Files
MapLibreParticleLab/include/mbgl/shaders/vulkan/collision.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

190 lines
5.7 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::CollisionBoxShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "CollisionBoxShader";
static const std::array<UniformBlockInfo, 1> uniforms;
static const std::array<AttributeInfo, 5> 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(location = 1) in ivec2 in_anchor_position;
layout(location = 2) in ivec2 in_extrude;
layout(location = 3) in uvec2 in_placed;
layout(location = 4) in vec2 in_shift;
layout(set = 0, binding = 1) uniform CollisionBoxUBO {
mat4 matrix;
vec2 extrude_scale;
float overscale_factor;
float pad1;
} drawable;
layout(location = 0) out float frag_placed;
layout(location = 1) out float frag_notUsed;
void main() {
vec4 projectedPoint = drawable.matrix * vec4(in_anchor_position, 0.0, 1.0);
float camera_to_anchor_distance = projectedPoint.w;
float collision_perspective_ratio = clamp(
0.5 + 0.5 * (global.camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
4.0);
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
gl_Position.xy += (in_extrude + in_shift) * drawable.extrude_scale * gl_Position.w * collision_perspective_ratio;
gl_Position.y *= -1.0;
frag_placed = in_placed.x;
frag_notUsed = in_placed.y;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in float frag_placed;
layout(location = 1) in float frag_notUsed;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 1) uniform CollisionBoxUBO {
mat4 matrix;
vec2 extrude_scale;
float overscale_factor;
float pad1;
} drawable;
void main() {
float alpha = 0.5;
// Red = collision, hide label
vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (frag_placed > 0.5) {
color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (frag_notUsed > 0.5) {
// This box not used, fade it out
color *= 0.1;
}
out_color = color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::CollisionCircleShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "CollisionCircleShader";
static const std::array<UniformBlockInfo, 1> uniforms;
static const std::array<AttributeInfo, 4> 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(location = 1) in ivec2 in_anchor_position;
layout(location = 2) in ivec2 in_extrude;
layout(location = 3) in uvec2 in_placed;
layout(set = 0, binding = 1) uniform CollisionCircleUBO {
mat4 matrix;
vec2 extrude_scale;
float overscale_factor;
float pad1;
} drawable;
layout(location = 0) out float frag_placed;
layout(location = 1) out float frag_notUsed;
layout(location = 2) out float frag_radius;
layout(location = 3) out vec2 frag_extrude;
layout(location = 4) out vec2 frag_extrude_scale;
void main() {
vec4 projectedPoint = drawable.matrix * vec4(in_anchor_position, 0, 1);
float camera_to_anchor_distance = projectedPoint.w;
float collision_perspective_ratio = clamp(
0.5 + 0.5 * (global.camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
4.0);
float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
gl_Position.xy += in_extrude * drawable.extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
gl_Position.y *= -1.0;
frag_placed = in_placed.x;
frag_notUsed = in_placed.y;
frag_radius = abs(float(in_extrude.y)); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
frag_extrude = in_extrude * padding_factor;
frag_extrude_scale = drawable.extrude_scale * global.camera_to_center_distance * collision_perspective_ratio;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in float frag_placed;
layout(location = 1) in float frag_notUsed;
layout(location = 2) in float frag_radius;
layout(location = 3) in vec2 frag_extrude;
layout(location = 4) in vec2 frag_extrude_scale;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 1) uniform CollisionCircleUBO {
mat4 matrix;
vec2 extrude_scale;
float overscale_factor;
float pad1;
} drawable;
void main() {
float alpha = 0.5;
// Red = collision, hide label
vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (frag_placed > 0.5) {
color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (frag_notUsed > 0.5) {
// This box not used, fade it out
color *= 0.2;
}
float extrude_scale_length = length(frag_extrude_scale);
float extrude_length = length(frag_extrude) * extrude_scale_length;
float stroke_width = 15.0 * extrude_scale_length / drawable.overscale_factor;
float radius = frag_radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);
float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
out_color = color * opacity_t;
}
)";
};
} // namespace shaders
} // namespace mbgl