107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
#pragma once
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#include <mbgl/shaders/mtl/common.hpp>
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#include <mbgl/shaders/mtl/shader_program.hpp>
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/custom_drawable_layer_ubo.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::CustomSymbolIconShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "CustomSymbolIconShader";
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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, 2> 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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struct alignas(16) CustomSymbolIconDrawableUBO {
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float4x4 matrix;
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};
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struct alignas(16) CustomSymbolIconParametersUBO {
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float2 extrude_scale;
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float2 anchor;
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float angle_degrees;
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int scale_with_map;
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int pitch_with_map;
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float camera_to_center_distance;
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float aspect_ratio;
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float pad0, pad1, pad3;
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};
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struct VertexStage {
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float2 a_pos [[attribute(0)]];
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float2 a_tex [[attribute(1)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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half2 tex;
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};
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float2 rotateVec2(float2 v, float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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return float2(v.x * cosA - v.y * sinA, v.x * sinA + v.y * cosA);
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}
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float2 ellipseRotateVec2(float2 v, float angle, float radiusRatio /* A/B */) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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float invRatio = 1.0 / radiusRatio;
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return float2(v.x * cosA - radiusRatio * v.y * sinA, invRatio * v.x * sinA + v.y * cosA);
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}
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const CustomSymbolIconDrawableUBO& drawable [[buffer(2)]],
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device const CustomSymbolIconParametersUBO& parameters [[buffer(3)]]) {
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const float2 extrude = glMod(float2(vertx.a_pos), 2.0) * 2.0 - 1.0;
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const float2 anchor = (parameters.anchor - float2(0.5, 0.5)) * 2.0;
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const float2 center = floor(float2(vertx.a_pos) * 0.5);
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const float angle = radians(-parameters.angle_degrees);
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float2 corner = extrude - anchor;
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float4 position;
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if (parameters.pitch_with_map) {
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if (parameters.scale_with_map) {
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corner *= parameters.extrude_scale;
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} else {
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float4 projected_center = drawable.matrix * float4(center, 0, 1);
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corner *= parameters.extrude_scale * (projected_center.w / parameters.camera_to_center_distance);
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}
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corner = center + rotateVec2(corner, angle);
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position = drawable.matrix * float4(corner, 0, 1);
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} else {
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position = drawable.matrix * float4(center, 0, 1);
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const float factor = parameters.scale_with_map ? parameters.camera_to_center_distance : position.w;
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position.xy += ellipseRotateVec2(corner * parameters.extrude_scale * factor, angle, parameters.aspect_ratio);
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}
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return {
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.position = position,
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.tex = half2(vertx.a_tex)
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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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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return half4(image.sample(image_sampler, float2(in.tex)));
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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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