Files
MapLibreParticleLab/include/mbgl/shaders/mtl/hillshade_prepare.hpp
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

146 lines
5.5 KiB
C++

#pragma once
#include <mbgl/shaders/hillshade_prepare_layer_ubo.hpp>
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
#define HILLSHADE_PREPARE_SHADER_PRELUDE \
R"(
enum {
idHillshadePrepareDrawableUBO = idDrawableReservedVertexOnlyUBO,
idHillshadePrepareTilePropsUBO = drawableReservedUBOCount,
hillshadePrepareUBOCount
};
struct alignas(16) HillshadePrepareDrawableUBO {
/* 0 */ float4x4 matrix;
/* 64 */
};
static_assert(sizeof(HillshadePrepareDrawableUBO) == 4 * 16, "wrong size");
struct alignas(16) HillshadePrepareTilePropsUBO {
/* 0 */ float4 unpack;
/* 16 */ float2 dimension;
/* 24 */ float zoom;
/* 28 */ float maxzoom;
/* 32 */
};
static_assert(sizeof(HillshadePrepareTilePropsUBO) == 2 * 16, "wrong size");
)"
template <>
struct ShaderSource<BuiltIn::HillshadePrepareShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "HillshadePrepareShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = HILLSHADE_PREPARE_SHADER_PRELUDE R"(
struct VertexStage {
short2 pos [[attribute(hillshadePrepareUBOCount + 0)]];
short2 texture_pos [[attribute(hillshadePrepareUBOCount + 1)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 pos;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const HillshadePrepareDrawableUBO& drawable [[buffer(idHillshadePrepareDrawableUBO)]],
device const HillshadePrepareTilePropsUBO& tileProps [[buffer(idHillshadePrepareTilePropsUBO)]]) {
const float4 position = drawable.matrix * float4(float2(vertx.pos), 0, 1);
float2 epsilon = 1.0 / tileProps.dimension;
float scale = (tileProps.dimension.x - 2.0) / tileProps.dimension.x;
const float2 pos = (float2(vertx.texture_pos) / 8192.0) * scale + epsilon;
return {
.position = position,
.pos = pos,
};
}
float getElevation(float2 coord, float bias, texture2d<float, access::sample> image, sampler image_sampler, float4 unpack) {
// Convert encoded elevation value to meters
float4 data = image.sample(image_sampler, coord) * 255.0;
data.a = -1.0;
return dot(data, unpack) / 4.0;
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const HillshadePrepareTilePropsUBO& tileProps [[buffer(idHillshadePrepareTilePropsUBO)]],
texture2d<float, access::sample> image [[texture(0)]],
sampler image_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
float2 epsilon = 1.0 / tileProps.dimension;
// queried pixels:
// +-----------+
// | | | |
// | a | b | c |
// | | | |
// +-----------+
// | | | |
// | d | e | f |
// | | | |
// +-----------+
// | | | |
// | g | h | i |
// | | | |
// +-----------+
float a = getElevation(in.pos + float2(-epsilon.x, -epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
float b = getElevation(in.pos + float2(0, -epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
float c = getElevation(in.pos + float2(epsilon.x, -epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
float d = getElevation(in.pos + float2(-epsilon.x, 0), 0.0, image, image_sampler, tileProps.unpack);
//float e = getElevation(in.pos, 0.0, image, image_sampler, tileProps.unpack);
float f = getElevation(in.pos + float2(epsilon.x, 0), 0.0, image, image_sampler, tileProps.unpack);
float g = getElevation(in.pos + float2(-epsilon.x, epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
float h = getElevation(in.pos + float2(0, epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
float i = getElevation(in.pos + float2(epsilon.x, epsilon.y), 0.0, image, image_sampler, tileProps.unpack);
// here we divide the x and y slopes by 8 * pixel size
// where pixel size (aka meters/pixel) is:
// circumference of the world / (pixels per tile * number of tiles)
// which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))
// which can be reduced to: pow(2, 19.25619978527 - u_zoom)
// we want to vertically exaggerate the hillshading though, because otherwise
// it is barely noticeable at low zooms. to do this, we multiply this by some
// scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
// Here we use a=0.3 which works out to the expression below. see
// nickidlugash's awesome breakdown for more info
// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
float exaggeration = tileProps.zoom < 2.0 ? 0.4 : tileProps.zoom < 4.5 ? 0.35 : 0.3;
float2 deriv = float2(
(c + f + f + i) - (a + d + d + g),
(g + h + h + i) - (a + b + b + c)
) / pow(2.0, (tileProps.zoom - tileProps.maxzoom) * exaggeration + 19.2562 - tileProps.zoom);
float4 color = clamp(float4(
deriv.x / 2.0 + 0.5,
deriv.y / 2.0 + 0.5,
1.0,
1.0), 0.0, 1.0);
return half4(color);
}
)";
};
} // namespace shaders
} // namespace mbgl