208 lines
8.3 KiB
C++
208 lines
8.3 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 constexpr auto hasPermutations = false;
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static const std::array<AttributeInfo, 6> attributes;
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static const std::array<UniformBlockInfo, 6> 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) FillExtrusionDrawableTilePropsUBO {
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/* 0 */ float4 pattern_from;
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/* 16 */ float4 pattern_to;
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/* 32 */
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};
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struct alignas(16) FillExtrusionInterpolateUBO {
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/* 0 */ float base_t;
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/* 4 */ float height_t;
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/* 8 */ float color_t;
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/* 12 */ float pattern_from_t;
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/* 16 */ float pattern_to_t;
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/* 20 */ float pad1, pad2, pad3;
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/* 32 */
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};
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static_assert(sizeof(FillExtrusionInterpolateUBO) == 2 * 16, "unexpected padding");
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struct alignas(16) FillExtrusionDrawableUBO {
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/* 0 */ float4x4 matrix;
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/* 64 */ float4 scale;
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/* 80 */ float2 texsize;
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/* 88 */ float2 pixel_coord_upper;
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/* 96 */ float2 pixel_coord_lower;
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/* 104 */ float height_factor;
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/* 108 */ float pad;
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/* 112 */
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};
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static_assert(sizeof(FillExtrusionDrawableUBO) == 7 * 16, "unexpected padding");
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struct alignas(16) FillExtrusionDrawablePropsUBO {
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/* 0 */ float4 color;
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/* 16 */ float4 light_color_pad;
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/* 32 */ float4 light_position_base;
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/* 48 */ float height;
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/* 52 */ float light_intensity;
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/* 56 */ float vertical_gradient;
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/* 60 */ float opacity;
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/* 64 */ float fade;
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/* 68 */ float pad2, pad3, pad4;
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/* 80 */
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};
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static_assert(sizeof(FillExtrusionDrawablePropsUBO) == 5 * 16, "unexpected padding");
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struct alignas(16) FillExtrusionPermutationUBO {
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/* 0 */ Attribute color;
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/* 8 */ Attribute base;
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/* 16 */ Attribute height;
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/* 24 */ Attribute pattern_from;
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/* 32 */ Attribute pattern_to;
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/* 40 */ bool overdrawInspector;
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/* 41 */ uint8_t pad1, pad2, pad3;
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/* 44 */ float pad4;
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/* 48 */
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};
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static_assert(sizeof(FillExtrusionPermutationUBO) == 3 * 16, "unexpected padding");
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struct VertexStage {
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short2 pos [[attribute(0)]];
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short4 normal_ed [[attribute(1)]];
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float base [[attribute(2)]];
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float height [[attribute(3)]];
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ushort4 pattern_from [[attribute(4)]];
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ushort4 pattern_to [[attribute(5)]];
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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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float4 pattern_from;
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float4 pattern_to;
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float2 pos_a;
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float2 pos_b;
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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 FillExtrusionDrawableUBO& fill [[buffer(6)]],
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device const FillExtrusionDrawablePropsUBO& props [[buffer(7)]],
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device const FillExtrusionDrawableTilePropsUBO& tileProps [[buffer(8)]],
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device const FillExtrusionInterpolateUBO& interp [[buffer(9)]],
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device const FillExtrusionPermutationUBO& permutation [[buffer(10)]],
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device const ExpressionInputsUBO& expr [[buffer(11)]]) {
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const float u_base = props.light_position_base.w;
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const auto base = max(valueFor(permutation.base, u_base, vertx.base, interp.base_t, expr), 0.0);
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const auto height = max(valueFor(permutation.height, props.height, vertx.height, interp.height_t, expr), 0.0);
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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 = fill.matrix * float4(float2(vertx.pos), z, 1);
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const auto pattern_from = patternFor(permutation.pattern_from, tileProps.pattern_from, vertx.pattern_from, interp.pattern_from_t, expr);
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const auto pattern_to = patternFor(permutation.pattern_to, tileProps.pattern_to, vertx.pattern_to, interp.pattern_to_t, expr);
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if (permutation.overdrawInspector) {
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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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}
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float2 pattern_tl_a = pattern_from.xy;
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float2 pattern_br_a = pattern_from.zw;
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float2 pattern_tl_b = pattern_to.xy;
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float2 pattern_br_b = pattern_to.zw;
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float pixelRatio = fill.scale.x;
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float tileZoomRatio = fill.scale.y;
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float fromScale = fill.scale.z;
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float toScale = fill.scale.w;
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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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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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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 * fill.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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.pattern_from = pattern_from,
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.pattern_to = pattern_to,
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.pos_a = get_pattern_pos(fill.pixel_coord_upper, fill.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos),
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.pos_b = get_pattern_pos(fill.pixel_coord_upper, fill.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& fill [[buffer(6)]],
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device const FillExtrusionDrawablePropsUBO& props [[buffer(7)]],
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device const FillExtrusionPermutationUBO& permutation [[buffer(10)]],
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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 (permutation.overdrawInspector) {
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return {half4(1.0)/*, in.position.z*/};
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}
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const float2 pattern_tl_a = in.pattern_from.xy;
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const float2 pattern_br_a = in.pattern_from.zw;
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const float2 pattern_tl_b = in.pattern_to.xy;
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const float2 pattern_br_b = in.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 / fill.texsize, pattern_br_a / fill.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 / fill.texsize, pattern_br_b / fill.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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