See https://github.com/pre-commit/pre-commit-hooks?tab=readme-ov-file#trailing-whitespace
375 lines
14 KiB
C++
375 lines
14 KiB
C++
#pragma once
|
|
|
|
#include <mbgl/shaders/fill_extrusion_layer_ubo.hpp>
|
|
#include <mbgl/shaders/shader_source.hpp>
|
|
#include <mbgl/shaders/mtl/shader_program.hpp>
|
|
|
|
namespace mbgl {
|
|
namespace shaders {
|
|
|
|
constexpr auto fillExtrusionShaderPrelude = R"(
|
|
|
|
enum {
|
|
idFillExtrusionDrawableUBO = idDrawableReservedVertexOnlyUBO,
|
|
idFillExtrusionTilePropsUBO = drawableReservedUBOCount,
|
|
idFillExtrusionPropsUBO,
|
|
fillExtrusionUBOCount
|
|
};
|
|
|
|
struct alignas(16) FillExtrusionDrawableUBO {
|
|
/* 0 */ float4x4 matrix;
|
|
/* 64 */ float2 pixel_coord_upper;
|
|
/* 72 */ float2 pixel_coord_lower;
|
|
/* 80 */ float height_factor;
|
|
/* 84 */ float tile_ratio;
|
|
|
|
// Interpolations
|
|
/* 88 */ float base_t;
|
|
/* 92 */ float height_t;
|
|
/* 96 */ float color_t;
|
|
/* 100 */ float pattern_from_t;
|
|
/* 104 */ float pattern_to_t;
|
|
/* 108 */ float pad1;
|
|
/* 112 */
|
|
};
|
|
static_assert(sizeof(FillExtrusionDrawableUBO) == 7 * 16, "wrong size");
|
|
|
|
struct alignas(16) FillExtrusionTilePropsUBO {
|
|
/* 0 */ float4 pattern_from;
|
|
/* 16 */ float4 pattern_to;
|
|
/* 32 */ float2 texsize;
|
|
/* 40 */ float pad1;
|
|
/* 44 */ float pad2;
|
|
/* 48 */
|
|
};
|
|
static_assert(sizeof(FillExtrusionTilePropsUBO) == 3 * 16, "wrong size");
|
|
|
|
/// Evaluated properties that do not depend on the tile
|
|
struct alignas(16) FillExtrusionPropsUBO {
|
|
/* 0 */ float4 color;
|
|
/* 16 */ float4 light_color_pad;
|
|
/* 32 */ float4 light_position_base;
|
|
/* 48 */ float height;
|
|
/* 52 */ float light_intensity;
|
|
/* 56 */ float vertical_gradient;
|
|
/* 60 */ float opacity;
|
|
/* 64 */ float fade;
|
|
/* 68 */ float from_scale;
|
|
/* 72 */ float to_scale;
|
|
/* 76 */ float pad2;
|
|
/* 80 */
|
|
};
|
|
static_assert(sizeof(FillExtrusionPropsUBO) == 5 * 16, "wrong size");
|
|
|
|
)";
|
|
|
|
template <>
|
|
struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Metal> {
|
|
static constexpr auto name = "FillExtrusionShader";
|
|
static constexpr auto vertexMainFunction = "vertexMain";
|
|
static constexpr auto fragmentMainFunction = "fragmentMain";
|
|
|
|
static const std::array<AttributeInfo, 5> attributes;
|
|
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
|
|
static const std::array<TextureInfo, 0> textures;
|
|
|
|
static constexpr auto prelude = fillExtrusionShaderPrelude;
|
|
static constexpr auto source = R"(
|
|
|
|
struct VertexStage {
|
|
short2 pos [[attribute(fillExtrusionUBOCount + 0)]];
|
|
short4 normal_ed [[attribute(fillExtrusionUBOCount + 1)]];
|
|
|
|
#if !defined(HAS_UNIFORM_u_color)
|
|
float4 color [[attribute(fillExtrusionUBOCount + 2)]];
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_base)
|
|
float base [[attribute(fillExtrusionUBOCount + 3)]];
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_height)
|
|
float height [[attribute(fillExtrusionUBOCount + 4)]];
|
|
#endif
|
|
};
|
|
|
|
struct FragmentStage {
|
|
float4 position [[position, invariant]];
|
|
half4 color;
|
|
};
|
|
|
|
struct FragmentOutput {
|
|
half4 color [[color(0)]];
|
|
//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
|
|
};
|
|
|
|
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
|
|
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
|
|
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
|
|
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]]) {
|
|
|
|
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
|
|
|
|
#if defined(HAS_UNIFORM_u_base)
|
|
const auto base = props.light_position_base.w;
|
|
#else
|
|
const auto base = max(unpack_mix_float(vertx.base, drawable.base_t), 0.0);
|
|
#endif
|
|
#if defined(HAS_UNIFORM_u_height)
|
|
const auto height = props.height;
|
|
#else
|
|
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
|
|
#endif
|
|
|
|
const float3 normal = float3(vertx.normal_ed.xyz);
|
|
const float t = glMod(normal.x, 2.0);
|
|
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
|
|
const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
|
|
|
|
#if defined(OVERDRAW_INSPECTOR)
|
|
return {
|
|
.position = position,
|
|
.color = half4(1.0),
|
|
};
|
|
#endif
|
|
|
|
#if defined(HAS_UNIFORM_u_color)
|
|
auto color = props.color;
|
|
#else
|
|
auto color = unpack_mix_color(vertx.color, drawable.color_t);
|
|
#endif
|
|
|
|
// Relative luminance (how dark/bright is the surface color?)
|
|
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
|
|
|
float4 vcolor = float4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
// Add slight ambient lighting so no extrusions are totally black
|
|
color += min(float4(0.03, 0.03, 0.03, 1.0), float4(1.0));
|
|
|
|
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
|
|
const float directionalFraction = clamp(dot(normal / 16384.0, props.light_position_base.xyz), 0.0, 1.0);
|
|
|
|
// Adjust directional so that the range of values for highlight/shading is
|
|
// narrower with lower light intensity and with lighter/brighter surface colors
|
|
const float minDirectional = 1.0 - props.light_intensity;
|
|
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
|
|
float directional = mix(minDirectional, maxDirectional, directionalFraction);
|
|
|
|
// Add gradient along z axis of side surfaces
|
|
if (normal.y != 0.0) {
|
|
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
|
|
// vertical gradient, and otherwise calculates the gradient based on base + height
|
|
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
|
|
// the square root when height is a uniform.
|
|
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
|
|
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
|
|
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
|
|
}
|
|
|
|
// Assign final color based on surface + ambient light color, diffuse light directional,
|
|
// and light color with lower bounds adjusted to hue of light so that shading is tinted
|
|
// with the complementary (opposite) color to the light color
|
|
const float3 light_color = props.light_color_pad.rgb;
|
|
const float3 minLight = mix(0.0, 0.3, 1.0 - light_color.rgb);
|
|
vcolor += float4(clamp(color.rgb * directional * light_color.rgb, minLight, 1.0), 0.0);
|
|
|
|
return {
|
|
.position = position,
|
|
.color = half4(vcolor * props.opacity),
|
|
};
|
|
}
|
|
|
|
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]]) {
|
|
return { in.color/*, in.position.z*/ };
|
|
}
|
|
)";
|
|
};
|
|
|
|
template <>
|
|
struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Metal> {
|
|
static constexpr auto name = "FillExtrusionPatternShader";
|
|
static constexpr auto vertexMainFunction = "vertexMain";
|
|
static constexpr auto fragmentMainFunction = "fragmentMain";
|
|
|
|
static const std::array<AttributeInfo, 6> attributes;
|
|
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
|
|
static const std::array<TextureInfo, 1> textures;
|
|
|
|
static constexpr auto prelude = fillExtrusionShaderPrelude;
|
|
static constexpr auto source = R"(
|
|
|
|
struct VertexStage {
|
|
short2 pos [[attribute(fillExtrusionUBOCount + 0)]];
|
|
short4 normal_ed [[attribute(fillExtrusionUBOCount + 1)]];
|
|
|
|
#if !defined(HAS_UNIFORM_u_base)
|
|
float base [[attribute(fillExtrusionUBOCount + 2)]];
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_height)
|
|
float height [[attribute(fillExtrusionUBOCount + 3)]];
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_pattern_from)
|
|
ushort4 pattern_from [[attribute(fillExtrusionUBOCount + 4)]];
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_pattern_to)
|
|
ushort4 pattern_to [[attribute(fillExtrusionUBOCount + 5)]];
|
|
#endif
|
|
};
|
|
|
|
struct FragmentStage {
|
|
float4 position [[position, invariant]];
|
|
float4 lighting;
|
|
float2 pos_a;
|
|
float2 pos_b;
|
|
|
|
#if !defined(HAS_UNIFORM_u_pattern_from)
|
|
half4 pattern_from;
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_pattern_to)
|
|
half4 pattern_to;
|
|
#endif
|
|
};
|
|
|
|
struct FragmentOutput {
|
|
half4 color [[color(0)]];
|
|
//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
|
|
};
|
|
|
|
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
|
|
device const GlobalPaintParamsUBO& paintParams [[buffer(idGlobalPaintParamsUBO)]],
|
|
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
|
|
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
|
|
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
|
|
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]]) {
|
|
|
|
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
|
|
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
|
|
|
|
#if defined(HAS_UNIFORM_u_base)
|
|
const auto base = props.light_position_base.w;
|
|
#else
|
|
const auto base = max(unpack_mix_float(vertx.base, drawable.base_t), 0.0);
|
|
#endif
|
|
#if defined(HAS_UNIFORM_u_height)
|
|
const auto height = props.height;
|
|
#else
|
|
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
|
|
#endif
|
|
|
|
const float3 normal = float3(vertx.normal_ed.xyz);
|
|
const float edgedistance = vertx.normal_ed.w;
|
|
const float t = glMod(normal.x, 2.0);
|
|
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
|
|
const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
|
|
|
|
#if defined(OVERDRAW_INSPECTOR)
|
|
return {
|
|
.position = position,
|
|
.lighting = float4(1.0),
|
|
.pattern_from = float4(1.0),
|
|
.pattern_to = float4(1.0),
|
|
.pos_a = float2(1.0),
|
|
.pos_b = float2(1.0),
|
|
};
|
|
#endif
|
|
|
|
#if defined(HAS_UNIFORM_u_pattern_from)
|
|
const auto pattern_from = tileProps.pattern_from;
|
|
#else
|
|
const auto pattern_from = float4(vertx.pattern_from);
|
|
#endif
|
|
#if defined(HAS_UNIFORM_u_pattern_to)
|
|
const auto pattern_to = tileProps.pattern_to;
|
|
#else
|
|
const auto pattern_to = float4(vertx.pattern_to);
|
|
#endif
|
|
|
|
const float2 pattern_tl_a = pattern_from.xy;
|
|
const float2 pattern_br_a = pattern_from.zw;
|
|
const float2 pattern_tl_b = pattern_to.xy;
|
|
const float2 pattern_br_b = pattern_to.zw;
|
|
|
|
const float pixelRatio = paintParams.pixel_ratio;
|
|
const float tileZoomRatio = drawable.tile_ratio;
|
|
const float fromScale = props.from_scale;
|
|
const float toScale = props.to_scale;
|
|
|
|
const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
|
|
const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
|
|
|
|
const float2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
|
|
? float2(vertx.pos) // extrusion top
|
|
: float2(edgedistance, z * drawable.height_factor); // extrusion side
|
|
|
|
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
|
|
float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
|
|
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
|
|
|
|
if (normal.y != 0.0) {
|
|
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
|
|
// and otherwise calculates the gradient based on base + height
|
|
directional *= (
|
|
(1.0 - props.vertical_gradient) +
|
|
(props.vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - props.light_intensity), 1.0)));
|
|
}
|
|
|
|
lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(float3(0.0), float3(0.3), 1.0 - props.light_color_pad.rgb), float3(1.0));
|
|
lighting *= props.opacity;
|
|
|
|
return {
|
|
.position = position,
|
|
.lighting = lighting,
|
|
#if !defined(HAS_UNIFORM_u_pattern_from)
|
|
.pattern_from = half4(pattern_from),
|
|
#endif
|
|
#if !defined(HAS_UNIFORM_u_pattern_from)
|
|
.pattern_to = half4(pattern_to),
|
|
#endif
|
|
.pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos),
|
|
.pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos),
|
|
};
|
|
}
|
|
|
|
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
|
|
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
|
|
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
|
|
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
|
|
texture2d<float, access::sample> image0 [[texture(0)]],
|
|
sampler image0_sampler [[sampler(0)]]) {
|
|
#if defined(OVERDRAW_INSPECTOR)
|
|
return {half4(1.0)/*, in.position.z*/};
|
|
#endif
|
|
|
|
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
|
|
|
|
#if defined(HAS_UNIFORM_u_pattern_from)
|
|
const auto pattern_from = float4(tileProps.pattern_from);
|
|
#else
|
|
const auto pattern_from = float4(in.pattern_from);
|
|
#endif
|
|
#if defined(HAS_UNIFORM_u_pattern_to)
|
|
const auto pattern_to = float4(tileProps.pattern_to);
|
|
#else
|
|
const auto pattern_to = float4(in.pattern_to);
|
|
#endif
|
|
|
|
const float2 pattern_tl_a = pattern_from.xy;
|
|
const float2 pattern_br_a = pattern_from.zw;
|
|
const float2 pattern_tl_b = pattern_to.xy;
|
|
const float2 pattern_br_b = pattern_to.zw;
|
|
|
|
const float2 imagecoord = glMod(in.pos_a, 1.0);
|
|
const float2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
|
|
const float4 color1 = image0.sample(image0_sampler, pos);
|
|
|
|
const float2 imagecoord_b = glMod(in.pos_b, 1.0);
|
|
const float2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
|
|
const float4 color2 = image0.sample(image0_sampler, pos2);
|
|
|
|
return {half4(mix(color1, color2, props.fade) * in.lighting)/*, in.position.z*/};
|
|
}
|
|
)";
|
|
};
|
|
|
|
} // namespace shaders
|
|
} // namespace mbgl
|