Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: mwilsnd <mwilsnd@gmail.com> Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Bart Louwers <bart@emeel.net> Co-authored-by: Alex Cristici <alex@skoon.energy> Co-authored-by: Bart Louwers <bart.louwers@gmail.com> Co-authored-by: Wei Chen <alanchenboy@gmail.com> Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com> Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
142 lines
6.3 KiB
C++
142 lines
6.3 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 constexpr AttributeInfo attributes[] = {
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{0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
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{1, gfx::AttributeDataType::UByte4, 1, "a_data"},
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{2, gfx::AttributeDataType::Float4, 1, "a_color"},
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{3, gfx::AttributeDataType::Float2, 1, "a_blur"},
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{4, gfx::AttributeDataType::Float2, 1, "a_opacity"},
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{5, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
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{6, gfx::AttributeDataType::Float2, 1, "a_offset"},
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{7, gfx::AttributeDataType::Float2, 1, "a_width"},
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};
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static constexpr UniformBlockInfo uniforms[] = {
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MLN_MTL_UNIFORM_BLOCK(8, true, true, LineUBO),
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MLN_MTL_UNIFORM_BLOCK(9, true, false, LinePropertiesUBO),
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MLN_MTL_UNIFORM_BLOCK(10, true, false, LineInterpolationUBO),
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MLN_MTL_UNIFORM_BLOCK(11, true, true, LinePermutationUBO),
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MLN_MTL_UNIFORM_BLOCK(12, true, false, ExpressionInputsUBO),
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};
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static constexpr TextureInfo 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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} // namespace shaders
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} // namespace mbgl
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