Files
MapLibreParticleLab/include/mbgl/shaders/gl/circle.hpp
Alex Cristici a650df219d Clean legacy code (#3469)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-15 22:53:09 +03:00

243 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::CircleShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "CircleShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
out vec3 v_data;
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 CircleDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_extrude_scale;
// Interpolations
lowp float u_color_t;
lowp float u_radius_t;
lowp float u_blur_t;
lowp float u_opacity_t;
lowp float u_stroke_color_t;
lowp float u_stroke_width_t;
lowp float u_stroke_opacity_t;
lowp float drawable_pad1;
lowp float drawable_pad2;
lowp float drawable_pad3;
};
layout (std140) uniform CircleEvaluatedPropsUBO {
highp vec4 u_color;
highp vec4 u_stroke_color;
mediump float u_radius;
lowp float u_blur;
lowp float u_opacity;
mediump float u_stroke_width;
lowp float u_stroke_opacity;
bool u_scale_with_map;
bool u_pitch_with_map;
lowp float props_pad1;
};
#ifndef HAS_UNIFORM_u_color
layout (location = 1) in highp vec4 a_color;
out highp vec4 color;
#endif
#ifndef HAS_UNIFORM_u_radius
layout (location = 2) in mediump vec2 a_radius;
out mediump float radius;
#endif
#ifndef HAS_UNIFORM_u_blur
layout (location = 3) in lowp vec2 a_blur;
out lowp float blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
layout (location = 4) in lowp vec2 a_opacity;
out lowp float opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
layout (location = 5) in highp vec4 a_stroke_color;
out highp vec4 stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
layout (location = 6) in mediump vec2 a_stroke_width;
out mediump float stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
layout (location = 7) in lowp vec2 a_stroke_opacity;
out lowp float stroke_opacity;
#endif
void main(void) {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
radius = unpack_mix_vec2(a_radius, u_radius_t);
#else
mediump float radius = u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
stroke_color = unpack_mix_color(a_stroke_color, u_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, u_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, u_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
vec2 circle_center = floor(a_pos * 0.5);
if (u_pitch_with_map) {
vec2 corner_position = circle_center;
if (u_scale_with_map) {
corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
} else {
// Pitching the circle with the map effectively scales it with the map
// To counteract the effect for pitch-scale: viewport, we rescale the
// whole circle based on the pitch scaling effect at its central point
vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
}
gl_Position = u_matrix * vec4(corner_position, 0, 1);
} else {
gl_Position = u_matrix * vec4(circle_center, 0, 1);
if (u_scale_with_map) {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
} else {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
}
}
// This is a minimum blur distance that serves as a faux-antialiasing for
// the circle. since blur is a ratio of the circle's size and the intent is
// to keep the blur at roughly 1px, the two are inversely related.
lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
v_data = vec3(extrude.x, extrude.y, antialiasblur);
}
)";
static constexpr const char* fragment = R"(in vec3 v_data;
layout (std140) uniform CircleEvaluatedPropsUBO {
highp vec4 u_color;
highp vec4 u_stroke_color;
mediump float u_radius;
lowp float u_blur;
lowp float u_opacity;
mediump float u_stroke_width;
lowp float u_stroke_opacity;
bool u_scale_with_map;
bool u_pitch_with_map;
lowp float props_pad1;
};
#ifndef HAS_UNIFORM_u_color
in highp vec4 color;
#endif
#ifndef HAS_UNIFORM_u_radius
in mediump float radius;
#endif
#ifndef HAS_UNIFORM_u_blur
in lowp float blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
in lowp float opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
in highp vec4 stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
in mediump float stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
in lowp float stroke_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
vec2 extrude = v_data.xy;
float extrude_length = length(extrude);
lowp float antialiasblur = v_data.z;
float antialiased_blur = -max(blur, antialiasblur);
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
antialiased_blur,
0.0,
extrude_length - radius / (radius + stroke_width)
);
fragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl