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MapLibreParticleLab/include/mln/shaders/vulkan/background.hpp
Bart Louwers 2a8ebc4906 core: rename mbgl directories to mln (#4511)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-08-22 20:50:14 +02:00

184 lines
5.1 KiB
C++

#pragma once
#include <mln/shaders/shader_source.hpp>
#include <mln/shaders/vulkan/shader_program.hpp>
namespace mln {
namespace shaders {
constexpr auto backgroundShaderPrelude = R"(
#define idBackgroundDrawableUBO idDrawableReservedVertexOnlyUBO
#define idBackgroundPropsUBO layerUBOStartId
)";
template <>
struct ShaderSource<BuiltIn::BackgroundShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "BackgroundShader";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = backgroundShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct BackgroundDrawableUBO {
mat4 matrix;
vec4 pad1;
vec4 pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idBackgroundDrawableUBO) readonly buffer BackgroundDrawableUBOVector {
BackgroundDrawableUBO drawable_ubo[];
} drawableVector;
void main() {
const BackgroundDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
applySurfaceTransform();
}
)";
static constexpr auto fragment = R"(
layout(location = 0) out vec4 out_color;
layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPropsUBO {
vec4 color;
float opacity;
float pad1;
float pad2;
float pad3;
} props;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
out_color = props.color * props.opacity;
}
)";
};
template <>
struct ShaderSource<BuiltIn::BackgroundPatternShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "BackgroundPatternShader";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = backgroundShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct BackgroundPatternDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float tile_units_to_pixels;
float pad1;
float pad2;
float pad3;
};
layout(std140, set = LAYER_SET_INDEX, binding = idBackgroundDrawableUBO) readonly buffer BackgroundPatternDrawableUBOVector {
BackgroundPatternDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPatternPropsUBO {
vec2 pattern_tl_a;
vec2 pattern_br_a;
vec2 pattern_tl_b;
vec2 pattern_br_b;
vec2 pattern_size_a;
vec2 pattern_size_b;
float scale_a;
float scale_b;
float mix;
float opacity;
} props;
layout(location = 0) out vec2 frag_pos_a;
layout(location = 1) out vec2 frag_pos_b;
void main() {
const BackgroundPatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper,
drawable.pixel_coord_lower,
props.scale_a * props.pattern_size_a,
drawable.tile_units_to_pixels,
in_position);
frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper,
drawable.pixel_coord_lower,
props.scale_b * props.pattern_size_b,
drawable.tile_units_to_pixels,
in_position);
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
applySurfaceTransform();
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_pos_a;
layout(location = 1) in vec2 frag_pos_b;
layout(location = 0) out vec4 out_color;
layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPatternLayerUBO {
vec2 pattern_tl_a;
vec2 pattern_br_a;
vec2 pattern_tl_b;
vec2 pattern_br_b;
vec2 pattern_size_a;
vec2 pattern_size_b;
float scale_a;
float scale_b;
float mix;
float opacity;
} 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 vec2 texsize = paintParams.pattern_atlas_texsize;
const vec2 imagecoord = mod(frag_pos_a, 1.0);
const vec2 pos = mix(props.pattern_tl_a / texsize, props.pattern_br_a / texsize, imagecoord);
const vec4 color1 = texture(image_sampler, pos);
const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
const vec2 pos2 = mix(props.pattern_tl_b / texsize, props.pattern_br_b / texsize, imagecoord_b);
const vec4 color2 = texture(image_sampler, pos2);
out_color = mix(color1, color2, props.mix) * props.opacity;
}
)";
};
} // namespace shaders
} // namespace mln