Implement metal line sdf shader.

This commit is contained in:
alan wei chen
2023-09-29 17:32:08 +08:00
committed by Tim Sylvester
parent 8db744918f
commit 9ff5d6fcbd
2 changed files with 319 additions and 1 deletions

View File

@@ -316,5 +316,323 @@ 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 constexpr AttributeInfo attributes[] = {
{0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
{1, gfx::AttributeDataType::UByte4, 1, "a_data"},
{2, gfx::AttributeDataType::Float4, 1, "a_color"},
{3, gfx::AttributeDataType::Float2, 1, "a_blur"},
{4, gfx::AttributeDataType::Float2, 1, "a_opacity"},
{5, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
{6, gfx::AttributeDataType::Float2, 1, "a_offset"},
{7, gfx::AttributeDataType::Float2, 1, "a_width"},
{8, gfx::AttributeDataType::Float2, 1, "a_floorwidth"},
};
static constexpr UniformBlockInfo uniforms[] = {
MLN_MTL_UNIFORM_BLOCK(9, true, true, LineSDFUBO),
MLN_MTL_UNIFORM_BLOCK(10, true, false, LineSDFPropertiesUBO),
MLN_MTL_UNIFORM_BLOCK(11, true, false, LineSDFInterpolationUBO),
MLN_MTL_UNIFORM_BLOCK(12, true, true, LinePermutationUBO),
MLN_MTL_UNIFORM_BLOCK(13, true, false, ExpressionInputsUBO),
};
static constexpr TextureInfo textures[] = {
{0, "u_image"},
};
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));
}
)";
};
//
//template <>
//struct ShaderSource<BuiltIn::LineGradientShader, gfx::Backend::Type::Metal> {
// static constexpr auto name = "LineGradientShader";
// static constexpr auto vertexMainFunction = "vertexMain";
// static constexpr auto fragmentMainFunction = "fragmentMain";
//
// static constexpr AttributeInfo attributes[] = {
// {0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
// {1, gfx::AttributeDataType::UByte4, 1, "a_data"},
// {2, gfx::AttributeDataType::Float2, 1, "a_blur"},
// {3, gfx::AttributeDataType::Float2, 1, "a_opacity"},
// {4, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
// {5, gfx::AttributeDataType::Float2, 1, "a_offset"},
// {6, gfx::AttributeDataType::Float2, 1, "a_width"},
// };
// static constexpr UniformBlockInfo uniforms[] = {
// MLN_MTL_UNIFORM_BLOCK(7, true, true, LineGradientUBO),
// MLN_MTL_UNIFORM_BLOCK(8, true, false, LineGradientPropertiesUBO),
// MLN_MTL_UNIFORM_BLOCK(9, true, false, LineGradientInterpolationUBO),
// MLN_MTL_UNIFORM_BLOCK(10, true, true, LinePermutationUBO),
// MLN_MTL_UNIFORM_BLOCK(11, true, false, ExpressionInputsUBO),
// };
// static constexpr TextureInfo textures[] = {
// {0, "u_image"},
// };
//
// static constexpr auto source = R"(
//
//struct VertexStage {
// short2 pos_normal [[attribute(0)]];
// uchar4 data [[attribute(1)]];
// float2 blur [[attribute(2)]];
// float2 opacity [[attribute(3)]];
// float2 gapwidth [[attribute(4)]];
// float2 offset [[attribute(5)]];
// float2 width [[attribute(6)]];
//};
//
//struct FragmentStage {
// float4 position [[position, invariant]];
// float2 width2;
// float2 normal;
// float gamma_scale;
// float blur;
// float opacity;
// float lineprogress;
//};
//
//
//
//FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
// device const LineGradientUBO& line [[buffer(7)]],
// device const LineGradientPropertiesUBO& props [[buffer(8)]],
// device const LineGradientInterpolationUBO& interp [[buffer(9)]],
// device const LinePermutationUBO& permutation [[buffer(10)]],
// device const ExpressionInputsUBO& expr [[buffer(11)]]) {
//
// 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);
//
// // 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 lineprogress = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
// 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,
// .width2 = float2(outset, inset),
// .normal = v_normal,
// .gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
// .blur = blur,
// .opacity = opacity,
// .lineprogress = lineprogress,
// };
//}
//
//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;
// const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
//
// float4 color = image0.sample(image0_sampler, float2(in.v_lineprogress, 0.5));
//
// return half4(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,