Files
MapLibreParticleLab/platform/ios/app-swift/Sources/CustomStyleLayerExample.swift
2025-10-06 20:23:26 +02:00

193 lines
7.5 KiB
Swift

import Foundation
import MapLibre
import MetalKit
import SwiftUI
import UIKit
// #-example-code(CustomStyleLayerExample)
struct CustomStyleLayerExample: UIViewRepresentable {
func makeCoordinator() -> CustomStyleLayerExample.Coordinator {
Coordinator(self)
}
final class Coordinator: NSObject, MLNMapViewDelegate {
var control: CustomStyleLayerExample
init(_ control: CustomStyleLayerExample) {
self.control = control
}
func mapViewDidFinishLoadingMap(_ mapView: MLNMapView) {
let mapOverlay = CustomStyleLayer(identifier: "test-overlay")
let style = mapView.style!
style.layers.append(mapOverlay)
}
}
func makeUIView(context: Context) -> MLNMapView {
let mapView = MLNMapView()
mapView.delegate = context.coordinator
return mapView
}
func updateUIView(_: MLNMapView, context _: Context) {}
}
class CustomStyleLayer: MLNCustomStyleLayer {
private var pipelineState: MTLRenderPipelineState?
private var depthStencilStateWithoutStencil: MTLDepthStencilState?
override func didMove(to mapView: MLNMapView) {
#if MLN_RENDER_BACKEND_METAL
let resource = mapView.backendResource()
let shaderSource = """
#include <metal_stdlib>
using namespace metal;
typedef struct
{
vector_float2 position;
vector_float4 color;
} Vertex;
struct RasterizerData
{
float4 position [[position]];
float4 color;
};
struct Uniforms
{
float4x4 matrix;
};
vertex RasterizerData
vertexShader(uint vertexID [[vertex_id]],
constant Vertex *vertices [[buffer(0)]],
constant Uniforms &uniforms [[buffer(1)]])
{
RasterizerData out;
const float4 position = uniforms.matrix * float4(float2(vertices[vertexID].position.xy), 1, 1);
out.position = position;
out.color = vertices[vertexID].color;
return out;
}
fragment float4 fragmentShader(RasterizerData in [[stage_in]])
{
return in.color;
}
"""
let device = resource.device
var library: MTLLibrary? = nil
var shaderError: Error? = nil
do {
library = try device?.makeLibrary(source: shaderSource, options: nil)
} catch {
shaderError = error
}
assert(library != nil, "Error compiling shaders: \(String(describing: shaderError))")
let vertexFunction = library?.makeFunction(name: "vertexShader")
let fragmentFunction = library?.makeFunction(name: "fragmentShader")
// Configure a pipeline descriptor that is used to create a pipeline state.
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.label = "Simple Pipeline"
pipelineStateDescriptor.vertexFunction = vertexFunction
pipelineStateDescriptor.fragmentFunction = fragmentFunction
pipelineStateDescriptor.colorAttachments[0].pixelFormat = resource.mtkView.colorPixelFormat
pipelineStateDescriptor.depthAttachmentPixelFormat = .depth32Float_stencil8
pipelineStateDescriptor.stencilAttachmentPixelFormat = .depth32Float_stencil8
do {
pipelineState = try device?.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
} catch {
assertionFailure("Failed to create pipeline state: \(error)")
}
// Notice that we don't configure the stencilTest property, leaving stencil testing disabled
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .always // Or another value as needed
depthStencilDescriptor.isDepthWriteEnabled = false
depthStencilStateWithoutStencil = device!.makeDepthStencilState(descriptor: depthStencilDescriptor)
#endif
}
override func willMove(from _: MLNMapView) {}
override func draw(in _: MLNMapView, with context: MLNStyleLayerDrawingContext) {
#if MLN_RENDER_BACKEND_METAL
guard let renderEncoder else { return }
// Project to 0..1.
let p1 = project(CLLocationCoordinate2D(latitude: 25.0, longitude: 12.5))
let p2 = project(CLLocationCoordinate2D(latitude: 0.0, longitude: 0.0))
let p3 = project(CLLocationCoordinate2D(latitude: 0.0, longitude: 25.0))
// Multiply by the world size so it becomes the tile coordinate system.
let worldSize = 512.0 * pow(2.0, context.zoomLevel)
let p1Tile = CGPoint(x: p1.x * worldSize, y: p1.y * worldSize)
let p2Tile = CGPoint(x: p2.x * worldSize, y: p2.y * worldSize)
let p3Tile = CGPoint(x: p3.x * worldSize, y: p3.y * worldSize)
// Then build a triangle from tile coordinates
struct Vertex { var position: vector_float2; var color: vector_float4 }
let triangleVertices: [Vertex] = [
Vertex(position: vector_float2(Float(p1Tile.x), Float(p1Tile.y)),
color: vector_float4(1, 0, 0, 1)),
Vertex(position: vector_float2(Float(p2Tile.x), Float(p2Tile.y)),
color: vector_float4(0, 1, 0, 1)),
Vertex(position: vector_float2(Float(p3Tile.x), Float(p3Tile.y)),
color: vector_float4(0, 0, 1, 1)),
]
// Use the camera's full projection matrix *unchanged*.
var matrix = convertMatrix(context.projectionMatrix)
// Encode
renderEncoder.setRenderPipelineState(pipelineState!)
renderEncoder.setDepthStencilState(depthStencilStateWithoutStencil)
renderEncoder.setVertexBytes(triangleVertices, length: MemoryLayout<Vertex>.size * triangleVertices.count, index: 0)
renderEncoder.setVertexBytes(&matrix, length: MemoryLayout<float4x4>.size, index: 1)
// Draw the triangle.
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
#endif
}
func project(_ coordinate: CLLocationCoordinate2D) -> CGPoint {
// We project the coordinates into the space 0 to 1 and then scale these when drawing based on the current zoom level
let worldSize = 1.0
let x = (180.0 + coordinate.longitude) / 360.0 * worldSize
let yi = log(tan((45.0 + coordinate.latitude / 2.0) * Double.pi / 180.0))
let y = (180.0 - yi * (180.0 / Double.pi)) / 360.0 * worldSize
return CGPoint(x: x, y: y)
}
struct MLNMatrix4f {
var m00, m01, m02, m03: Float
var m10, m11, m12, m13: Float
var m20, m21, m22, m23: Float
var m30, m31, m32, m33: Float
}
func convertMatrix(_ mat: MLNMatrix4) -> MLNMatrix4f {
MLNMatrix4f(
m00: Float(mat.m00), m01: Float(mat.m01), m02: Float(mat.m02), m03: Float(mat.m03),
m10: Float(mat.m10), m11: Float(mat.m11), m12: Float(mat.m12), m13: Float(mat.m13),
m20: Float(mat.m20), m21: Float(mat.m21), m22: Float(mat.m22), m23: Float(mat.m23),
m30: Float(mat.m30), m31: Float(mat.m31), m32: Float(mat.m32), m33: Float(mat.m33)
)
}
}
// #-end-example-code