104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
#pragma once
|
|
|
|
#include <mbgl/shaders/shader_source.hpp>
|
|
#include <mbgl/shaders/vulkan/shader_program.hpp>
|
|
|
|
namespace mbgl {
|
|
namespace shaders {
|
|
|
|
constexpr auto customSymbolIconShaderPrelude = R"(#define idCustomSymbolDrawableUBO idDrawableReservedVertexOnlyUBO)";
|
|
|
|
template <>
|
|
struct ShaderSource<BuiltIn::CustomSymbolIconShader, gfx::Backend::Type::Vulkan> {
|
|
static constexpr const char* name = "CustomSymbolIconShader";
|
|
|
|
static const std::array<AttributeInfo, 2> attributes;
|
|
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
|
|
static const std::array<TextureInfo, 1> textures;
|
|
|
|
static constexpr auto prelude = customSymbolIconShaderPrelude;
|
|
static constexpr auto vertex = R"(
|
|
|
|
layout(location = 0) in vec2 in_position;
|
|
layout(location = 1) in vec2 in_tex;
|
|
|
|
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idCustomSymbolDrawableUBO) uniform CustomSymbolIconDrawableUBO {
|
|
mat4 matrix;
|
|
vec2 extrude_scale;
|
|
vec2 anchor;
|
|
float angle_degrees;
|
|
bool scale_with_map;
|
|
bool pitch_with_map;
|
|
float camera_to_center_distance;
|
|
float aspect_ratio;
|
|
float pad1;
|
|
float pad2;
|
|
float pad3;
|
|
} drawable;
|
|
|
|
layout(location = 0) out vec2 frag_tex;
|
|
|
|
vec2 rotateVec2(vec2 v, float angle) {
|
|
float cosA = cos(angle);
|
|
float sinA = sin(angle);
|
|
return vec2(v.x * cosA - v.y * sinA, v.x * sinA + v.y * cosA);
|
|
}
|
|
|
|
vec2 ellipseRotateVec2(vec2 v, float angle, float radiusRatio /* A/B */) {
|
|
float cosA = cos(angle);
|
|
float sinA = sin(angle);
|
|
float invRatio = 1.0 / radiusRatio;
|
|
return vec2(v.x * cosA - radiusRatio * v.y * sinA, invRatio * v.x * sinA + v.y * cosA);
|
|
}
|
|
|
|
void main() {
|
|
const vec2 extrude = mod(in_position, 2.0) * 2.0 - 1.0;
|
|
const vec2 anchor = (drawable.anchor - vec2(0.5, 0.5)) * 2.0;
|
|
const vec2 center = floor(in_position * 0.5);
|
|
const float angle = radians(-drawable.angle_degrees);
|
|
vec2 corner = extrude - anchor;
|
|
|
|
vec4 position;
|
|
if (drawable.pitch_with_map) {
|
|
if (drawable.scale_with_map) {
|
|
corner *= drawable.extrude_scale;
|
|
} else {
|
|
vec4 projected_center = drawable.matrix * vec4(center, 0, 1);
|
|
corner *= drawable.extrude_scale * (projected_center.w / drawable.camera_to_center_distance);
|
|
}
|
|
corner = center + rotateVec2(corner, angle);
|
|
position = drawable.matrix * vec4(corner, 0, 1);
|
|
} else {
|
|
position = drawable.matrix * vec4(center, 0, 1);
|
|
const float factor = drawable.scale_with_map ? drawable.camera_to_center_distance : position.w;
|
|
position.xy += ellipseRotateVec2(corner * drawable.extrude_scale * factor, angle, drawable.aspect_ratio);
|
|
}
|
|
|
|
gl_Position = position;
|
|
applySurfaceTransform();
|
|
|
|
frag_tex = in_tex;
|
|
}
|
|
)";
|
|
|
|
static constexpr auto fragment = R"(
|
|
layout(location = 0) in vec2 frag_tex;
|
|
layout(location = 0) out vec4 out_color;
|
|
|
|
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler;
|
|
|
|
void main() {
|
|
|
|
#if defined(OVERDRAW_INSPECTOR)
|
|
out_color = vec4(1.0);
|
|
return;
|
|
#endif
|
|
|
|
out_color = texture(image_sampler, frag_tex);
|
|
}
|
|
)";
|
|
};
|
|
|
|
} // namespace shaders
|
|
} // namespace mbgl
|