485 lines
21 KiB
C++
485 lines
21 KiB
C++
#pragma once
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#include <mbgl/shaders/line_layer_ubo.hpp>
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/mtl/common.hpp>
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#include <mbgl/shaders/mtl/shader_program.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::LineShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "LineShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<AttributeInfo, 8> attributes;
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static const std::array<UniformBlockInfo, 5> uniforms;
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 pos_normal [[attribute(0)]];
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uchar4 data [[attribute(1)]];
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float4 color [[attribute(2)]];
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float2 blur [[attribute(3)]];
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float2 opacity [[attribute(4)]];
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float2 gapwidth [[attribute(5)]];
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float2 offset [[attribute(6)]];
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float2 width [[attribute(7)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 width2;
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float2 normal;
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float gamma_scale;
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float4 color;
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float blur;
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float opacity;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const LineUBO& line [[buffer(8)]],
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device const LinePropertiesUBO& props [[buffer(9)]],
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device const LineInterpolationUBO& interp [[buffer(10)]],
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device const LinePermutationUBO& permutation [[buffer(11)]],
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device const ExpressionInputsUBO& expr [[buffer(12)]]) {
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const auto color = colorFor(permutation.color, props.color, vertx.color, interp.color_t, expr);
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const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
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const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
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const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
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const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
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const float2 a_extrude = float2(vertx.data.xy) - 128.0;
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const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
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const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
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const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
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const float halfwidth = width / 2.0;
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const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
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const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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const float u = 0.5 * a_direction;
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const float t = 1.0 - abs(u);
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const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
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const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
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const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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const float extrude_length_without_perspective = length(dist);
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const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
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return {
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.position = position,
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.width2 = float2(outset, inset),
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.normal = v_normal,
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.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
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.color = color,
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.blur = blur,
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.opacity = opacity,
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const LineUBO& line [[buffer(8)]],
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device const LinePermutationUBO& permutation [[buffer(11)]]) {
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if (permutation.overdrawInspector) {
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return half4(1.0);
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}
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// Calculate the distance of the pixel from the line in pixels.
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const float dist = length(in.normal) * in.width2.x;
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// Calculate the antialiasing fade factor. This is either when fading in the
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// line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
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const float blur2 = (in.blur + 1.0 / line.device_pixel_ratio) * in.gamma_scale;
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const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
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return half4(in.color * (alpha * in.opacity));
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::LinePatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "LinePatternShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<AttributeInfo, 9> attributes;
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static const std::array<UniformBlockInfo, 6> uniforms;
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 pos_normal [[attribute(0)]];
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uchar4 data [[attribute(1)]];
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float2 blur [[attribute(2)]];
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float2 opacity [[attribute(3)]];
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float2 gapwidth [[attribute(4)]];
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float2 offset [[attribute(5)]];
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float2 width [[attribute(6)]];
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ushort4 pattern_from [[attribute(7)]];
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ushort4 pattern_to [[attribute(8)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 width2;
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float2 normal;
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float gamma_scale;
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float blur;
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float opacity;
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float4 pattern_from;
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float4 pattern_to;
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float linesofar;
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};
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struct alignas(16) LinePatternUBO {
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float4x4 matrix;
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float4 scale;
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float2 texsize;
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float2 units_to_pixels;
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float ratio;
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float device_pixel_ratio;
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float fade;
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float pad1;
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};
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struct alignas(16) LinePatternPropertiesUBO {
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float blur;
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float opacity;
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float offset;
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float gapwidth;
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float width;
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float pad1, pad2, pad3;
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};
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struct alignas(16) LinePatternInterpolationUBO {
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float blur_t;
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float opacity_t;
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float offset_t;
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float gapwidth_t;
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float width_t;
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float pattern_from_t;
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float pattern_to_t;
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float pad1;
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};
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struct alignas(16) LinePatternTilePropertiesUBO {
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float4 pattern_from;
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float4 pattern_to;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const LinePatternUBO& line [[buffer(9)]],
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device const LinePatternPropertiesUBO& props [[buffer(10)]],
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device const LinePatternInterpolationUBO& interp [[buffer(11)]],
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device const LinePatternTilePropertiesUBO& tileProps [[buffer(12)]],
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device const LinePermutationUBO& permutation [[buffer(13)]],
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device const ExpressionInputsUBO& expr [[buffer(14)]]) {
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const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
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const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
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const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
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const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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const auto pattern_from = patternFor(permutation.pattern_from, tileProps.pattern_from, vertx.pattern_from, interp.pattern_from_t, expr);
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const auto pattern_to = patternFor(permutation.pattern_to, tileProps.pattern_to, vertx.pattern_to, interp.pattern_to_t, expr);
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
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const float LINE_DISTANCE_SCALE = 2.0;
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const float2 a_extrude = float2(vertx.data.xy) - 128.0;
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const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
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float linesofar = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * LINE_DISTANCE_SCALE;
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const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
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const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
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const float halfwidth = width / 2.0;
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const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
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const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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const float u = 0.5 * a_direction;
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const float t = 1.0 - abs(u);
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const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
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const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
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const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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const float extrude_length_without_perspective = length(dist);
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const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
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return {
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.position = position,
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.width2 = float2(outset, inset),
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.normal = v_normal,
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.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
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.blur = blur,
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.opacity = opacity,
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.pattern_from = pattern_from,
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.pattern_to = pattern_to,
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.linesofar = linesofar,
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const LinePatternUBO& line [[buffer(9)]],
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device const LinePermutationUBO& permutation [[buffer(13)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_sampler [[sampler(0)]]) {
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if (permutation.overdrawInspector) {
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return half4(1.0);
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}
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float2 pattern_tl_a = in.pattern_from.xy;
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float2 pattern_br_a = in.pattern_from.zw;
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float2 pattern_tl_b = in.pattern_to.xy;
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float2 pattern_br_b = in.pattern_to.zw;
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float pixelRatio = line.scale.x;
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float tileZoomRatio = line.scale.y;
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float fromScale = line.scale.z;
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float toScale = line.scale.w;
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float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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float2 pattern_size_a = float2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
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float2 pattern_size_b = float2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(in.normal) * in.width2.x;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (in.width2.y) or when fading out
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// (in.width2.x)
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float blur2 = (in.blur + 1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
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float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
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float x_a = glMod(in.linesofar / pattern_size_a.x, 1.0);
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float x_b = glMod(in.linesofar / pattern_size_b.x, 1.0);
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// in.normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
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// we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
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// to ensure we don't sample outside the designated symbol on the sprite sheet.
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// 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
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// the texture coordinate
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float y_a = 0.5 + (in.normal.y * clamp(in.width2.x, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y);
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float y_b = 0.5 + (in.normal.y * clamp(in.width2.x, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y);
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float2 pos_a = mix(pattern_tl_a / line.texsize, pattern_br_a / line.texsize, float2(x_a, y_a));
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float2 pos_b = mix(pattern_tl_b / line.texsize, pattern_br_b / line.texsize, float2(x_b, y_b));
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float4 color = mix(image0.sample(image0_sampler, pos_a), image0.sample(image0_sampler, pos_b), line.fade);
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return half4(color * alpha * in.opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "LineSDFShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<AttributeInfo, 9> attributes;
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static const std::array<UniformBlockInfo, 5> uniforms;
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 pos_normal [[attribute(0)]];
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uchar4 data [[attribute(1)]];
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float4 color [[attribute(2)]];
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float2 blur [[attribute(3)]];
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float2 opacity [[attribute(4)]];
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float2 gapwidth [[attribute(5)]];
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float2 offset [[attribute(6)]];
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float2 width [[attribute(7)]];
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float2 floorwidth [[attribute(8)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float4 color;
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float2 width2;
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float2 normal;
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float gamma_scale;
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float blur;
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float opacity;
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float2 tex_a;
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float2 tex_b;
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float floorwidth;
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};
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struct alignas(16) LineSDFUBO {
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float4x4 matrix;
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float2 units_to_pixels;
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float2 patternscale_a;
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float2 patternscale_b;
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float ratio;
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float device_pixel_ratio;
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float tex_y_a;
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float tex_y_b;
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float sdfgamma;
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float mix;
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};
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struct alignas(16) LineSDFPropertiesUBO {
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float4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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float pad1, pad2;
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};
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struct alignas(16) LineSDFInterpolationUBO {
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float color_t;
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float blur_t;
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float opacity_t;
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float gapwidth_t;
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float offset_t;
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float width_t;
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float floorwidth_t;
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float pad1;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const LineSDFUBO& line [[buffer(9)]],
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device const LineSDFPropertiesUBO& props [[buffer(10)]],
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device const LineSDFInterpolationUBO& interp [[buffer(11)]],
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device const LinePermutationUBO& permutation [[buffer(12)]],
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device const ExpressionInputsUBO& expr [[buffer(13)]]) {
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const auto color = colorFor(permutation.color, props.color, vertx.color, interp.color_t, expr);
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const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
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const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
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const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
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const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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const auto floorwidth = valueFor(permutation.floorwidth, props.floorwidth, vertx.floorwidth, interp.floorwidth_t, expr);
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
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const float LINE_DISTANCE_SCALE = 2.0;
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const float2 a_extrude = float2(vertx.data.xy) - 128.0;
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const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
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float linesofar = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * LINE_DISTANCE_SCALE;
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const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
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const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
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const float halfwidth = width / 2.0;
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const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
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const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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const float u = 0.5 * a_direction;
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const float t = 1.0 - abs(u);
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const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
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const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
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const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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const float extrude_length_without_perspective = length(dist);
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const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
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return {
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.position = position,
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.color = color,
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.width2 = float2(outset, inset),
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.normal = v_normal,
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.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
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.blur = blur,
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.opacity = opacity,
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.tex_a = float2(linesofar * line.patternscale_a.x / floorwidth, (normal.y * line.patternscale_a.y + line.tex_y_a) * 2.0),
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.tex_b = float2(linesofar * line.patternscale_b.x / floorwidth, (normal.y * line.patternscale_b.y + line.tex_y_b) * 2.0),
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.floorwidth = floorwidth,
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const LineSDFUBO& line [[buffer(9)]],
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device const LinePermutationUBO& permutation [[buffer(12)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_sampler [[sampler(0)]]) {
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if (permutation.overdrawInspector) {
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return half4(1.0);
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}
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const float dist = length(in.normal) * in.width2.x;
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// Calculate the antialiasing fade factor. This is either when fading in the
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// line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
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const float blur2 = (in.blur + 1.0 / line.device_pixel_ratio) * in.gamma_scale;
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float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
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float sdfdist_a = image0.sample(image0_sampler, in.tex_a).a;
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float sdfdist_b = image0.sample(image0_sampler, in.tex_b).a;
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float sdfdist = mix(sdfdist_a, sdfdist_b, line.mix);
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alpha *= smoothstep(0.5 - line.sdfgamma / in.floorwidth, 0.5 + line.sdfgamma / in.floorwidth, sdfdist);
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return half4(in.color * (alpha * in.opacity));
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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