Files
MapLibreParticleLab/include/mbgl/shaders/mtl/line_gradient.hpp
2023-12-05 01:15:35 +01:00

134 lines
6.0 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::LineGradientShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineGradientShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static constexpr auto hasPermutations = false;
static const std::array<AttributeInfo, 7> attributes;
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)]];
float2 blur [[attribute(2)]];
float2 opacity [[attribute(3)]];
float2 gapwidth [[attribute(4)]];
float2 offset [[attribute(5)]];
float2 width [[attribute(6)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 width2;
float2 gapwidth;
float2 normal;
float gamma_scale;
float blur;
float opacity;
float lineprogress;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineGradientUBO& line [[buffer(7)]],
device const LineGradientPropertiesUBO& props [[buffer(8)]],
device const LineGradientInterpolationUBO& interp [[buffer(9)]],
device const LinePermutationUBO& permutation [[buffer(10)]],
device const ExpressionInputsUBO& expr [[buffer(11)]]) {
const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / line.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 float v_lineprogress = (floor(float(vertx.data.z) / 4.0) + vertx.data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
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 * line.units_to_pixels);
return {
.position = position,
.width2 = float2(outset, inset),
.gapwidth = gapwidth,
.normal = v_normal,
.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
.blur = blur,
.opacity = opacity,
.lineprogress = v_lineprogress,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineGradientUBO& line [[buffer(7)]],
device const LinePermutationUBO& permutation [[buffer(10)]],
texture2d<float, access::sample> gradientTexture [[texture(0)]]) {
if (permutation.overdrawInspector) {
return half4(1.0);
}
// 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 = (in.blur + 1.0 / line.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);
// For gradient lines, v_lineprogress is the ratio along the entire line,
// scaled to [0, 2^15), and the gradient ramp is stored in a texture.
constexpr sampler sampler2d(coord::normalized, filter::linear);
const float4 color = gradientTexture.sample(sampler2d, float2(in.lineprogress, 0.5));
return half4(color * (alpha * in.opacity));
}
)";
};
} // namespace shaders
} // namespace mbgl