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MapLibreParticleLab/include/mbgl/shaders/mtl/collision_circle.hpp

112 lines
3.7 KiB
C++

#pragma once
#include <mbgl/shaders/collision_layer_ubo.hpp>
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/mtl/common.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::CollisionCircleShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "CollisionCircleShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 4> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 1> uniforms;
static const std::array<TextureInfo, 0> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
short2 anchor_pos [[attribute(1)]];
short2 extrude [[attribute(2)]];
ushort2 placed [[attribute(3)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float placed;
float notUsed;
float radius;
float2 extrude;
float2 extrude_scale;
};
struct alignas(16) CollisionCircleUBO {
float4x4 matrix;
float2 extrude_scale;
float camera_to_center_distance;
float overscale_factor;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const CollisionCircleUBO& drawable [[buffer(4)]]) {
float4 projectedPoint = drawable.matrix * float4(float2(vertx.anchor_pos), 0, 1);
float camera_to_anchor_distance = projectedPoint.w;
float collision_perspective_ratio = clamp(
0.5 + 0.5 * (drawable.camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
4.0);
float4 position = drawable.matrix * float4(float2(vertx.pos), 0.0, 1.0);
float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
position.xy += float2(vertx.extrude) * drawable.extrude_scale * padding_factor * position.w * collision_perspective_ratio;
float placed = float(vertx.placed.x);
float notUsed = float(vertx.placed.y);
float radius = abs(float(vertx.extrude.y)); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
float2 extrude = float2(vertx.extrude) * padding_factor;
float2 extrude_scale = drawable.extrude_scale * drawable.camera_to_center_distance * collision_perspective_ratio;
return {
.position = position,
.placed = placed,
.notUsed = notUsed,
.radius = radius,
.extrude = extrude,
.extrude_scale = extrude_scale,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const CollisionCircleUBO& drawable [[buffer(4)]]) {
float alpha = 0.5;
// Red = collision, hide label
float4 color = float4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (in.placed > 0.5) {
color = float4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (in.notUsed > 0.5) {
// This box not used, fade it out
color *= 0.2;
}
float extrude_scale_length = length(in.extrude_scale);
float extrude_length = length(in.extrude) * extrude_scale_length;
float stroke_width = 15.0 * extrude_scale_length / drawable.overscale_factor;
float radius = in.radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);
float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
return half4(opacity_t * color);
}
)";
};
} // namespace shaders
} // namespace mbgl