193 lines
7.4 KiB
C++
193 lines
7.4 KiB
C++
#pragma once
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#include <mbgl/shaders/fill_extrusion_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::FillExtrusionPatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillExtrusionPatternShader";
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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<UniformBlockInfo, 5> uniforms;
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static const std::array<AttributeInfo, 6> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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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 pos [[attribute(5)]];
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short4 normal_ed [[attribute(6)]];
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#if !defined(HAS_UNIFORM_u_base)
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float base [[attribute(7)]];
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#endif
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#if !defined(HAS_UNIFORM_u_height)
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float height [[attribute(8)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_from)
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ushort4 pattern_from [[attribute(9)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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ushort4 pattern_to [[attribute(10)]];
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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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float4 lighting;
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float2 pos_a;
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float2 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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};
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struct FragmentOutput {
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half4 color [[color(0)]];
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//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
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device const FillExtrusionDrawableUBO& drawable [[buffer(1)]],
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device const FillExtrusionTilePropsUBO& tileProps [[buffer(2)]],
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device const FillExtrusionInterpolateUBO& interp [[buffer(3)]],
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device const FillExtrusionPropsUBO& props [[buffer(4)]]) {
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#if defined(HAS_UNIFORM_u_base)
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const auto base = props.light_position_base.w;
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#else
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const auto base = max(unpack_mix_float(vertx.base, interp.base_t), 0.0);
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#endif
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#if defined(HAS_UNIFORM_u_height)
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const auto height = props.height;
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#else
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const auto height = max(unpack_mix_float(vertx.height, interp.height_t), 0.0);
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#endif
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const float3 normal = float3(vertx.normal_ed.xyz);
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const float edgedistance = vertx.normal_ed.w;
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const float t = glMod(normal.x, 2.0);
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const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
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const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
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#if defined(OVERDRAW_INSPECTOR)
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return {
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.position = position,
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.lighting = float4(1.0),
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.pattern_from = float4(1.0),
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.pattern_to = float4(1.0),
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.pos_a = float2(1.0),
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.pos_b = float2(1.0),
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};
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#endif
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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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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 = paintParams.pixel_ratio;
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const float tileZoomRatio = drawable.tile_ratio;
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const float fromScale = props.from_scale;
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const float toScale = props.to_scale;
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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 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
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? float2(vertx.pos) // extrusion top
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: float2(edgedistance, z * drawable.height_factor); // extrusion side
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float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
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float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
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directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
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if (normal.y != 0.0) {
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// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
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// and otherwise calculates the gradient based on base + height
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directional *= (
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(1.0 - props.vertical_gradient) +
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(props.vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - props.light_intensity), 1.0)));
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}
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lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(float3(0.0), float3(0.3), 1.0 - props.light_color_pad.rgb), float3(1.0));
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lighting *= props.opacity;
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return {
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.position = position,
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.lighting = lighting,
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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_from)
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.pattern_to = half4(pattern_to),
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#endif
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.pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos),
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.pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos),
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};
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}
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fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
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device const FillExtrusionDrawableUBO& drawable [[buffer(1)]],
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device const FillExtrusionTilePropsUBO& tileProps [[buffer(2)]],
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device const FillExtrusionPropsUBO& props [[buffer(4)]],
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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)/*, in.position.z*/};
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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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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.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.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) * in.lighting)/*, in.position.z*/};
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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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