Files
MapLibreParticleLab/include/mbgl/shaders/mtl/fill_extrusion.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

738 lines
28 KiB
C++

#pragma once
#include <mbgl/shaders/fill_extrusion_layer_ubo.hpp>
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
constexpr auto fillExtrusionShaderPrelude = R"(
enum {
idFillExtrusionDrawableUBO = idDrawableReservedVertexOnlyUBO,
idFillExtrusionTilePropsUBO = drawableReservedUBOCount,
idFillExtrusionPropsUBO,
fillExtrusionUBOCount
};
struct alignas(16) FillExtrusionDrawableUBO {
/* 0 */ float4x4 matrix;
/* 64 */ float2 pixel_coord_upper;
/* 72 */ float2 pixel_coord_lower;
/* 80 */ float height_factor;
/* 84 */ float tile_ratio;
// Interpolations
/* 88 */ float base_t;
/* 92 */ float height_t;
/* 96 */ float color_t;
/* 100 */ float pattern_from_t;
/* 104 */ float pattern_to_t;
/* 108 */ float pad1;
/* 112 */
};
static_assert(sizeof(FillExtrusionDrawableUBO) == 7 * 16, "wrong size");
struct alignas(16) FillExtrusionTilePropsUBO {
/* 0 */ float4 pattern_from;
/* 16 */ float4 pattern_to;
/* 32 */ float2 texsize;
/* 40 */ float pad1;
/* 44 */ float pad2;
/* 48 */
};
static_assert(sizeof(FillExtrusionTilePropsUBO) == 3 * 16, "wrong size");
/// Evaluated properties that do not depend on the tile
struct alignas(16) FillExtrusionPropsUBO {
/* 0 */ float4 color;
/* 16 */ float4 light_color_pad;
/* 32 */ float4 light_position_base;
/* 48 */ float height;
/* 52 */ float light_intensity;
/* 56 */ float vertical_gradient;
/* 60 */ float opacity;
/* 64 */ float fade;
/* 68 */ float from_scale;
/* 72 */ float to_scale;
/* 76 */ float pad2;
/* 80 */
};
static_assert(sizeof(FillExtrusionPropsUBO) == 5 * 16, "wrong size");
)";
template <>
struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 5> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
ushort2 decimals_ed [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(4)]];
#endif
};
struct FragmentStage {
float4 position [[position, invariant]];
half4 color;
};
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 uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]]) {
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.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, drawable.height_t), 0.0);
#endif
const float3 normal = float3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float2 decimals = unpack_float(float(vertx.decimals_ed.x / 2)) / 128.0;
const float4 position = drawable.matrix * float4(float2(vertx.pos) + decimals, z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.color = half4(1.0),
};
#endif
#if defined(HAS_UNIFORM_u_color)
auto color = props.color;
#else
auto color = unpack_mix_color(vertx.color, drawable.color_t);
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
float4 vcolor = float4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += min(float4(0.03, 0.03, 0.03, 1.0), float4(1.0));
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
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
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const float3 light_color = props.light_color_pad.rgb;
const float3 minLight = mix(0.0, 0.3, 1.0 - light_color.rgb);
vcolor += float4(clamp(color.rgb * directional * light_color.rgb, minLight, 1.0), 0.0);
return {
.position = position,
.color = half4(vcolor * props.opacity),
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]]) {
return { in.color/*, in.position.z*/ };
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionInstancedShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 5> instanceAttributes;
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(5)]];
#endif
};
struct OutlineInstance {
short2 pos;
ushort2 decimals_ed;
};
struct FragmentStage {
float4 position [[position, invariant]];
half4 color;
};
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 uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
uint instanceID [[ instance_id ]],
device const OutlineInstance* outline [[buffer(fillExtrusionUBOCount + 1)]]) {
bool isDiscarded = glMod(float(outline[instanceID].decimals_ed.x), 2.0) > 0.0;
if (isDiscarded) {
return {
.position = float4(0.0),
.color = half4(0.0),
};
}
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.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, drawable.height_t), 0.0);
#endif
const float2 p1 = float2(outline[instanceID + 0].pos) + unpack_float(float(outline[instanceID + 0].decimals_ed.x / 2)) / 128.0;
const float2 p2 = float2(outline[instanceID + 1].pos) + unpack_float(float(outline[instanceID + 1].decimals_ed.x / 2)) / 128.0;
const float2 edgevector = normalize(p2 - p1);
const float3 normal = float3(-edgevector.y, edgevector.x, 0.0);
const float t = float(vertx.pos.y);
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(vertx.pos.x == 0.0 ? p1 : p2, z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.color = half4(1.0),
};
#endif
#if defined(HAS_UNIFORM_u_color)
auto color = props.color;
#else
auto color = unpack_mix_color(vertx.color, drawable.color_t);
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
float4 vcolor = float4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += min(float4(0.03, 0.03, 0.03, 1.0), float4(1.0));
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
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
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const float3 light_color = props.light_color_pad.rgb;
const float3 minLight = mix(0.0, 0.3, 1.0 - light_color.rgb);
vcolor += float4(clamp(color.rgb * directional * light_color.rgb, minLight, 1.0), 0.0);
return {
.position = position,
.color = half4(vcolor * props.opacity),
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]]) {
return { in.color/*, in.position.z*/ };
}
)";
};
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<AttributeInfo, 6> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
ushort2 decimals_ed [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(5)]];
#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(idGlobalPaintParamsUBO)]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]]) {
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.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, drawable.height_t), 0.0);
#endif
const float3 normal = float3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float2 decimals = unpack_float(float(vertx.decimals_ed.x / 2)) / 128.0;
const float4 position = drawable.matrix * float4(float2(vertx.pos) + decimals, 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 = float2(vertx.pos); // extrusion top
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, 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.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
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
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 uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return {half4(1.0)/*, in.position.z*/};
#endif
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#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 / tileProps.texsize, pattern_br_a / tileProps.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 / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
const float4 color2 = image0.sample(image0_sampler, pos2);
return {half4(mix(color1, color2, props.fade) * in.lighting)/*, in.position.z*/};
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionPatternInstancedShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 6> instanceAttributes;
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(5)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(6)]];
#endif
};
struct OutlineInstance {
short2 pos;
ushort2 decimals_ed;
};
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(idGlobalPaintParamsUBO)]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
uint instanceID [[ instance_id ]],
device const OutlineInstance* outline [[buffer(fillExtrusionUBOCount + 1)]]) {
bool isDiscarded = glMod(float(outline[instanceID].decimals_ed.x), 2.0) > 0.0;
if (isDiscarded) {
return {
.position = float4(0.0),
.lighting = float4(0.0),
.pos_a = float2(0.0),
.pos_b = float2(0.0),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(0.0),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(0.0),
#endif
};
}
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.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, drawable.height_t), 0.0);
#endif
const float2 p1 = float2(outline[instanceID + 0].pos) + unpack_float(float(outline[instanceID + 0].decimals_ed.x / 2)) / 128.0;
const float2 p2 = float2(outline[instanceID + 1].pos) + unpack_float(float(outline[instanceID + 1].decimals_ed.x / 2)) / 128.0;
const float2 edgevector = normalize(p2 - p1);
const float3 normal = float3(-edgevector.y, edgevector.x, 0.0);
const float edgedistance = outline[instanceID + 1 - vertx.pos.x].decimals_ed.y;
const float t = float(vertx.pos.y);
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(vertx.pos.x == 0.0 ? p1 : p2, z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.lighting = float4(1.0),
.pos_a = float2(1.0),
.pos_b = float2(1.0),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(1.0),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(1.0),
#endif
};
#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 = float2(edgedistance, z * drawable.height_factor); // extrusion side
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, 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.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
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
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,
.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),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(pattern_from),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(pattern_to),
#endif
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return {half4(1.0)/*, in.position.z*/};
#endif
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#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 / tileProps.texsize, pattern_br_a / tileProps.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 / tileProps.texsize, pattern_br_b / tileProps.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