523 lines
17 KiB
C++
523 lines
17 KiB
C++
#pragma once
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#include <mbgl/shaders/fill_layer_ubo.hpp>
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#include <mbgl/shaders/shader_source.hpp>
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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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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::FillShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillShader";
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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, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 3> uniforms;
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(0)]];
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#if !defined(HAS_UNIFORM_u_color)
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float4 color [[attribute(1)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(2)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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#if !defined(HAS_UNIFORM_u_color)
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half4 color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillDrawableUBO {
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float4x4 matrix;
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};
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struct alignas(16) FillEvaluatedPropsUBO {
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float4 color;
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float opacity;
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};
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struct alignas(16) FillInterpolateUBO {
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float color_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillDrawableUBO& drawable [[buffer(3)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]],
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device const FillInterpolateUBO& interp [[buffer(5)]]) {
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return {
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.position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f),
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#if !defined(HAS_UNIFORM_u_color)
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.color = half4(unpack_mix_color(vertx.color, interp.color_t)),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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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 FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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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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#if defined(HAS_UNIFORM_u_color)
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const half4 color = half4(props.color);
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#else
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const half4 color = in.color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const half opacity = props.opacity;
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#else
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const half opacity = in.opacity;
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#endif
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return half4(color * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlineShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillOutlineShader";
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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, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 3> uniforms;
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(0)]];
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float4 outline_color [[attribute(1)]];
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float2 opacity [[attribute(2)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 pos;
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#if !defined(HAS_UNIFORM_u_outline_color)
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half4 outline_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillOutlineDrawableUBO {
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float4x4 matrix;
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float2 world;
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float2 pad1;
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};
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struct alignas(16) FillOutlineEvaluatedPropsUBO {
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float4 outline_color;
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float opacity;
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};
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struct alignas(16) FillOutlineInterpolateUBO {
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float outline_color_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillOutlineDrawableUBO& drawable [[buffer(3)]],
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device const FillOutlineEvaluatedPropsUBO& props [[buffer(4)]],
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device const FillOutlineInterpolateUBO& interp [[buffer(5)]]) {
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const float4 position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f);
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return {
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.position = position,
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.pos = (position.xy / position.w + 1.0) / 2.0 * drawable.world,
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#if !defined(HAS_UNIFORM_u_outline_color)
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.outline_color = half4(unpack_mix_color(vertx.outline_color, interp.outline_color_t)),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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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 FillOutlineEvaluatedPropsUBO& props [[buffer(4)]]) {
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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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// TODO: Cause metal line primitive only support draw 1 pixel width line
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// use alpha to provide edge antialiased is no point
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// Should triangate the lines into triangles to support thick line and edge antialiased.
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// float dist = length(in.pos - in.position.xy);
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// float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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#if defined(HAS_UNIFORM_u_outline_color)
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const half4 color = half4(props.outline_color);
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#else
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const half4 color = in.outline_color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const half opacity = props.opacity;
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#else
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const half opacity = in.opacity;
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#endif
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return half4(color * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillPatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillPatternShader";
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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, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 4> 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 VertexStage {
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short2 position [[attribute(0)]];
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#if !defined(HAS_UNIFORM_u_pattern_from)
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ushort4 pattern_from [[attribute(1)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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ushort4 pattern_to [[attribute(2)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(3)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 v_pos_a;
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float2 v_pos_b;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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half4 pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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half4 pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillPatternDrawableUBO {
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float4x4 matrix;
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float4 scale;
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float2 pixel_coord_upper;
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float2 pixel_coord_lower;
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float2 texsize;
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};
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struct alignas(16) FillPatternEvaluatedPropsUBO {
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float opacity;
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float fade;
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};
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struct alignas(16) FillPatternTilePropsUBO {
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float4 pattern_from;
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float4 pattern_to;
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};
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struct alignas(16) FillPatternInterpolateUBO {
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillPatternDrawableUBO& drawable [[buffer(4)]],
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device const FillPatternTilePropsUBO& tileProps [[buffer(5)]],
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device const FillPatternEvaluatedPropsUBO& props [[buffer(6)]],
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device const FillPatternInterpolateUBO& interp [[buffer(7)]]) {
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(vertx.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(vertx.pattern_to);
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float pixelRatio = drawable.scale.x;
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const float tileZoomRatio = drawable.scale.y;
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const float fromScale = drawable.scale.z;
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const float toScale = drawable.scale.w;
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const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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const float2 postion = float2(vertx.position);
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return {
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.position = drawable.matrix * float4(postion, 0, 1),
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.v_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, postion),
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.v_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, postion),
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#if !defined(HAS_UNIFORM_u_pattern_from)
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.pattern_from = half4(pattern_from),
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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.pattern_to = half4(pattern_to),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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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 FillPatternDrawableUBO& drawable [[buffer(4)]],
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device const FillPatternTilePropsUBO& tileProps [[buffer(5)]],
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device const FillPatternEvaluatedPropsUBO& props [[buffer(6)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_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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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(in.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(in.pattern_to);
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const auto opacity = props.opacity;
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#else
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const auto opacity = in.opacity;
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float2 imagecoord = glMod(in.v_pos_a, 1.0);
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const float2 pos = mix(pattern_tl_a / drawable.texsize, pattern_br_a / drawable.texsize, imagecoord);
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const float4 color1 = image0.sample(image0_sampler, pos);
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const float2 imagecoord_b = glMod(in.v_pos_b, 1.0);
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const float2 pos2 = mix(pattern_tl_b / drawable.texsize, pattern_br_b / drawable.texsize, imagecoord_b);
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const float4 color2 = image0.sample(image0_sampler, pos2);
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return half4(mix(color1, color2, props.fade) * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlinePatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillOutlinePatternShader";
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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, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 4> 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 VertexStage {
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short2 position [[attribute(0)]];
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#if !defined(HAS_UNIFORM_u_pattern_from)
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ushort4 pattern_from [[attribute(1)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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ushort4 pattern_to [[attribute(2)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(3)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 v_pos_a;
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float2 v_pos_b;
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float2 v_pos;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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half4 pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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half4 pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillOutlinePatternDrawableUBO {
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float4x4 matrix;
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float4 scale;
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float2 world;
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float2 pixel_coord_upper;
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float2 pixel_coord_lower;
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float2 texsize;
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};
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struct alignas(16) FillOutlinePatternEvaluatedPropsUBO {
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float opacity;
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float fade;
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};
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struct alignas(16) FillOutlinePatternTilePropsUBO {
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float4 pattern_from;
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float4 pattern_to;
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};
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struct alignas(16) FillOutlinePatternInterpolateUBO {
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillOutlinePatternDrawableUBO& drawable [[buffer(4)]],
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device const FillOutlinePatternTilePropsUBO& tileProps [[buffer(5)]],
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device const FillOutlinePatternEvaluatedPropsUBO& props [[buffer(6)]],
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device const FillOutlinePatternInterpolateUBO& interp [[buffer(7)]]) {
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = tileProps.pattern_from;
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#else
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const auto pattern_from = float4(vertx.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = tileProps.pattern_to;
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#else
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const auto pattern_to = float4(vertx.pattern_to);
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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const auto opacity = unpack_mix_float(vertx.opacity, interp.opacity_t);
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float pixelRatio = drawable.scale.x;
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const float tileZoomRatio = drawable.scale.y;
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const float fromScale = drawable.scale.z;
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const float toScale = drawable.scale.w;
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const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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const float2 pos2 = float2(vertx.position);
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const float4 position = drawable.matrix * float4(pos2, 0, 1);
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return {
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.position = position,
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.v_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos2),
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.v_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos2),
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.v_pos = (position.xy / position.w + 1.0) / 2.0 * drawable.world,
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#if !defined(HAS_UNIFORM_u_pattern_from)
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.pattern_from = half4(pattern_from),
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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.pattern_to = half4(pattern_to),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(opacity),
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#endif
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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 FillOutlinePatternDrawableUBO& drawable [[buffer(4)]],
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device const FillOutlinePatternTilePropsUBO& tileProps [[buffer(5)]],
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device const FillOutlinePatternEvaluatedPropsUBO& props [[buffer(6)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_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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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(in.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(in.pattern_to);
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const auto opacity = props.opacity;
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#else
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const auto opacity = in.opacity;
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float2 imagecoord = glMod(in.v_pos_a, 1.0);
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const float2 pos = mix(pattern_tl_a / drawable.texsize, pattern_br_a / drawable.texsize, imagecoord);
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const float4 color1 = image0.sample(image0_sampler, pos);
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const float2 imagecoord_b = glMod(in.v_pos_b, 1.0);
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const float2 pos2 = mix(pattern_tl_b / drawable.texsize, pattern_br_b / drawable.texsize, imagecoord_b);
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const float4 color2 = image0.sample(image0_sampler, pos2);
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// TODO: Should triangate the lines into triangles to support thick line and edge antialiased.
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//float dist = length(in.v_pos - in.position.xy);
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//float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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return half4(mix(color1, color2, props.fade) * 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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