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initial version of the basic line shader
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stefankarschti committed Nov 8, 2023
1 parent 2ce98b3 commit 7c9385f
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Showing 13 changed files with 463 additions and 22 deletions.
151 changes: 151 additions & 0 deletions include/mbgl/shaders/gl/drawable_line_basic.hpp
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// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>

namespace mbgl {
namespace shaders {

template <>
struct ShaderSource<BuiltIn::LineBasicShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "LineBasicShader";
static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
layout (location = 0) in vec2 a_pos_normal;
layout (location = 1) in vec4 a_data;
layout (std140) uniform LineBasicUBO {
highp mat4 u_matrix;
highp vec2 u_units_to_pixels;
mediump float u_ratio;
lowp float u_device_pixel_ratio;
};
layout (std140) uniform LineBasicPropertiesUBO {
highp vec4 u_color;
lowp float u_blur;
lowp float u_opacity;
mediump float u_gapwidth;
lowp float u_offset;
mediump float u_width;
highp float pad1;
highp vec2 pad2;
};
out vec2 v_normal;
out vec2 v_width2;
out float v_gamma_scale;
out highp float v_linesofar;
void main() {
highp vec4 color = u_color;
lowp float blur = u_blur;
lowp float opacity = u_opacity;
mediump float gapwidth = u_gapwidth;
lowp float offset = u_offset;
mediump float width = u_width;
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(layout (std140) uniform LineBasicUBO {
highp mat4 u_matrix;
highp vec2 u_units_to_pixels;
mediump float u_ratio;
lowp float u_device_pixel_ratio;
};
layout (std140) uniform LineBasicPropertiesUBO {
highp vec4 u_color;
lowp float u_blur;
lowp float u_opacity;
mediump float u_gapwidth;
lowp float u_offset;
mediump float u_width;
highp float pad1;
highp vec2 pad2;
};
in vec2 v_width2;
in vec2 v_normal;
in float v_gamma_scale;
void main() {
highp vec4 color = u_color;
lowp float blur = u_blur;
lowp float opacity = u_opacity;
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
fragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};

} // namespace shaders
} // namespace mbgl
13 changes: 13 additions & 0 deletions include/mbgl/shaders/line_layer_ubo.hpp
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Expand Up @@ -84,6 +84,19 @@ struct alignas(16) LineSDFPropertiesUBO {
};
static_assert(sizeof(LineSDFPropertiesUBO) % 16 == 0);

using LineBasicUBO = LineUBO;

struct alignas(16) LineBasicPropertiesUBO {
Color color;
float blur;
float opacity;
float gapwidth;
float offset;
float width;
float pad1, pad2, pad3;
};
static_assert(sizeof(LineBasicPropertiesUBO) % 16 == 0);

/// Property interpolation UBOs
struct alignas(16) LineInterpolationUBO {
float color_t;
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17 changes: 17 additions & 0 deletions include/mbgl/shaders/mtl/common.hpp
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Expand Up @@ -123,6 +123,13 @@ struct alignas(16) LineUBO {
float device_pixel_ratio;
};
struct alignas(16) LineBasicUBO {
float4x4 matrix;
float2 units_to_pixels;
float ratio;
float device_pixel_ratio;
};
struct alignas(16) LineGradientUBO {
float4x4 matrix;
float2 units_to_pixels;
Expand All @@ -140,6 +147,16 @@ struct alignas(16) LinePropertiesUBO {
float pad1, pad2, pad3;
};
struct alignas(16) LineBasicPropertiesUBO {
float4 color;
float blur;
float opacity;
float gapwidth;
float offset;
float width;
float pad1, pad2, pad3;
};
struct alignas(16) LineGradientPropertiesUBO {
float blur;
float opacity;
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113 changes: 113 additions & 0 deletions include/mbgl/shaders/mtl/line.hpp
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Expand Up @@ -480,5 +480,118 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
)";
};

template <>
struct ShaderSource<BuiltIn::LineBasicShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "LineBasicShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";

static const std::array<AttributeInfo, 8> attributes;
static const std::array<UniformBlockInfo, 4> uniforms;
static const std::array<TextureInfo, 0> textures;

static constexpr auto source = R"(
struct VertexStage {
short2 pos_normal [[attribute(0)]];
uchar4 data [[attribute(1)]];
float4 color [[attribute(2)]];
float2 blur [[attribute(3)]];
float2 opacity [[attribute(4)]];
float2 gapwidth [[attribute(5)]];
float2 offset [[attribute(6)]];
float2 width [[attribute(7)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 width2;
float2 normal;
float gamma_scale;
float4 color;
float blur;
float opacity;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const LineBasicUBO& line [[buffer(8)]],
device const LineBasicPropertiesUBO& props [[buffer(9)]],
device const LinePermutationUBO& permutation [[buffer(10)]],
device const ExpressionInputsUBO& expr [[buffer(11)]]) {
const auto color = colorFor(permutation.color, props.color, vertx.color, 0, expr);
const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, 0, expr);
const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, 0, expr);
const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, 0, expr) / 2;
const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, 0, expr) * -1;
const auto width = valueFor(permutation.width, props.width, vertx.width, 0, expr);
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
const float2 a_extrude = float2(vertx.data.xy) - 128.0;
const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
const float halfwidth = width / 2.0;
const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
const float u = 0.5 * a_direction;
const float t = 1.0 - abs(u);
const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
const float extrude_length_without_perspective = length(dist);
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
return {
.position = position,
.width2 = float2(outset, inset),
.normal = v_normal,
.gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
.color = color,
.blur = blur,
.opacity = opacity,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const LineBasicUBO& line [[buffer(8)]],
device const LinePermutationUBO& permutation [[buffer(10)]]) {
if (permutation.overdrawInspector) {
return half4(1.0);
}
// Calculate the distance of the pixel from the line in pixels.
const float dist = length(in.normal) * in.width2.x;
// Calculate the antialiasing fade factor. This is either when fading in the
// line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
const float blur2 = (in.blur + 1.0 / line.device_pixel_ratio) * in.gamma_scale;
const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
return half4(in.color * (alpha * in.opacity));
}
)";
};

} // namespace shaders
} // namespace mbgl
1 change: 1 addition & 0 deletions include/mbgl/shaders/shader_manifest.hpp
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Expand Up @@ -15,6 +15,7 @@
#include <mbgl/shaders/gl/drawable_line_pattern.hpp>
#include <mbgl/shaders/gl/drawable_line_sdf.hpp>
#include <mbgl/shaders/gl/drawable_line.hpp>
#include <mbgl/shaders/gl/drawable_line_basic.hpp>
#include <mbgl/shaders/gl/drawable_fill_pattern.hpp>
#include <mbgl/shaders/gl/drawable_fill_outline_pattern.hpp>
#include <mbgl/shaders/gl/drawable_fill_extrusion.hpp>
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1 change: 1 addition & 0 deletions include/mbgl/shaders/shader_source.hpp
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Expand Up @@ -21,6 +21,7 @@ enum class BuiltIn {
LinePatternShader,
LineSDFShader,
LineShader,
LineBasicShader,
FillPatternShader,
FillOutlinePatternShader,
FillExtrusionShader,
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43 changes: 43 additions & 0 deletions shaders/drawable.line_basic.fragment.glsl
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@@ -0,0 +1,43 @@
layout (std140) uniform LineBasicUBO {
highp mat4 u_matrix;
highp vec2 u_units_to_pixels;
mediump float u_ratio;
lowp float u_device_pixel_ratio;
};

layout (std140) uniform LineBasicPropertiesUBO {
highp vec4 u_color;
lowp float u_blur;
lowp float u_opacity;
mediump float u_gapwidth;
lowp float u_offset;
mediump float u_width;

highp float pad1;
highp vec2 pad2;
};

in vec2 v_width2;
in vec2 v_normal;
in float v_gamma_scale;

void main() {
highp vec4 color = u_color;
lowp float blur = u_blur;
lowp float opacity = u_opacity;

// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;

// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);

fragColor = color * (alpha * opacity);

#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
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