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

738 lines
27 KiB
C++

#pragma once
#include <mbgl/shaders/line_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::LineShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 8> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 4> uniforms;
static const std::array<TextureInfo, 0> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_blur)
float2 blur [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_opacity)
float2 opacity [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_gapwidth)
float2 gapwidth [[attribute(5)]];
#endif
#if !defined(HAS_UNIFORM_u_offset)
float2 offset [[attribute(6)]];
#endif
#if !defined(HAS_UNIFORM_u_width)
float2 width [[attribute(7)]];
#endif
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 width2;
float2 normal;
half gamma_scale;
#if !defined(HAS_UNIFORM_u_color)
float4 color;
#endif
#if !defined(HAS_UNIFORM_u_blur)
float blur;
#endif
#if !defined(HAS_UNIFORM_u_opacity)
float opacity;
#endif
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineDynamicUBO& dynamic [[buffer(8)]],
device const LineUBO& line [[buffer(9)]],
device const LinePropertiesUBO& props [[buffer(10)]],
device const LineInterpolationUBO& interp [[buffer(11)]]) {
#if defined(HAS_UNIFORM_u_gapwidth)
const auto gapwidth = props.gapwidth / 2;
#else
const auto gapwidth = unpack_mix_float(vertx.gapwidth, interp.gapwidth_t) / 2;
#endif
#if defined(HAS_UNIFORM_u_offset)
const auto offset = props.offset * -1;
#else
const auto offset = unpack_mix_float(vertx.offset, interp.offset_t) * -1;
#endif
#if defined(HAS_UNIFORM_u_width)
const auto width = props.width;
#else
const auto width = unpack_mix_float(vertx.width, interp.width_t);
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = width / 2.0;
const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
const float u = 0.5 * a_direction;
const float t = 1.0 - abs(u);
const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * dynamic.units_to_pixels);
return {
.position = position,
.width2 = float2(outset, inset),
.normal = v_normal,
.gamma_scale = half(extrude_length_without_perspective / extrude_length_with_perspective),
#if !defined(HAS_UNIFORM_u_color)
.color = unpack_mix_color(vertx.color, interp.color_t),
#endif
#if !defined(HAS_UNIFORM_u_blur)
.blur = unpack_mix_float(vertx.blur, interp.blur_t),
#endif
#if !defined(HAS_UNIFORM_u_opacity)
.opacity = unpack_mix_float(vertx.opacity, interp.opacity_t),
#endif
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineUBO& line [[buffer(9)]],
device const LinePropertiesUBO& props [[buffer(10)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
#if defined(HAS_UNIFORM_u_color)
const float4 color = props.color;
#else
const float4 color = in.color;
#endif
#if defined(HAS_UNIFORM_u_blur)
const float blur = props.blur;
#else
const float blur = in.blur;
#endif
#if defined(HAS_UNIFORM_u_opacity)
const float opacity = props.opacity;
#else
const float opacity = in.opacity;
#endif
// Calculate the distance of the pixel from the line in pixels.
const float dist = length(in.normal) * in.width2.x;
// Calculate the antialiasing fade factor. This is either when fading in the
// line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
return half4(color * (alpha * opacity));
}
)";
};
template <>
struct ShaderSource<BuiltIn::LinePatternShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LinePatternShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 9> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 5> uniforms;
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_blur)
float2 blur [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_opacity)
float2 opacity [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_gapwidth)
float2 gapwidth [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_offset)
float2 offset [[attribute(5)]];
#endif
#if !defined(HAS_UNIFORM_u_width)
float2 width [[attribute(6)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(7)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(8)]];
#endif
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 width2;
float linesofar;
half2 normal;
half gamma_scale;
#if !defined(HAS_UNIFORM_u_blur)
half blur;
#endif
#if !defined(HAS_UNIFORM_u_opacity)
half opacity;
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
half4 pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
half4 pattern_to;
#endif
};
struct alignas(16) LinePatternUBO {
float4x4 matrix;
float4 scale;
float2 texsize;
float ratio;
float fade;
};
struct alignas(16) LinePatternPropertiesUBO {
float blur;
float opacity;
float offset;
float gapwidth;
float width;
float pad1, pad2, pad3;
};
struct alignas(16) LinePatternInterpolationUBO {
float blur_t;
float opacity_t;
float offset_t;
float gapwidth_t;
float width_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
struct alignas(16) LinePatternTilePropertiesUBO {
float4 pattern_from;
float4 pattern_to;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineDynamicUBO& dynamic [[buffer(9)]],
device const LinePatternUBO& line [[buffer(10)]],
device const LinePatternPropertiesUBO& props [[buffer(11)]],
device const LinePatternInterpolationUBO& interp [[buffer(12)]],
device const LinePatternTilePropertiesUBO& tileProps [[buffer(13)]]) {
#if defined(HAS_UNIFORM_u_gapwidth)
const auto gapwidth = props.gapwidth / 2;
#else
const auto gapwidth = unpack_mix_float(vertx.gapwidth, interp.gapwidth_t) / 2;
#endif
#if defined(HAS_UNIFORM_u_offset)
const auto offset = props.offset * -1;
#else
const auto offset = unpack_mix_float(vertx.offset, interp.offset_t) * -1;
#endif
#if defined(HAS_UNIFORM_u_width)
const auto width = props.width;
#else
const auto width = unpack_mix_float(vertx.width, interp.width_t);
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
const float LINE_DISTANCE_SCALE = 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
const float linesofar = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * LINE_DISTANCE_SCALE;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = width / 2.0;
const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
const float u = 0.5 * a_direction;
const float t = 1.0 - abs(u);
const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * dynamic.units_to_pixels);
return {
.position = position,
.width2 = float2(outset, inset),
.normal = half2(v_normal),
.gamma_scale = half(extrude_length_without_perspective / extrude_length_with_perspective),
.linesofar = linesofar,
#if !defined(HAS_UNIFORM_u_blur)
.blur = half(unpack_mix_float(vertx.blur, interp.blur_t)),
#endif
#if !defined(HAS_UNIFORM_u_opacity)
.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(vertx.pattern_from),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(vertx.pattern_to),
#endif
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LinePatternUBO& line [[buffer(10)]],
device const LinePatternPropertiesUBO& props [[buffer(11)]],
device const LinePatternTilePropertiesUBO& tileProps [[buffer(13)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
#if defined(HAS_UNIFORM_u_blur)
const half blur = props.blur;
#else
const half blur = in.blur;
#endif
#if defined(HAS_UNIFORM_u_opacity)
const half opacity = props.opacity;
#else
const half opacity = in.opacity;
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const auto pattern_from = float4(tileProps.pattern_from);
#else
const auto pattern_from = float4(in.pattern_from);
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const auto pattern_to = float4(tileProps.pattern_to);
#else
const auto pattern_to = float4(in.pattern_to);
#endif
const float2 pattern_tl_a = pattern_from.xy;
const float2 pattern_br_a = pattern_from.zw;
const float2 pattern_tl_b = pattern_to.xy;
const float2 pattern_br_b = pattern_to.zw;
const float pixelRatio = line.scale.x;
const float tileZoomRatio = line.scale.y;
const float fromScale = line.scale.z;
const float toScale = line.scale.w;
const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const float2 pattern_size_a = float2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
const float2 pattern_size_b = float2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
// Calculate the distance of the pixel from the line in pixels.
const float dist = length(in.normal) * in.width2.x;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (in.width2.y) or when fading out
// (in.width2.x)
const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
const float x_a = glMod(in.linesofar / pattern_size_a.x, 1.0);
const float x_b = glMod(in.linesofar / pattern_size_b.x, 1.0);
// in.normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
// we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
// to ensure we don't sample outside the designated symbol on the sprite sheet.
// 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
// the texture coordinate
const float y_a = 0.5 + (in.normal.y * clamp(in.width2.x, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y);
const float y_b = 0.5 + (in.normal.y * clamp(in.width2.x, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y);
const float2 pos_a = mix(pattern_tl_a / line.texsize, pattern_br_a / line.texsize, float2(x_a, y_a));
const float2 pos_b = mix(pattern_tl_b / line.texsize, pattern_br_b / line.texsize, float2(x_b, y_b));
const float4 color = mix(image0.sample(image0_sampler, pos_a), image0.sample(image0_sampler, pos_b), line.fade);
return half4(color * alpha * opacity);
}
)";
};
template <>
struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineSDFShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 9> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 4> uniforms;
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_blur)
float2 blur [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_opacity)
float2 opacity [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_gapwidth)
float2 gapwidth [[attribute(5)]];
#endif
#if !defined(HAS_UNIFORM_u_offset)
float2 offset [[attribute(6)]];
#endif
#if !defined(HAS_UNIFORM_u_width)
float2 width [[attribute(7)]];
#endif
#if !defined(HAS_UNIFORM_u_floorwidth)
float2 floorwidth [[attribute(8)]];
#endif
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 width2;
float2 normal;
float2 tex_a;
float2 tex_b;
half gamma_scale;
#if !defined(HAS_UNIFORM_u_color)
float4 color;
#endif
#if !defined(HAS_UNIFORM_u_blur)
float blur;
#endif
#if !defined(HAS_UNIFORM_u_opacity)
float opacity;
#endif
#if !defined(HAS_UNIFORM_u_floorwidth)
float floorwidth;
#endif
};
struct alignas(16) LineSDFUBO {
float4x4 matrix;
float2 patternscale_a;
float2 patternscale_b;
float ratio;
float tex_y_a;
float tex_y_b;
float sdfgamma;
float mix;
float pad1, pad2, pad3;
};
struct alignas(16) LineSDFPropertiesUBO {
float4 color;
float blur;
float opacity;
float gapwidth;
float offset;
float width;
float floorwidth;
float pad1, pad2;
};
struct alignas(16) LineSDFInterpolationUBO {
float color_t;
float blur_t;
float opacity_t;
float gapwidth_t;
float offset_t;
float width_t;
float floorwidth_t;
float pad1;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineDynamicUBO& dynamic [[buffer(9)]],
device const LineSDFUBO& line [[buffer(10)]],
device const LineSDFPropertiesUBO& props [[buffer(11)]],
device const LineSDFInterpolationUBO& interp [[buffer(12)]]) {
#if defined(HAS_UNIFORM_u_gapwidth)
const auto gapwidth = props.gapwidth / 2;
#else
const auto gapwidth = unpack_mix_float(vertx.gapwidth, interp.gapwidth_t) / 2;
#endif
#if defined(HAS_UNIFORM_u_offset)
const auto offset = props.offset * -1;
#else
const auto offset = unpack_mix_float(vertx.offset, interp.offset_t) * -1;
#endif
#if defined(HAS_UNIFORM_u_width)
const auto width = props.width;
#else
const auto width = unpack_mix_float(vertx.width, interp.width_t);
#endif
#if defined(HAS_UNIFORM_u_floorwidth)
const auto floorwidth = props.floorwidth;
#else
const auto floorwidth = unpack_mix_float(vertx.floorwidth, interp.floorwidth_t);
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
const float LINE_DISTANCE_SCALE = 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
float linesofar = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * LINE_DISTANCE_SCALE;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = width / 2.0;
const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
const float u = 0.5 * a_direction;
const float t = 1.0 - abs(u);
const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * dynamic.units_to_pixels);
return {
.position = position,
.width2 = float2(outset, inset),
.normal = v_normal,
.gamma_scale = half(extrude_length_without_perspective / extrude_length_with_perspective),
.tex_a = float2(linesofar * line.patternscale_a.x / floorwidth, (normal.y * line.patternscale_a.y + line.tex_y_a) * 2.0),
.tex_b = float2(linesofar * line.patternscale_b.x / floorwidth, (normal.y * line.patternscale_b.y + line.tex_y_b) * 2.0),
#if !defined(HAS_UNIFORM_u_color)
.color = unpack_mix_color(vertx.color, interp.color_t),
#endif
#if !defined(HAS_UNIFORM_u_blur)
.blur = unpack_mix_float(vertx.blur, interp.blur_t),
#endif
#if !defined(HAS_UNIFORM_u_opacity)
.opacity = unpack_mix_float(vertx.opacity, interp.opacity_t),
#endif
#if !defined(HAS_UNIFORM_u_floorwidth)
.floorwidth = floorwidth,
#endif
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineSDFUBO& line [[buffer(10)]],
device const LineSDFPropertiesUBO& props [[buffer(11)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
#if defined(HAS_UNIFORM_u_color)
const float4 color = props.color;
#else
const float4 color = in.color;
#endif
#if defined(HAS_UNIFORM_u_blur)
const float blur = props.blur;
#else
const float blur = in.blur;
#endif
#if defined(HAS_UNIFORM_u_opacity)
const float opacity = props.opacity;
#else
const float opacity = in.opacity;
#endif
#if defined(HAS_UNIFORM_u_floorwidth)
const float floorwidth = props.floorwidth;
#else
const float floorwidth = in.floorwidth;
#endif
// Calculate the antialiasing fade factor. This is either when fading in the
// line in case of an offset line (`v_width2.y`) or when fading out (`v_width2.x`)
const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
const float sdfdist_a = image0.sample(image0_sampler, in.tex_a).a;
const float sdfdist_b = image0.sample(image0_sampler, in.tex_b).a;
const float sdfdist = mix(sdfdist_a, sdfdist_b, line.mix);
const float dist = length(in.normal) * in.width2.x;
const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0) *
smoothstep(0.5 - line.sdfgamma / floorwidth, 0.5 + line.sdfgamma / floorwidth, sdfdist);
return half4(color * (alpha * opacity));
}
)";
};
template <>
struct ShaderSource<BuiltIn::LineBasicShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineBasicShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 2> uniforms;
static const std::array<TextureInfo, 0> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float width2;
float2 normal;
half gamma_scale;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineBasicUBO& line [[buffer(2)]],
device const LineBasicPropertiesUBO& props [[buffer(3)]]) {
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = props.width / 2.0;
const float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
return {
.position = position,
.width2 = outset,
.normal = v_normal,
.gamma_scale = half(extrude_length_without_perspective / extrude_length_with_perspective),
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineBasicUBO& line [[buffer(2)]],
device const LineBasicPropertiesUBO& props [[buffer(3)]]) {
// Calculate the distance of the pixel from the line in pixels.
const float dist = length(in.normal) * in.width2;
// Calculate the antialiasing fade factor. This is either when fading in the
// line in case of an offset line (`v_width2.y`) or when fading out (`v_width2.x`)
const float blur2 = (1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
const float alpha = clamp(min(dist + blur2, in.width2 - dist) / blur2, 0.0, 1.0);
return half4(props.color * (alpha * props.opacity));
}
)";
};
} // namespace shaders
} // namespace mbgl