Files
MapLibreParticleLab/include/mbgl/shaders/gl/fill_extrusion_pattern.hpp
Alex Cristici d866b289cc Add fill extrusion style property that enables rounded corners for extruded buildings (Core feature) (#4343)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
2026-07-21 16:56:36 +02:00

239 lines
6.9 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillExtrusionPatternShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_decimals_ed;
layout (location = 2) in vec2 a_normal2d;
out vec2 v_pos_a;
out vec2 v_pos_b;
out vec4 v_lighting;
layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float u_map_zoom;
lowp float global_pad1;
};
layout (std140) uniform FillExtrusionDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_height_factor;
highp float u_tile_ratio;
// Interpolations
highp float u_base_t;
highp float u_height_t;
highp float u_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
lowp float drawable_pad1;
};
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
highp vec2 u_texsize;
lowp float tileprops_pad1;
lowp float tileprops_pad2;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
lowp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
lowp float props_pad2;
};
#ifndef HAS_UNIFORM_u_base
layout (location = 3) in lowp vec2 a_base;
out lowp float base;
#endif
#ifndef HAS_UNIFORM_u_height
layout (location = 4) in lowp vec2 a_height;
out lowp float height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
layout (location = 5) in mediump vec4 a_pattern_from;
out mediump vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
layout (location = 6) in mediump vec4 a_pattern_to;
out mediump vec4 pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, u_base_t);
#else
lowp float base = u_base;
#endif
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, u_height_t);
#else
lowp float height = u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_pixel_ratio;
float tileRatio = u_tile_ratio;
float fromScale = u_from_scale;
float toScale = u_to_scale;
vec3 normal = vec3(a_normal2d / 16384.0, a_normal2d.x == 0.0 && a_normal2d.y == 0.0 ? 1.0 : 0.0);
float edgedistance = a_decimals_ed.y;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
base = max(0.0, base);
height = max(0.0, height);
float t = mod(a_decimals_ed.x, 2.0);
float z = t > 0.0 ? height : base;
vec2 decimals = unpack_float(floor(a_decimals_ed.x / 2.0)) / 128.0;
gl_Position = u_matrix * vec4(a_pos + decimals, z, 1);
// extrusion top or side
vec2 pos = normal.z == 1.0 ? a_pos : vec2(edgedistance, z * u_height_factor);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
if (normal.z == 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
float fMin = mix(0.7, 0.98, 1.0 - u_lightintensity);
float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - u_vertical_gradient) + (u_vertical_gradient * factor);
}
v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
v_lighting *= u_opacity;
}
)";
static constexpr const char* fragment = R"(in vec2 v_pos_a;
in vec2 v_pos_b;
in vec4 v_lighting;
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
highp vec2 u_texsize;
lowp float tileprops_pad1;
lowp float tileprops_pad2;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
lowp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
lowp float props_pad2;
};
uniform sampler2D u_image;
#ifndef HAS_UNIFORM_u_base
in lowp float base;
#endif
#ifndef HAS_UNIFORM_u_height
in lowp float height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
in mediump vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
in mediump vec4 pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_fade);
fragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl