + 1.0 / line.device_pixel_ratio) * in.gamma_scale;
float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
float sdfdist_a = image0.sample(image0_sampler, in.tex_a).a;
float sdfdist_b = image0.sample(image0_sampler, in.tex_b).a;
float sdfdist = mix(sdfdist_a, sdfdist_b, line.mix);
alpha *= smoothstep(0.5 - line.sdfgamma / in.floorwidth, 0.5 + line.sdfgamma / in.floorwidth, sdfdist);
return half4(in.color * (alpha * in.opacity));
}
)";
};
} // namespace shaders
} // namespace mbgl

View File

@@ -140,7 +140,7 @@ void RendererBackend::initShaders(gfx::ShaderRegistry& shaders, const ProgramPar
shaders::BuiltIn::HillshadePrepareShader,
shaders::BuiltIn::LineShader,
shaders::BuiltIn::LineGradientShader,
// shaders::BuiltIn::LineSDFShader,
shaders::BuiltIn::LineSDFShader,
shaders::BuiltIn::LinePatternShader,
shaders::BuiltIn::RasterShader,
shaders::BuiltIn::SymbolIconShader,

View File

@@ -45,5 +45,27 @@ const std::array<TextureInfo, 1> ShaderSource<BuiltIn::LinePatternShader, gfx::B
TextureInfo{0, "u_image"},
};
const std::array<AttributeInfo, 9> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
AttributeInfo{1, gfx::AttributeDataType::UByte4, 1, "a_data"},
AttributeInfo{2, gfx::AttributeDataType::Float4, 1, "a_color"},
AttributeInfo{3, gfx::AttributeDataType::Float2, 1, "a_blur"},
AttributeInfo{4, gfx::AttributeDataType::Float2, 1, "a_opacity"},
AttributeInfo{5, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
AttributeInfo{6, gfx::AttributeDataType::Float2, 1, "a_offset"},
AttributeInfo{7, gfx::AttributeDataType::Float2, 1, "a_width"},
AttributeInfo{8, gfx::AttributeDataType::Float2, 1, "a_floorwidth"},
};
const std::array<UniformBlockInfo, 5> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::uniforms = {
UniformBlockInfo{9, true, true, sizeof(LineSDFUBO), "LineSDFUBO"},
UniformBlockInfo{10, true, false, sizeof(LineSDFPropertiesUBO), "LineSDFPropertiesUBO"},
UniformBlockInfo{11, true, false, sizeof(LineSDFInterpolationUBO), "LineSDFInterpolationUBO"},
UniformBlockInfo{12, true, true, sizeof(LinePermutationUBO), "LinePermutationUBO"},
UniformBlockInfo{13, true, false, sizeof(ExpressionInputsUBO), "ExpressionInputsUBO"},
};
const std::array<TextureInfo, 1> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::textures = {
TextureInfo{0, "u_image"},
};
} // namespace shaders
} // namespace mbgl