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MapLibreParticleLab/include/mbgl/shaders/vulkan/hillshade.hpp
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

134 lines
4.9 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
#define HILLSHADE_SHADER_PRELUDE \
R"(
#define idHillshadeDrawableUBO idDrawableReservedVertexOnlyUBO
#define idHillshadeTilePropsUBO idDrawableReservedFragmentOnlyUBO
#define idHillshadeEvaluatedPropsUBO layerUBOStartId
)"
template <>
struct ShaderSource<BuiltIn::HillshadeShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "HillshadeShader";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = HILLSHADE_SHADER_PRELUDE R"(
layout(location = 0) in ivec2 in_position;
layout(location = 1) in ivec2 in_texture_position;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct HillshadeDrawableUBO {
mat4 matrix;
};
layout(std140, set = LAYER_SET_INDEX, binding = idHillshadeDrawableUBO) readonly buffer HillshadeDrawableUBOVector {
HillshadeDrawableUBO drawable_ubo[];
} drawableVector;
layout(location = 0) out vec2 frag_position;
void main() {
const HillshadeDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
applySurfaceTransform();
frag_position = vec2(in_texture_position) / 8192.0;
frag_position.y = 1.0 - frag_position.y; // TODO check this. prepare should ignore the flip
}
)";
static constexpr auto fragment = HILLSHADE_SHADER_PRELUDE R"(
layout(location = 0) in vec2 frag_position;
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct HillshadeTilePropsUBO {
vec2 latrange;
vec2 light;
};
layout(std140, set = LAYER_SET_INDEX, binding = idHillshadeTilePropsUBO) readonly buffer HillshadeTilePropsUBOVector {
HillshadeTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idHillshadeEvaluatedPropsUBO) uniform HillshadeEvaluatedPropsUBO {
vec4 highlight;
vec4 shadow;
vec4 accent;
} props;
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
const HillshadeTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
vec4 pixel = texture(image_sampler, frag_position);
vec2 deriv = pixel.rg * 2.0 - 1.0;
// We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
// to account for mercator projection distortion. see #4807 for details
float scaleFactor = cos(radians((tileProps.latrange[0] - tileProps.latrange[1]) * frag_position.y + tileProps.latrange[1]));
// We also multiply the slope by an arbitrary z-factor of 1.25
float slope = atan(1.25 * length(deriv) / scaleFactor);
float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : M_PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
float intensity = tileProps.light.x;
// We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
// position property to account for 0deg corresponding to north/the top of the viewport in the style spec
// and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
float azimuth = tileProps.light.y + M_PI;
// We scale the slope exponentially based on intensity, using a calculation similar to
// the exponential interpolation function in the style spec:
// https://github.com/mapbox/mapbox-gl-js/blob/master/src/style-spec/expression/definitions/interpolate.js#L217-L228
// so that higher intensity values create more opaque hillshading.
float base = 1.875 - intensity * 1.75;
float maxValue = 0.5 * M_PI;
float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
// The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
// so that the accent color's rate of change eases in while the shade color's eases out.
float accent = cos(scaledSlope);
// We multiply both the accent and shade color by a clamped intensity value
// so that intensities >= 0.5 do not additionally affect the color values
// while intensity values < 0.5 make the overall color more transparent.
vec4 accent_color = (1.0 - accent) * props.accent * clamp(intensity * 2.0, 0.0, 1.0);
float shade = abs(mod((aspect + azimuth) / M_PI + 0.5, 2.0) - 1.0);
vec4 shade_color = mix(props.shadow, props.highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
vec4 color = accent_color * (1.0 - shade_color.a) + shade_color;
out_color = color;
}
)";
};
} // namespace shaders
} // namespace mbgl