98 lines
3.4 KiB
C++
98 lines
3.4 KiB
C++
#pragma once
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#include <mbgl/shaders/mtl/background.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::BackgroundPatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "BackgroundPatternShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<AttributeInfo, 1> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 2> uniforms;
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexStage {
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short2 position [[attribute(0)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 pos_a;
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float2 pos_b;
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};
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struct alignas(16) BackgroundDrawableUBO {
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float4x4 matrix;
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};
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struct alignas(16) BackgroundLayerUBO {
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float2 pattern_tl_a;
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float2 pattern_br_a;
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float2 pattern_tl_b;
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float2 pattern_br_b;
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float2 texsize;
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float2 pattern_size_a;
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float2 pattern_size_b;
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float2 pixel_coord_upper;
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float2 pixel_coord_lower;
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float tile_units_to_pixels;
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float scale_a;
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float scale_b;
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float mix;
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float opacity;
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bool overdrawInspector;
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uint8_t pad1, pad2, pad3;
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};
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FragmentStage vertex vertexMain(VertexStage in [[stage_in]],
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device const BackgroundDrawableUBO& drawableUBO [[buffer(1)]],
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device const BackgroundLayerUBO& layerUBO [[buffer(2)]]) {
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const float2 pos = float2(in.position);
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const float2 pos_a = get_pattern_pos(layerUBO.pixel_coord_upper,
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layerUBO.pixel_coord_lower,
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layerUBO.scale_a * layerUBO.pattern_size_a,
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layerUBO.tile_units_to_pixels,
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pos);
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const float2 pos_b = get_pattern_pos(layerUBO.pixel_coord_upper,
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layerUBO.pixel_coord_lower,
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layerUBO.scale_b * layerUBO.pattern_size_b,
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layerUBO.tile_units_to_pixels,
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pos);
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return {
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.position = drawableUBO.matrix * float4(float2(in.position.xy), 0, 1),
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.pos_a = pos_a,
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.pos_b = pos_b,
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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 BackgroundLayerUBO& layerUBO [[buffer(2)]],
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texture2d<float, access::sample> image [[texture(0)]],
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sampler image_sampler [[sampler(0)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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const float2 imagecoord = glMod(float2(in.pos_a), 1.0);
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const float2 pos = mix(layerUBO.pattern_tl_a / layerUBO.texsize, layerUBO.pattern_br_a / layerUBO.texsize, imagecoord);
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const float4 color1 = image.sample(image_sampler, pos);
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const float2 imagecoord_b = glMod(float2(in.pos_b), 1.0);
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const float2 pos2 = mix(layerUBO.pattern_tl_b / layerUBO.texsize, layerUBO.pattern_br_b / layerUBO.texsize, imagecoord_b);
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const float4 color2 = image.sample(image_sampler, pos2);
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return half4(mix(color1, color2, layerUBO.mix) * layerUBO.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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