Files
MapLibreParticleLab/include/mbgl/shaders/mtl/fill_extrusion_pattern.hpp
2024-10-16 18:31:15 +03:00

193 lines
7.4 KiB
C++

#pragma once
#include <mbgl/shaders/fill_extrusion_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::FillExtrusionPatternShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionPatternShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<UniformBlockInfo, 5> uniforms;
static const std::array<AttributeInfo, 6> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(5)]];
short4 normal_ed [[attribute(6)]];
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(7)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(8)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(9)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(10)]];
#endif
};
struct FragmentStage {
float4 position [[position, invariant]];
float4 lighting;
float2 pos_a;
float2 pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
half4 pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
half4 pattern_to;
#endif
};
struct FragmentOutput {
half4 color [[color(0)]];
//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
device const FillExtrusionDrawableUBO& drawable [[buffer(1)]],
device const FillExtrusionTilePropsUBO& tileProps [[buffer(2)]],
device const FillExtrusionInterpolateUBO& interp [[buffer(3)]],
device const FillExtrusionPropsUBO& props [[buffer(4)]]) {
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, interp.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const auto height = props.height;
#else
const auto height = max(unpack_mix_float(vertx.height, interp.height_t), 0.0);
#endif
const float3 normal = float3(vertx.normal_ed.xyz);
const float edgedistance = vertx.normal_ed.w;
const float t = glMod(normal.x, 2.0);
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.lighting = float4(1.0),
.pattern_from = float4(1.0),
.pattern_to = float4(1.0),
.pos_a = float2(1.0),
.pos_b = float2(1.0),
};
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const auto pattern_from = tileProps.pattern_from;
#else
const auto pattern_from = float4(vertx.pattern_from);
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const auto pattern_to = tileProps.pattern_to;
#else
const auto pattern_to = float4(vertx.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 = paintParams.pixel_ratio;
const float tileZoomRatio = drawable.tile_ratio;
const float fromScale = props.from_scale;
const float toScale = props.to_scale;
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 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? float2(vertx.pos) // extrusion top
: float2(edgedistance, z * drawable.height_factor); // extrusion side
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - props.vertical_gradient) +
(props.vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - props.light_intensity), 1.0)));
}
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));
lighting *= props.opacity;
return {
.position = position,
.lighting = lighting,
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(pattern_from),
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_to = half4(pattern_to),
#endif
.pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos),
.pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos),
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
device const FillExtrusionDrawableUBO& drawable [[buffer(1)]],
device const FillExtrusionTilePropsUBO& tileProps [[buffer(2)]],
device const FillExtrusionPropsUBO& props [[buffer(4)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return {half4(1.0)/*, in.position.z*/};
#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 float2 imagecoord = glMod(in.pos_a, 1.0);
const float2 pos = mix(pattern_tl_a / drawable.texsize, pattern_br_a / drawable.texsize, imagecoord);
const float4 color1 = image0.sample(image0_sampler, pos);
const float2 imagecoord_b = glMod(in.pos_b, 1.0);
const float2 pos2 = mix(pattern_tl_b / drawable.texsize, pattern_br_b / drawable.texsize, imagecoord_b);
const float4 color2 = image0.sample(image0_sampler, pos2);
return {half4(mix(color1, color2, props.fade) * in.lighting)/*, in.position.z*/};
}
)";
};
} // namespace shaders
} // namespace mbgl