Files
MapLibreParticleLab/include/mbgl/shaders/vulkan/background.hpp
Adrian Cojocaru ea09bdf2b6 Add Android Vulkan backend (#2711)
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
2024-09-06 17:40:57 +03:00

153 lines
4.1 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::BackgroundShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "BackgroundShader";
static const std::array<UniformBlockInfo, 2> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static constexpr std::array<TextureInfo, 0> textures{};
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(set = 0, binding = 1) uniform BackgroundDrawableUBO {
mat4 matrix;
} drawable;
void main() {
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
gl_Position.y *= -1.0;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 2) uniform BackgroundLayerUBO {
vec4 color;
float opacity;
float pad1, pad2, pad3;
} layer;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
out_color = layer.color * layer.opacity;
}
)";
};
template <>
struct ShaderSource<BuiltIn::BackgroundPatternShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "BackgroundPatternShader";
static const std::array<UniformBlockInfo, 3> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(set = 0, binding = 1) uniform BackgroundPatternDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float tile_units_to_pixels;
float pad1, pad2, pad3;
} drawable;
layout(set = 0, binding = 2) uniform BackgroundPatternLayerUBO {
vec2 pattern_tl_a;
vec2 pattern_br_a;
vec2 pattern_tl_b;
vec2 pattern_br_b;
vec2 pattern_size_a;
vec2 pattern_size_b;
float scale_a;
float scale_b;
float mix;
float opacity;
} layer;
layout(location = 0) out vec2 frag_pos_a;
layout(location = 1) out vec2 frag_pos_b;
void main() {
frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper,
drawable.pixel_coord_lower,
layer.scale_a * layer.pattern_size_a,
drawable.tile_units_to_pixels,
in_position);
frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper,
drawable.pixel_coord_lower,
layer.scale_b * layer.pattern_size_b,
drawable.tile_units_to_pixels,
in_position);
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
gl_Position.y *= -1.0;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_pos_a;
layout(location = 1) in vec2 frag_pos_b;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 2) uniform BackgroundPatternLayerUBO {
vec2 pattern_tl_a;
vec2 pattern_br_a;
vec2 pattern_tl_b;
vec2 pattern_br_b;
vec2 pattern_size_a;
vec2 pattern_size_b;
float scale_a;
float scale_b;
float mix;
float opacity;
} layer;
layout(set = 1, binding = 0) uniform sampler2D image_sampler;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
const vec2 texsize = global.pattern_atlas_texsize;
const vec2 imagecoord = mod(frag_pos_a, 1.0);
const vec2 pos = mix(layer.pattern_tl_a / texsize, layer.pattern_br_a / texsize, imagecoord);
const vec4 color1 = texture(image_sampler, pos);
const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
const vec2 pos2 = mix(layer.pattern_tl_b / texsize, layer.pattern_br_b / texsize, imagecoord_b);
const vec4 color2 = texture(image_sampler, pos2);
out_color = mix(color1, color2, layer.mix) * layer.opacity;
}
)";
};
} // namespace shaders
} // namespace mbgl