feat: establish android particle field rendering loop
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OpenAI Codex
2026-08-31 10:41:12 +08:00
parent 1ec4470114
commit 0b076c6d52
25 changed files with 816 additions and 63 deletions

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@@ -210,6 +210,8 @@ list(APPEND SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/renderer/layers/symbol_layer_tweaker.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/renderer/layers/collision_layer_tweaker.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/renderer/layers/collision_layer_tweaker.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/particle/field/offline_fixture_particle_adapter.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/particle/field/offline_fixture_particle_adapter.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/shader_program_base.cpp
)

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@@ -0,0 +1,64 @@
# 40-01 Android 离线 Fixture 到正式粒子渲染最小闭环验证报告 v1
## 状态
`WAITING_MANUAL_VALIDATION`。30-01、30-02、30-03 的正式记录均为 `PASS`,30-03 允许进入本任务。本报告只记录 Codex 的 Stage A 事实,不把未执行的 Android 编译或设备视觉验收写为 PASS。
## 基线与范围
- 分支:`particle/main`
- 开始 HEAD:`1ec44701146925dec9a87618e3f90bee9a12073f`
- 平台范围:Android OpenGL;未修改 iOS、Vulkan、NavSea 或在线数据链。
- Test App 继续使用既有 `Particle Core Layer Validation` 入口;Core adapter 不依赖 Kotlin/Android UI。
## 已实现的 Stage A 链路
```text
particle-fixtures/{uniform-east,uniform-north,vortex}
-> OfflineFixtureParticleAdapter
-> ParticleFieldSnapshot
-> GPU field texture
-> State A/B field sampling
-> Trail A/B consuming State A/B
-> canonical world composite / shared coastal mask
```
- fixture contract 使用 `metadata.json + field.f32`,校验 schema、id、WIND/GLOBAL、EPSG:4326、bounds、grid registration/order、interleaved UV、little-endian float32、NoData 声明、长度和 SHA-256。
- `uniform-east`、`uniform-north` 和 `vortex` 均为确定性 16x16 fixture;不会在每帧解析或上传。切换 fixture 时递增 `fieldGeneration/gpuFieldGeneration`,清空旧 trail;Camera 操作不触发 field upload。
- shader 的 State pass 实际采样 GPU field texture,Trail pass 从 State write texture 读取粒子位置,未使用 Kotlin/CPU 每帧粒子循环。
- STATIC 不再因资源缺失提前返回。新的 context/resource generation 会建立 field、mask、trail 和 state;STATIC 首帧走零步 bootstrap,提交 state/trail slot 但不增加 `simulationFrame`,之后保持 frozen composite。
- Activity Bundle 保存/恢复 active、enabled、mask mode 与 fixture mode;GPU runtime state 不写入 Bundle。
## Codex 可执行检查
| 检查 | 结果 |
|---|---|
| `ninja -C build-linux-opengl` 受影响 Core 对象 | PASS:`offline_fixture_particle_adapter.cpp`、`render_particle_validation_layer.cpp`、`shader_info.cpp`、`particle_validation_layer.cpp` |
| `clang-format --dry-run --Werror` | PASS |
| `git diff --check` | PASS |
| `python3 tools/generate_particle_fixture_f32.py` 后 metadata JSON 与 SHA-256 | PASS |
| adapter smoke test | PASS:`uniform-east`、`uniform-north`、`vortex` 分别加载为 16x16 |
首次整库构建尝试被 sandbox 默认 ccache 目录只读中断;以 `CCACHE_DIR=/tmp/maplibre-particle-ccache` 重新执行上述受影响对象检查后通过。这不是代码编译失败。
## 用户手工 Android OpenGL 验收
未执行。已核对当前模块提供 `opengl` flavor,用户应在提交后执行:
```bash
cd platform/android
./gradlew :MapLibreAndroidTestApp:assembleOpenglDebug
```
随后按任务书执行 T1-T12,尤其验证 STATIC + OCEAN A/B rotation 无按钮恢复、east/north 方向差异、field/mask generation 在 Camera 操作中稳定,以及 disable/enable、world wrap 和双向 antimeridian。日志筛选关键字:`ParticleField|ParticleGPU|ParticleMask|ParticleRender|ParticleValidation`。
## 未覆盖与风险
- T1-T12 Android 设备验收、截图和 OpenGL shader 实机链接尚未执行。
- 独立 EGL context-loss 设备证据沿用 30-02 的 Accepted Risk;本实现已按 resource generation 重建 CPU field 的 GPU texture。
- iOS、Metal、Android Vulkan、真实数据、生产 coastline/mask、最终粒子数和性能指标均不在本 Stage A 范围。
- fixture 含 NoData cell 的实机路径尚未有单独 fixture;adapter 已校验 NoData contract,当前三份 deterministic field 均无 NoData cell。
## 下一步
等待用户提供 Android OpenGL build 与 T1-T12 实际结果;仅在收到证据后进入任务书定义的 Stage B。

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@@ -0,0 +1,40 @@
# 40-01 Android 粒子最小正式闭环 Codex 完成报告 v1
## 1. 执行结论
Stage A 代码与静态检查完成,任务状态为 `WAITING_MANUAL_VALIDATION`。本报告不声明 40-01 PASS。
## 2. Git 基线
- branch:`particle/main`
- start commit:`1ec44701146925dec9a87618e3f90bee9a12073f`(`docs: record 30-03 final push metadata`)
- 工作树:保留三份既有未跟踪任务书,不纳入本任务提交。
- submodule:已记录,未修改。
- `git rerere.enabled`:`true`。
最终 commit、push 结果和远端 HEAD 由本报告随后的 Git 收尾提交记录;目标为 `origin/particle/main`。
## 3. 实际修改
- 新增隔离的 `mbgl::particle::OfflineFixtureParticleAdapter` 与 backend-neutral `ParticleFieldSnapshot`。
- 新增确定性 `uniform-east`、`uniform-north`、`vortex` fixture 及生成脚本;metadata 遵循架构文档 v1 contract。
- 在既有 Core RenderLayer 的 State A/B、Trail A/B、shared mask 和 canonical world composite 路线中接入 GPU field texture;没有新建 Android 侧粒子引擎。
- 修复 STATIC/context recreation 的资源 bootstrap:field、mask、trail、state 和首帧 composite 均可在 STATIC 中建立,bootstrap 为零 simulation step。
- Test App 保存 fixture selection,并增加 east/north 最小切换控制。
## 4. 构建与测试记录
- Linux OpenGL 受影响对象编译:PASS。
- C++ 格式、`git diff --check`、fixture JSON/生成/sha256:PASS。
- adapter smoke test:PASS,三份 fixture 均成功 decode/validate。
- 未运行 Gradle、APK 安装、ADB 或 Android 实机验证,遵守任务书限制。
## 5. 已知问题与未完成事项
- Android OpenGL 的 T1-T12 仍待用户执行,T1 rotation 无按钮恢复是硬门槛。
- 未实现 iOS/Vulkan/真实在线数据/生产 coastline/性能结论。
- NoData cell 的实际 fixture 覆盖留待后续数据 fixture Step;本任务的 metadata/data validator 已拒绝无效结构、长度和 checksum。
## 6. 与指令书差异
无。Stage A 结束时保持 `WAITING_MANUAL_VALIDATION`,未新建或修改 `docs/50_Step记录/`。

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@@ -41,6 +41,8 @@ void main() {
uniform sampler2D u_previous;
uniform sampler2D u_mask_texture;
uniform sampler2D u_field_texture;
uniform sampler2D u_state_texture;
in vec2 v_uv;
in vec2 v_world;
@@ -49,15 +51,27 @@ void main() {
float mode = u_pass.x;
if (mode < 0.5) {
// State pass: deterministic GPU-only state evolution.
fragColor = vec4(fract(previous.r + 0.03125), v_uv, 1.0);
// 40-01: State A/B samples the uploaded OfflineFixture Particle Field.
// RG stores field-normalized position, B stores age, and the Field
// texture encodes canonical U-east/V-north at that geographic sample.
vec2 position = previous.rg;
if (previous.a < 0.5) position = v_uv;
vec2 velocity = texture(u_field_texture, position).rg * 2.0 - 1.0;
position = fract(position + velocity * u_pass.y * 0.004);
if (any(isnan(velocity))) position = v_uv;
fragColor = vec4(position, fract(previous.b + 0.03125 * u_pass.y), 1.0);
} else if (mode < 1.5) {
// Trail pass: fade the previous trail and add a moving validation marker.
float marker = 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, u_marker.xy));
// The trail consumes State B/A written by the real field-sampling pass.
// Four deterministic texels are enough for the Stage A visual proof.
float marker = 0.0;
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.125, 0.125)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.375, 0.375)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.625, 0.625)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.875, 0.875)).rg)));
vec3 color = previous.rgb * u_marker.w + marker * vec3(0.08, 0.55, 1.0);
fragColor = vec4(min(color, vec3(1.0)), 1.0);
} else {
// VALIDATION ONLY: canonical world-space pattern and shared mask.
// Current-frame canonical world composite and shared Mask.
float intensity = max(previous.r, max(previous.g, previous.b));
float ocean = texture(u_mask_texture, v_world).a;
if (u_pass.z > 0.5 && ocean < 0.5) discard;

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@@ -341,6 +341,8 @@ enum {
enum {
idParticleGpuValidationPreviousTexture,
idParticleGpuValidationMaskTexture,
idParticleGpuValidationFieldTexture,
idParticleGpuValidationStateTexture,
particleGpuValidationTextureCount
};

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@@ -15,6 +15,8 @@ public:
void setActive(bool);
uint8_t getMaskMode() const;
void setMaskMode(uint8_t);
uint8_t getFixtureMode() const;
void setFixtureMode(uint8_t);
class Impl;
const Impl& impl() const;

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@@ -1,3 +1,5 @@
# Particle 固定离线 Fixtures
第一阶段禁止依赖真实天气服务器。具体数据格式在设计冻结后确定。
第一阶段禁止依赖真实天气服务器。每个 velocity fixture 遵循冻结的
`maplibre-particle-fixture/v1` contract:`metadata.json` 和 little-endian
interleaved U/V `field.f32`,其长度与 SHA-256 必须通过 adapter 校验。

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@@ -0,0 +1,15 @@
{
"schema": "maplibre-particle-fixture/v1",
"fixtureId": "uniform-east",
"fieldType": "WIND",
"displayDomain": "GLOBAL",
"dataVersion": 1,
"timeIndex": 0,
"timestamp": null,
"bounds": {"west": -180.0, "south": -85.0, "east": 180.0, "north": 85.0},
"crs": "EPSG:4326",
"grid": {"width": 16, "height": 16, "registration": "node", "origin": "north-west", "rowOrder": "north-to-south", "columnOrder": "west-to-east"},
"vector": {"uPositive": "east", "vPositive": "north", "unit": "m/s", "layout": "interleaved-uv", "encoding": "float32-le", "noData": -9999.0, "file": "field.f32"},
"mask": {"mode": "none"},
"integrity": {"fieldByteLength": 2048, "fieldSha256": "0da648fdcf61b5ea6383960583bdc74287c3fa758c6e5a7eb7d234f2d7c3283f"}
}

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@@ -0,0 +1,15 @@
{
"schema": "maplibre-particle-fixture/v1",
"fixtureId": "uniform-north",
"fieldType": "WIND",
"displayDomain": "GLOBAL",
"dataVersion": 1,
"timeIndex": 0,
"timestamp": null,
"bounds": {"west": -180.0, "south": -85.0, "east": 180.0, "north": 85.0},
"crs": "EPSG:4326",
"grid": {"width": 16, "height": 16, "registration": "node", "origin": "north-west", "rowOrder": "north-to-south", "columnOrder": "west-to-east"},
"vector": {"uPositive": "east", "vPositive": "north", "unit": "m/s", "layout": "interleaved-uv", "encoding": "float32-le", "noData": -9999.0, "file": "field.f32"},
"mask": {"mode": "none"},
"integrity": {"fieldByteLength": 2048, "fieldSha256": "20eb0da1812e616cee1740ee8e22a7bda377d6785cc6e7007fb26afa5ab255bc"}
}

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@@ -0,0 +1,15 @@
{
"schema": "maplibre-particle-fixture/v1",
"fixtureId": "vortex",
"fieldType": "WIND",
"displayDomain": "GLOBAL",
"dataVersion": 1,
"timeIndex": 0,
"timestamp": null,
"bounds": {"west": -180.0, "south": -85.0, "east": 180.0, "north": 85.0},
"crs": "EPSG:4326",
"grid": {"width": 16, "height": 16, "registration": "node", "origin": "north-west", "rowOrder": "north-to-south", "columnOrder": "west-to-east"},
"vector": {"uPositive": "east", "vPositive": "north", "unit": "m/s", "layout": "interleaved-uv", "encoding": "float32-le", "noData": -9999.0, "file": "field.f32"},
"mask": {"mode": "none"},
"integrity": {"fieldByteLength": 2048, "fieldSha256": "aa7fd26d5e4605dc363636b99e17c6bb495d51350a5a2cd8abe5bf0ada741c5a"}
}

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@@ -21,15 +21,17 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
private var active = true
private var enabled = true
private var maskMode = MASK_GLOBAL
private var fixtureMode = FIXTURE_UNIFORM_EAST
override fun onCreate(savedInstanceState: Bundle?) {
active = savedInstanceState?.getBoolean(STATE_ACTIVE, true) ?: true
enabled = savedInstanceState?.getBoolean(STATE_ENABLED, true) ?: true
maskMode = savedInstanceState?.getInt(STATE_MASK_MODE, MASK_GLOBAL) ?: MASK_GLOBAL
fixtureMode = savedInstanceState?.getInt(STATE_FIXTURE_MODE, FIXTURE_UNIFORM_EAST) ?: FIXTURE_UNIFORM_EAST
super.onCreate(savedInstanceState)
Log.i(
TAG,
"ParticleValidation30_03: Activity state restored active=$active enabled=$enabled maskMode=$maskMode " +
"ParticleRender: Activity state restored active=$active enabled=$enabled maskMode=$maskMode fixtureMode=$fixtureMode " +
"recreated=${savedInstanceState != null}"
)
setContentView(R.layout.activity_particle_core_layer_validation)
@@ -69,6 +71,12 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
findViewById<Button>(R.id.validationOceanB).setOnClickListener {
if (this::maplibreMap.isInitialized) setValidationProperties(active = active, maskMode = MASK_OCEAN_B)
}
findViewById<Button>(R.id.validationUniformEast).setOnClickListener {
if (this::maplibreMap.isInitialized) setValidationProperties(active, maskMode, FIXTURE_UNIFORM_EAST)
}
findViewById<Button>(R.id.validationUniformNorth).setOnClickListener {
if (this::maplibreMap.isInitialized) setValidationProperties(active, maskMode, FIXTURE_UNIFORM_NORTH)
}
findViewById<Button>(R.id.validationDateline).setOnClickListener {
maplibreMap.cameraPosition = CameraPosition.Builder().target(LatLng(0.0, 179.0)).zoom(2.0).build()
Log.i(TAG, "ParticleValidation30_03: DATELINE preset center=0,179 zoom=2")
@@ -89,9 +97,10 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
}
}
private fun setValidationProperties(active: Boolean, maskMode: Int) {
private fun setValidationProperties(active: Boolean, maskMode: Int, fixtureMode: Int = this.fixtureMode) {
this.active = active
this.maskMode = maskMode
this.fixtureMode = fixtureMode
val layer = maplibreMap.style?.getLayer(PARTICLE_LAYER_ID)
if (layer == null || !enabled) {
loadValidationStyle(active, enabled)
@@ -99,10 +108,11 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
}
layer.setProperties(
PaintPropertyValue("particle-validation-active", active),
PaintPropertyValue("particle-validation-mask-mode", maskMode)
PaintPropertyValue("particle-validation-mask-mode", maskMode),
PaintPropertyValue("particle-fixture-mode", fixtureMode)
)
status.text = statusText()
Log.i(TAG, "ParticleValidation30_03: property update active=$active maskMode=$maskMode resourceReuseExpected=true")
Log.i(TAG, "ParticleRender: property update active=$active maskMode=$maskMode fixtureMode=$fixtureMode")
}
private fun statusText(): String = when {
@@ -116,7 +126,7 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
private fun validationStyle(active: Boolean, enabled: Boolean): String {
val particleLayer = if (enabled) {
"""{"id":"particle-validation-core","type":"particle-validation",
"paint":{"particle-validation-active":$active,"particle-validation-mask-mode":$maskMode}},"""
"paint":{"particle-validation-active":$active,"particle-validation-mask-mode":$maskMode,"particle-fixture-mode":$fixtureMode}},"""
} else {
""
}
@@ -153,6 +163,7 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
outState.putBoolean(STATE_ACTIVE, active)
outState.putBoolean(STATE_ENABLED, enabled)
outState.putInt(STATE_MASK_MODE, maskMode)
outState.putInt(STATE_FIXTURE_MODE, fixtureMode)
super.onSaveInstanceState(outState)
mapView.onSaveInstanceState(outState)
}
@@ -162,9 +173,12 @@ class ParticleCoreLayerValidationActivity : AppCompatActivity() {
private const val STATE_ACTIVE = "particle_validation.active"
private const val STATE_ENABLED = "particle_validation.enabled"
private const val STATE_MASK_MODE = "particle_validation.mask_mode"
private const val STATE_FIXTURE_MODE = "particle_validation.fixture_mode"
private const val PARTICLE_LAYER_ID = "particle-validation-core"
private const val MASK_GLOBAL = 0
private const val MASK_OCEAN_A = 1
private const val MASK_OCEAN_B = 2
private const val FIXTURE_UNIFORM_EAST = 0
private const val FIXTURE_UNIFORM_NORTH = 1
}
}

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@@ -24,6 +24,26 @@
android:text="@string/particle_validation_active_status"
android:textColor="@android:color/white" />
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal">
<Button
android:id="@+id/validationUniformEast"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:text="@string/particle_validation_uniform_east" />
<Button
android:id="@+id/validationUniformNorth"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:text="@string/particle_validation_uniform_north" />
</LinearLayout>
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"

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@@ -22,8 +22,10 @@
<string name="particle_validation_ocean_b">OCEAN B</string>
<string name="particle_validation_dateline">DATELINE</string>
<string name="particle_validation_world_wrap">WORLD WRAP</string>
<string name="particle_validation_global_active_status">30-03 GLOBAL ACTIVE: current-frame Camera/world-wrap validation and GPU simulation.</string>
<string name="particle_validation_global_static_status">30-03 GLOBAL STATIC: simulation frozen; Camera redraw must keep the world mask aligned.</string>
<string name="particle_validation_ocean_a_status">30-03 OCEAN_ONLY_A: blue shared coastal-mask consumer.</string>
<string name="particle_validation_ocean_b_status">30-03 OCEAN_ONLY_B: green shared coastal-mask consumer.</string>
<string name="particle_validation_uniform_east">UNIFORM EAST</string>
<string name="particle_validation_uniform_north">UNIFORM NORTH</string>
<string name="particle_validation_global_active_status">40-01 GLOBAL ACTIVE: offline field simulation and current-frame composite.</string>
<string name="particle_validation_global_static_status">40-01 GLOBAL STATIC: zero-step bootstrap and frozen composite.</string>
<string name="particle_validation_ocean_a_status">40-01 OCEAN_ONLY_A: shared coastal-mask consumer.</string>
<string name="particle_validation_ocean_b_status">40-01 OCEAN_ONLY_B: shared coastal-mask consumer.</string>
</resources>

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@@ -7,6 +7,8 @@ layout (std140) uniform ParticleGpuValidationUBO {
uniform sampler2D u_previous;
uniform sampler2D u_mask_texture;
uniform sampler2D u_field_texture;
uniform sampler2D u_state_texture;
in vec2 v_uv;
in vec2 v_world;
@@ -15,15 +17,27 @@ void main() {
float mode = u_pass.x;
if (mode < 0.5) {
// State pass: deterministic GPU-only state evolution.
fragColor = vec4(fract(previous.r + 0.03125), v_uv, 1.0);
// 40-01: State A/B samples the uploaded OfflineFixture Particle Field.
// RG stores field-normalized position, B stores age, and the Field
// texture encodes canonical U-east/V-north at that geographic sample.
vec2 position = previous.rg;
if (previous.a < 0.5) position = v_uv;
vec2 velocity = texture(u_field_texture, position).rg * 2.0 - 1.0;
position = fract(position + velocity * u_pass.y * 0.004);
if (any(isnan(velocity))) position = v_uv;
fragColor = vec4(position, fract(previous.b + 0.03125 * u_pass.y), 1.0);
} else if (mode < 1.5) {
// Trail pass: fade the previous trail and add a moving validation marker.
float marker = 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, u_marker.xy));
// The trail consumes State B/A written by the real field-sampling pass.
// Four deterministic texels are enough for the Stage A visual proof.
float marker = 0.0;
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.125, 0.125)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.375, 0.375)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.625, 0.625)).rg)));
marker = max(marker, 1.0 - smoothstep(0.0, u_marker.z, distance(v_uv, texture(u_state_texture, vec2(0.875, 0.875)).rg)));
vec3 color = previous.rgb * u_marker.w + marker * vec3(0.08, 0.55, 1.0);
fragColor = vec4(min(color, vec3(1.0)), 1.0);
} else {
// VALIDATION ONLY: canonical world-space pattern and shared mask.
// Current-frame canonical world composite and shared Mask.
float intensity = max(previous.r, max(previous.g, previous.b));
float ocean = texture(u_mask_texture, v_world).a;
if (u_pass.z > 0.5 && ocean < 0.5) discard;

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@@ -0,0 +1,195 @@
#include <mbgl/particle/field/offline_fixture_particle_adapter.hpp>
#include <rapidjson/document.h>
#include <cmath>
#include <array>
#include <cstring>
#include <filesystem>
#include <fstream>
#include <stdexcept>
namespace mbgl::particle {
namespace {
bool knownFixture(const std::string& fixtureID) {
return fixtureID == "uniform-east" || fixtureID == "uniform-north" || fixtureID == "vortex";
}
std::string readText(const std::filesystem::path& path) {
std::ifstream input(path);
if (!input) throw std::invalid_argument("fixture metadata unavailable: " + path.string());
return {std::istreambuf_iterator<char>(input), std::istreambuf_iterator<char>()};
}
std::vector<char> readBinary(const std::filesystem::path& path) {
std::ifstream input(path, std::ios::binary);
if (!input) throw std::invalid_argument("fixture field unavailable: " + path.string());
return {std::istreambuf_iterator<char>(input), std::istreambuf_iterator<char>()};
}
const rapidjson::Value& member(const rapidjson::Value& value, const char* name) {
if (!value.HasMember(name)) throw std::invalid_argument(std::string("fixture metadata missing: ") + name);
return value[name];
}
std::string sha256(const std::vector<char>& input) {
constexpr std::array<uint32_t, 64> constants = {
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5,
0xd807aa98, 0x12835b01, 0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174,
0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc, 0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da,
0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7, 0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967,
0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13, 0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070,
0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3,
0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208, 0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2};
const auto rotateRight = [](uint32_t value, uint32_t bits) {
return (value >> bits) | (value << (32 - bits));
};
std::vector<uint8_t> bytes(input.begin(), input.end());
const uint64_t bitLength = static_cast<uint64_t>(bytes.size()) * 8;
bytes.push_back(0x80);
while ((bytes.size() % 64) != 56) bytes.push_back(0);
for (int shift = 56; shift >= 0; shift -= 8) bytes.push_back(static_cast<uint8_t>(bitLength >> shift));
std::array<uint32_t, 8> hash = {
0x6a09e667, 0xbb67ae85, 0x3c6ef372, 0xa54ff53a, 0x510e527f, 0x9b05688c, 0x1f83d9ab, 0x5be0cd19};
for (size_t offset = 0; offset < bytes.size(); offset += 64) {
std::array<uint32_t, 64> words{};
for (size_t i = 0; i < 16; ++i) {
words[i] = (static_cast<uint32_t>(bytes[offset + i * 4]) << 24) |
(static_cast<uint32_t>(bytes[offset + i * 4 + 1]) << 16) |
(static_cast<uint32_t>(bytes[offset + i * 4 + 2]) << 8) |
static_cast<uint32_t>(bytes[offset + i * 4 + 3]);
}
for (size_t i = 16; i < words.size(); ++i) {
const uint32_t a = rotateRight(words[i - 15], 7) ^ rotateRight(words[i - 15], 18) ^ (words[i - 15] >> 3);
const uint32_t b = rotateRight(words[i - 2], 17) ^ rotateRight(words[i - 2], 19) ^ (words[i - 2] >> 10);
words[i] = words[i - 16] + a + words[i - 7] + b;
}
uint32_t a = hash[0], b = hash[1], c = hash[2], d = hash[3];
uint32_t e = hash[4], f = hash[5], g = hash[6], h = hash[7];
for (size_t i = 0; i < words.size(); ++i) {
const uint32_t sigma1 = rotateRight(e, 6) ^ rotateRight(e, 11) ^ rotateRight(e, 25);
const uint32_t choice = (e & f) ^ (~e & g);
const uint32_t temp1 = h + sigma1 + choice + constants[i] + words[i];
const uint32_t sigma0 = rotateRight(a, 2) ^ rotateRight(a, 13) ^ rotateRight(a, 22);
const uint32_t majority = (a & b) ^ (a & c) ^ (b & c);
const uint32_t temp2 = sigma0 + majority;
h = g;
g = f;
f = e;
e = d + temp1;
d = c;
c = b;
b = a;
a = temp1 + temp2;
}
hash[0] += a;
hash[1] += b;
hash[2] += c;
hash[3] += d;
hash[4] += e;
hash[5] += f;
hash[6] += g;
hash[7] += h;
}
static constexpr char digits[] = "0123456789abcdef";
std::string result;
result.reserve(64);
for (const uint32_t word : hash) {
for (int shift = 28; shift >= 0; shift -= 4) result.push_back(digits[(word >> shift) & 0x0f]);
}
return result;
}
} // namespace
bool ParticleFieldSnapshot::isValid() const {
if (fixtureID.empty() || fieldType != "WIND" || displayDomain != "GLOBAL" || width == 0 || height == 0 ||
!(west < east) || !(south < north) || velocity.size() != static_cast<size_t>(width) * height * 2) {
return false;
}
for (const float component : velocity) {
if (!std::isfinite(component) || component == noData) {
return false;
}
}
return true;
}
ParticleFieldSnapshot OfflineFixtureParticleAdapter::load(const std::string& fixtureID, const uint64_t generation) {
if (!knownFixture(fixtureID)) {
throw std::invalid_argument("unknown offline particle fixture: " + fixtureID);
}
const auto directory = std::filesystem::path{"particle-fixtures"} / fixtureID;
rapidjson::Document metadata;
metadata.Parse(readText(directory / "metadata.json").c_str());
if (metadata.HasParseError() || !metadata.IsObject() || !member(metadata, "schema").IsString() ||
std::string(member(metadata, "schema").GetString()) != "maplibre-particle-fixture/v1" ||
!member(metadata, "fixtureId").IsString() ||
std::string(member(metadata, "fixtureId").GetString()) != fixtureID ||
!member(metadata, "fieldType").IsString() || !member(metadata, "displayDomain").IsString()) {
throw std::invalid_argument("invalid fixture metadata: " + fixtureID);
}
const auto& grid = member(metadata, "grid");
const auto& bounds = member(metadata, "bounds");
const auto& vector = member(metadata, "vector");
const auto& integrity = member(metadata, "integrity");
if (!grid.IsObject() || !bounds.IsObject() || !vector.IsObject() || !integrity.IsObject() ||
!member(metadata, "timeIndex").IsUint64() || !member(metadata, "crs").IsString() ||
std::string(member(metadata, "crs").GetString()) != "EPSG:4326" || !member(grid, "width").IsUint() ||
!member(grid, "height").IsUint() || !member(bounds, "west").IsNumber() || !member(bounds, "south").IsNumber() ||
!member(bounds, "east").IsNumber() || !member(bounds, "north").IsNumber() ||
!member(grid, "registration").IsString() || !member(grid, "origin").IsString() ||
!member(grid, "rowOrder").IsString() || !member(grid, "columnOrder").IsString() ||
!member(vector, "uPositive").IsString() || !member(vector, "vPositive").IsString() ||
!member(vector, "unit").IsString() || !member(vector, "layout").IsString() ||
!member(vector, "encoding").IsString() || !member(vector, "noData").IsNumber() ||
!member(vector, "file").IsString() || !member(integrity, "fieldByteLength").IsUint64() ||
!member(integrity, "fieldSha256").IsString()) {
throw std::invalid_argument("invalid fixture grid/bounds/encoding: " + fixtureID);
}
if (std::string(grid["registration"].GetString()) != "node" ||
std::string(grid["origin"].GetString()) != "north-west" ||
std::string(grid["rowOrder"].GetString()) != "north-to-south" ||
std::string(grid["columnOrder"].GetString()) != "west-to-east" ||
std::string(vector["uPositive"].GetString()) != "east" ||
std::string(vector["vPositive"].GetString()) != "north" ||
std::string(vector["layout"].GetString()) != "interleaved-uv" ||
std::string(vector["encoding"].GetString()) != "float32-le" ||
std::string(vector["file"].GetString()) != "field.f32") {
throw std::invalid_argument("unsupported fixture v1 layout: " + fixtureID);
}
ParticleFieldSnapshot field;
field.fixtureID = fixtureID;
field.fieldType = member(metadata, "fieldType").GetString();
field.displayDomain = member(metadata, "displayDomain").GetString();
field.width = grid["width"].GetUint();
field.height = grid["height"].GetUint();
field.west = bounds["west"].GetDouble();
field.south = bounds["south"].GetDouble();
field.east = bounds["east"].GetDouble();
field.north = bounds["north"].GetDouble();
field.noData = static_cast<float>(vector["noData"].GetDouble());
field.dataVersion = member(metadata, "dataVersion").GetUint64();
field.generation = generation;
const auto bytes = readBinary(directory / "field.f32");
const size_t expected = static_cast<size_t>(field.width) * field.height * 2 * sizeof(float);
if (bytes.size() != expected || member(integrity, "fieldByteLength").GetUint64() != expected) {
throw std::invalid_argument("fixture field length mismatch: " + fixtureID);
}
if (sha256(bytes) != member(integrity, "fieldSha256").GetString()) {
throw std::invalid_argument("fixture field checksum mismatch: " + fixtureID);
}
field.velocity.resize(expected / sizeof(float));
std::memcpy(field.velocity.data(), bytes.data(), expected);
if (!field.isValid()) {
throw std::invalid_argument("invalid offline particle fixture: " + fixtureID);
}
return field;
}
} // namespace mbgl::particle

View File

@@ -0,0 +1,39 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
namespace mbgl::particle {
// Immutable, backend-neutral Field snapshot used by the first offline particle
// implementation. The renderer owns only a GPU representation of this value.
struct ParticleFieldSnapshot {
std::string fixtureID;
std::string fieldType;
std::string displayDomain;
uint32_t width = 0;
uint32_t height = 0;
double west = -180.0;
double south = -85.0;
double east = 180.0;
double north = 85.0;
float noData = -9999.0f;
uint64_t dataVersion = 0;
uint64_t generation = 0;
// Row-major, little-endian contract decoded as interleaved canonical
// U-east/V-north values. A noData component makes the cell invalid.
std::vector<float> velocity;
bool isValid() const;
};
// Phase-one OfflineFixtureParticleAdapter. Its public contract deliberately
// contains no Android/UI/GPU objects, allowing the same decoded snapshot to be
// used by future Android Vulkan and iOS renderers.
class OfflineFixtureParticleAdapter final {
public:
static ParticleFieldSnapshot load(const std::string& fixtureID, uint64_t generation);
};
} // namespace mbgl::particle

View File

@@ -9,6 +9,7 @@
#include <mbgl/gfx/shader_registry.hpp>
#include <mbgl/gfx/texture2d.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/particle/field/offline_fixture_particle_adapter.hpp>
#include <mbgl/renderer/buckets/heatmap_bucket.hpp>
#include <mbgl/renderer/change_request.hpp>
#include <mbgl/renderer/layer_group.hpp>
@@ -42,6 +43,7 @@ constexpr Size MaskSize{16, 16};
std::atomic_uint64_t nextGpuGeneration{0};
std::atomic_uint64_t nextMaskGeneration{0};
std::atomic_uint64_t nextFieldGeneration{0};
const style::ParticleValidationLayer::Impl& impl(const Immutable<style::Layer::Impl>& value) {
assert(value->getTypeInfo() == style::ParticleValidationLayer::Impl::staticTypeInfo());
@@ -63,6 +65,34 @@ Size validViewportSize(const Size size) {
return {std::max<uint32_t>(1, size.width), std::max<uint32_t>(1, size.height)};
}
const char* fixtureID(const uint8_t mode) {
switch (mode) {
case 0:
return "uniform-east";
case 1:
return "uniform-north";
default:
return "vortex";
}
}
std::shared_ptr<PremultipliedImage> makeVelocityFieldImage(const particle::ParticleFieldSnapshot& field) {
auto image = std::make_shared<PremultipliedImage>(Size{field.width, field.height});
for (uint32_t y = 0; y < field.height; ++y) {
for (uint32_t x = 0; x < field.width; ++x) {
const auto cell = (static_cast<size_t>(y) * field.width + x) * 2;
const auto pixel = (static_cast<size_t>(y) * field.width + x) * PremultipliedImage::channels;
image->data[pixel + 0] = static_cast<uint8_t>(std::clamp(field.velocity[cell] * 0.5f + 0.5f, 0.0f, 1.0f) *
255.0f);
image->data[pixel + 1] = static_cast<uint8_t>(
std::clamp(field.velocity[cell + 1] * 0.5f + 0.5f, 0.0f, 1.0f) * 255.0f);
image->data[pixel + 2] = 0;
image->data[pixel + 3] = 255;
}
}
return image;
}
// VALIDATION ONLY: deterministic global fixture with a diagonal coast. Alpha
// 255 means OCEAN, alpha 0 means LAND. It is intentionally tiny and is not a
// production coastline source.
@@ -104,6 +134,7 @@ public:
bool stateSeeded = false;
bool trailSeeded = false;
bool pending = false;
bool bootstrapPending = false;
bool contextDestroyed = false;
bool staticFreezeLogged = false;
bool cameraDrawLogged = false;
@@ -111,6 +142,9 @@ public:
bool antimeridianLogged = false;
uint64_t lastCameraLogFrame = 0;
uint64_t maskGeneration = 0;
uint64_t fieldGeneration = 0;
uint64_t gpuFieldGeneration = 0;
uint8_t fixtureMode = 255;
uint8_t loggedMaskMode = 255;
Size trailSize{};
@@ -119,6 +153,10 @@ public:
std::vector<RenderTargetPtr> registeredTargets;
gfx::ShaderProgramBasePtr shader;
gfx::Texture2DPtr maskTexture;
gfx::Texture2DPtr fieldTexture;
gfx::Texture2DPtr stateTexture;
particle::ParticleFieldSnapshot field;
std::shared_ptr<PremultipliedImage> fieldImage;
std::shared_ptr<PremultipliedImage> maskFixture;
std::shared_ptr<gfx::VertexVector<HeatmapTextureLayoutVertex>> vertices;
SegmentVector segments;
@@ -153,7 +191,10 @@ public:
trailRead = trailWrite();
stateSeeded = true;
trailSeeded = true;
++committedFrame;
if (!bootstrapPending) {
++committedFrame;
}
bootstrapPending = false;
pending = false;
}
};
@@ -169,6 +210,8 @@ public:
gfx::Texture2DPtr source_,
gfx::Texture2DPtr target_,
gfx::Texture2DPtr mask_,
gfx::Texture2DPtr stateTexture_,
float simulationStep_,
int16_t worldWrap_,
uint8_t maskMode_)
: state(std::move(state_)),
@@ -178,6 +221,8 @@ public:
source(std::move(source_)),
target(std::move(target_)),
mask(std::move(mask_)),
stateTexture(std::move(stateTexture_)),
simulationStep(simulationStep_),
worldWrap(worldWrap_),
maskMode(maskMode_) {}
@@ -193,9 +238,14 @@ public:
if (mask) {
drawable.setTexture(mask, shaders::idParticleGpuValidationMaskTexture);
}
if (resources->fieldTexture) {
drawable.setTexture(resources->fieldTexture, shaders::idParticleGpuValidationFieldTexture);
}
if (stateTexture) {
drawable.setTexture(stateTexture, shaders::idParticleGpuValidationStateTexture);
}
const bool frozen = pass == ValidationPass::FrozenComposite;
const float frame = static_cast<float>(resources->committedFrame + (frozen ? 0 : 1));
const float frame = simulationStep;
const float markerX = 0.5f + 0.32f * std::sin(frame * 0.071f);
const float markerY = 0.5f + 0.32f * std::cos(frame * 0.053f);
const shaders::ParticleGpuValidationUBO ubo = {
@@ -308,6 +358,8 @@ private:
gfx::Texture2DPtr source;
gfx::Texture2DPtr target;
gfx::Texture2DPtr mask;
gfx::Texture2DPtr stateTexture;
float simulationStep;
int16_t worldWrap;
uint8_t maskMode;
};
@@ -336,6 +388,8 @@ bool buildQuad(gfx::Context& context,
const gfx::Texture2DPtr& source,
const gfx::Texture2DPtr& target,
const gfx::Texture2DPtr& mask,
const gfx::Texture2DPtr& stateTexture,
const float simulationStep,
const ValidationPass pass,
const uint8_t readSlot,
const uint8_t writeSlot,
@@ -372,8 +426,14 @@ bool buildQuad(gfx::Context& context,
if (mask) {
builder->setTexture(mask, shaders::idParticleGpuValidationMaskTexture);
}
if (resources->fieldTexture) {
builder->setTexture(resources->fieldTexture, shaders::idParticleGpuValidationFieldTexture);
}
if (stateTexture) {
builder->setTexture(stateTexture, shaders::idParticleGpuValidationStateTexture);
}
builder->addTweaker(std::make_shared<ParticleGpuValidationTweaker>(
resources, pass, readSlot, writeSlot, source, target, mask, worldWrap, maskMode));
resources, pass, readSlot, writeSlot, source, target, mask, stateTexture, simulationStep, worldWrap, maskMode));
// DrawableBuilder owns the current drawable until flush finalizes it.
builder->flush(context);
@@ -389,7 +449,8 @@ bool buildQuad(gfx::Context& context,
} // namespace
RenderParticleValidationLayer::RenderParticleValidationLayer(Immutable<style::ParticleValidationLayer::Impl> impl_)
: RenderLayer(makeMutable<style::ParticleValidationLayerProperties>(impl_, impl_->active, impl_->maskMode)) {
: RenderLayer(makeMutable<style::ParticleValidationLayerProperties>(
impl_, impl_->active, impl_->maskMode, impl_->fixtureMode)) {
Log::Info(
Event::Render,
"ParticleValidation: RenderLayer create id=" + getID() + " source-less=true pass=translucent stage=30-02");
@@ -407,16 +468,17 @@ RenderParticleValidationLayer::~RenderParticleValidationLayer() {
void RenderParticleValidationLayer::evaluate(const PropertyEvaluationParameters&) {
const bool active = impl(baseImpl).active;
const uint8_t maskMode = impl(baseImpl).maskMode;
const uint8_t fixtureMode = impl(baseImpl).fixtureMode;
auto properties = makeMutable<style::ParticleValidationLayerProperties>(
staticImmutableCast<style::ParticleValidationLayer::Impl>(baseImpl), active, maskMode);
staticImmutableCast<style::ParticleValidationLayer::Impl>(baseImpl), active, maskMode, fixtureMode);
passes = RenderPass::Translucent;
properties->renderPasses = mbgl::underlying_type(passes);
evaluatedProperties = std::move(properties);
Log::Info(Event::Render,
"ParticleValidation: state=" + std::string(active ? "ACTIVE" : "STATIC") +
" maskMode=" + std::to_string(maskMode) + " id=" + getID() +
" layerIndex=" + std::to_string(getLayerIndex()) + " stage=30-03");
" maskMode=" + std::to_string(maskMode) + " id=" + getID() + " fixture=" + fixtureID(fixtureMode) +
" layerIndex=" + std::to_string(getLayerIndex()) + " stage=40-01");
}
bool RenderParticleValidationLayer::needsRepaint() const {
@@ -471,6 +533,7 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
const auto& properties = static_cast<const style::ParticleValidationLayerProperties&>(*evaluatedProperties);
const bool active = properties.active;
const uint8_t maskMode = properties.maskMode;
const uint8_t fixtureMode = properties.fixtureMode;
auto resources = gpuValidation;
if (resources && resources->contextDestroyed) {
// VALIDATION ONLY: follow the 30-02 resource-generation rule. No stale
@@ -479,13 +542,6 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
resources.reset();
}
if (!resources) {
if (!active) {
// STATIC without a preceding ACTIVE frame has no trail to show. Do not create,
// clear, or advance offscreen resources merely because the map redraws.
static_cast<LayerGroup&>(*layerGroup).clearDrawables();
return;
}
auto owned = std::make_shared<ParticleGpuValidationResources>();
owned->generation = ++nextGpuGeneration;
owned->shader = context.getGenericShader(shaders, ShaderName);
@@ -511,11 +567,51 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
.wrapU = gfx::TextureWrapType::Clamp,
.wrapV = gfx::TextureWrapType::Clamp});
owned->maskGeneration = ++nextMaskGeneration;
try {
owned->fieldGeneration = ++nextFieldGeneration;
owned->field = particle::OfflineFixtureParticleAdapter::load(fixtureID(fixtureMode),
owned->fieldGeneration);
owned->fieldImage = makeVelocityFieldImage(owned->field);
owned->fieldTexture = context.createTexture2D();
if (!owned->fieldImage || !owned->fieldTexture) {
Log::Error(Event::Render, "ParticleGPU: field resource creation failed");
return;
}
owned->fieldTexture->setImage(owned->fieldImage);
owned->fieldTexture->setSamplerConfiguration({.filter = gfx::TextureFilterType::Nearest,
.wrapU = gfx::TextureWrapType::Repeat,
.wrapV = gfx::TextureWrapType::Clamp});
owned->gpuFieldGeneration = owned->fieldGeneration;
owned->fixtureMode = fixtureMode;
} catch (const std::exception& error) {
Log::Error(Event::Render, "ParticleField: fixture load failed: " + std::string(error.what()));
return;
}
gpuValidation = std::move(owned);
resources = gpuValidation;
Log::Info(Event::Render,
"ParticleValidation30_02: State A/B create generation=" + std::to_string(resources->generation) +
" size=16x16 independent=true");
Log::Info(
Event::Render,
"ParticleField: fixture loaded id=" + resources->field.fixtureID + " type=" + resources->field.fieldType +
" bounds=[" + std::to_string(resources->field.west) + ',' + std::to_string(resources->field.east) +
"]x[" + std::to_string(resources->field.south) + ',' + std::to_string(resources->field.north) +
"] grid=" + std::to_string(resources->field.width) + 'x' + std::to_string(resources->field.height) +
" dataVersion=" + std::to_string(resources->field.dataVersion) +
" fieldGeneration=" + std::to_string(resources->fieldGeneration));
Log::Info(Event::Render,
"ParticleField: fixture validated id=" + resources->field.fixtureID +
" noData=" + std::to_string(resources->field.noData) +
" velocityCount=" + std::to_string(resources->field.velocity.size()));
Log::Info(Event::Render,
"ParticleField: created id=" + resources->field.fixtureID +
" generation=" + std::to_string(resources->fieldGeneration));
Log::Info(Event::Render,
"ParticleGPU: field upload reason=RESOURCE_RECREATE fixture=" + resources->field.fixtureID +
" fieldGeneration=" + std::to_string(resources->fieldGeneration) +
" gpuFieldGeneration=" + std::to_string(resources->gpuFieldGeneration) +
" resourceGeneration=" + std::to_string(resources->generation));
Log::Info(
Event::Render,
"ParticleValidation30_03: mask fixture ready id=coastal-mask-validation-v1 bounds=[-180,180]x[-85,85] "
@@ -525,6 +621,41 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
"ParticleValidation30_03: anchors A=0,0 B=0,-90 C=0,-172.8 D=0,172.8 canonical=Mercator-z0");
}
if (resources->fixtureMode != fixtureMode) {
try {
const auto fieldGeneration = ++nextFieldGeneration;
auto field = particle::OfflineFixtureParticleAdapter::load(fixtureID(fixtureMode), fieldGeneration);
auto image = makeVelocityFieldImage(field);
auto texture = context.createTexture2D();
if (!image || !texture) {
Log::Error(Event::Render, "ParticleGPU: field switch resource creation failed");
return;
}
texture->setImage(image);
texture->setSamplerConfiguration({.filter = gfx::TextureFilterType::Nearest,
.wrapU = gfx::TextureWrapType::Repeat,
.wrapV = gfx::TextureWrapType::Clamp});
resources->field = std::move(field);
resources->fieldImage = std::move(image);
resources->fieldTexture = std::move(texture);
resources->fieldGeneration = fieldGeneration;
resources->gpuFieldGeneration = fieldGeneration;
resources->fixtureMode = fixtureMode;
resources->resetSequence();
Log::Info(Event::Render,
"ParticleRender: fixture switched id=" + resources->field.fixtureID +
" fieldGeneration=" + std::to_string(resources->fieldGeneration) + " gpuFieldGeneration=" +
std::to_string(resources->gpuFieldGeneration) + " upload reason=FIELD_CHANGED trail=cleared");
Log::Info(Event::Render,
"ParticleField: fixture validated id=" + resources->field.fixtureID +
" noData=" + std::to_string(resources->field.noData) +
" velocityCount=" + std::to_string(resources->field.velocity.size()));
} catch (const std::exception& error) {
Log::Error(Event::Render, "ParticleField: fixture switch failed: " + std::string(error.what()));
return;
}
}
if (resources->loggedMaskMode != maskMode) {
Log::Info(Event::Render,
"ParticleValidation30_03: mask mode=" + std::to_string(maskMode) + " consumer=" +
@@ -536,13 +667,119 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
removeTargets(resources->registeredTargets, changes);
resources->registeredTargets.clear();
const auto viewport = validViewportSize(transformState.getSize());
const auto ensureTrailTargets = [&] {
if (resources->trailTargets[0] && resources->trailTargets[1] && resources->trailSize == viewport) {
return true;
}
const auto previousSize = resources->trailSize;
resources->trailTargets = {};
for (uint8_t i = 0; i < 2; ++i) {
resources->trailTargets[i] = createValidationTarget(
context, viewport, getID() + "-trail-" + slotName(i), gfx::TextureFilterType::Linear);
}
if (!resources->trailTargets[0] || !resources->trailTargets[1]) {
Log::Error(Event::Render, "ParticleGPU: Trail resource creation failed");
return false;
}
resources->trailSize = viewport;
resources->trailRead = 0;
resources->trailSeeded = false;
Log::Info(Event::Render,
"ParticleGPU: Trail A/B " + std::string(previousSize.isEmpty() ? "create" : "resize") +
" resourceGeneration=" + std::to_string(resources->generation) +
" old=" + std::to_string(previousSize.width) + "x" + std::to_string(previousSize.height) +
" new=" + std::to_string(viewport.width) + "x" + std::to_string(viewport.height) +
" StatePreserved=true");
return true;
};
if (!active) {
// Map gestures must still redraw the main pass, but STATIC is a simulation freeze:
// no State/Trail RenderTarget is registered, no pending swap survives, and the
// composite samples the last committed Trail slot with the current map frame.
// STATIC freezes simulation only. A recreated activity still needs the
// resource bootstrap and first current-frame composite without a button tap.
if (!ensureTrailTargets()) {
static_cast<LayerGroup&>(*layerGroup).clearDrawables();
return;
}
resources->pending = false;
auto& compositeGroup = static_cast<LayerGroup&>(*layerGroup);
if (resources->trailSeeded && resources->trailTargets[resources->trailRead]) {
if (!resources->stateSeeded || !resources->trailSeeded) {
const auto stateWrite = resources->stateWrite();
const auto trailWrite = resources->trailWrite();
auto& stateGroup = static_cast<LayerGroup&>(*resources->stateTargets[stateWrite]->getLayerGroup(0));
auto& trailGroup = static_cast<LayerGroup&>(*resources->trailTargets[trailWrite]->getLayerGroup(0));
const bool stateBuilt = buildQuad(context,
resources,
stateGroup,
getID() + "-static-bootstrap-state-pass",
resources->stateTargets[resources->stateRead]->getTexture(),
resources->stateTargets[stateWrite]->getTexture(),
resources->maskTexture,
{},
0.0f,
ValidationPass::State,
resources->stateRead,
stateWrite,
0,
maskMode,
true);
const bool trailBuilt = buildQuad(context,
resources,
trailGroup,
getID() + "-static-bootstrap-trail-pass",
resources->trailTargets[resources->trailRead]->getTexture(),
resources->trailTargets[trailWrite]->getTexture(),
resources->maskTexture,
resources->stateTargets[stateWrite]->getTexture(),
0.0f,
ValidationPass::Trail,
resources->trailRead,
trailWrite,
0,
maskMode,
true);
compositeGroup.clearDrawables();
bool compositeBuilt = true;
const auto center = transformState.getLatLng(LatLng::Unwrapped);
const auto centerWrap = wrapForLongitude(center.longitude());
for (int16_t wrap = static_cast<int16_t>(centerWrap - 1); wrap <= centerWrap + 1; ++wrap) {
compositeBuilt = buildQuad(context,
resources,
compositeGroup,
getID() + "-static-bootstrap-composite-pass-" + std::to_string(wrap),
resources->trailTargets[trailWrite]->getTexture(),
{},
resources->maskTexture,
{},
0.0f,
ValidationPass::Composite,
resources->trailRead,
trailWrite,
wrap,
maskMode,
false) &&
compositeBuilt;
}
if (!stateBuilt || !trailBuilt || !compositeBuilt) {
compositeGroup.clearDrawables();
return;
}
resources->registeredTargets.emplace_back(resources->stateTargets[resources->stateRead]);
resources->registeredTargets.emplace_back(resources->stateTargets[stateWrite]);
resources->registeredTargets.emplace_back(resources->trailTargets[resources->trailRead]);
resources->registeredTargets.emplace_back(resources->trailTargets[trailWrite]);
for (const auto& target : resources->registeredTargets) {
changes.emplace_back(std::make_unique<AddRenderTargetRequest>(target));
}
resources->bootstrapPending = true;
resources->pending = true;
Log::Info(Event::Render,
"ParticleRender: STATIC bootstrap scheduled resourceGeneration=" +
std::to_string(resources->generation) + " fixture=" + resources->field.fixtureID +
" simulationFrame=" + std::to_string(resources->committedFrame));
return;
}
if (resources->trailTargets[resources->trailRead]) {
compositeGroup.clearDrawables();
const auto center = transformState.getLatLng(LatLng::Unwrapped);
const auto centerWrap = wrapForLongitude(center.longitude());
@@ -554,6 +791,8 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
resources->trailTargets[resources->trailRead]->getTexture(),
{},
resources->maskTexture,
{},
0.0f,
ValidationPass::FrozenComposite,
resources->trailRead,
resources->trailRead,
@@ -567,28 +806,8 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
return;
}
resources->staticFreezeLogged = false;
const auto viewport = validViewportSize(transformState.getSize());
if (!resources->trailTargets[0] || !resources->trailTargets[1] || resources->trailSize != viewport) {
const auto previousSize = resources->trailSize;
resources->trailTargets = {};
for (uint8_t i = 0; i < 2; ++i) {
resources->trailTargets[i] = createValidationTarget(
context, viewport, getID() + "-trail-" + slotName(i), gfx::TextureFilterType::Linear);
}
if (!resources->trailTargets[0] || !resources->trailTargets[1]) {
Log::Error(Event::Render, "ParticleValidation30_02: Trail resource creation failed");
return;
}
resources->trailSize = viewport;
resources->trailRead = 0;
resources->trailSeeded = false;
Log::Info(Event::Render,
"ParticleValidation30_02: Trail A/B " + std::string(previousSize.isEmpty() ? "create" : "resize") +
" generation=" + std::to_string(resources->generation) +
" old=" + std::to_string(previousSize.width) + "x" + std::to_string(previousSize.height) +
" new=" + std::to_string(viewport.width) + "x" + std::to_string(viewport.height) +
" StatePreserved=true");
if (!ensureTrailTargets()) {
return;
}
const auto stateWrite = resources->stateWrite();
@@ -604,6 +823,8 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
resources->stateTargets[resources->stateRead]->getTexture(),
resources->stateTargets[stateWrite]->getTexture(),
resources->maskTexture,
{},
1.0f,
ValidationPass::State,
resources->stateRead,
stateWrite,
@@ -617,6 +838,8 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
resources->trailTargets[resources->trailRead]->getTexture(),
resources->trailTargets[trailWrite]->getTexture(),
resources->maskTexture,
resources->stateTargets[stateWrite]->getTexture(),
1.0f,
ValidationPass::Trail,
resources->trailRead,
trailWrite,
@@ -635,6 +858,8 @@ void RenderParticleValidationLayer::update(gfx::ShaderRegistry& shaders,
resources->trailTargets[trailWrite]->getTexture(),
{},
resources->maskTexture,
{},
0.0f,
ValidationPass::Composite,
resources->trailRead,
trailWrite,

View File

@@ -299,6 +299,8 @@ const std::vector<AttributeInfo> ParticleGpuValidationShaderInfo::attributes = {
const std::vector<TextureInfo> ParticleGpuValidationShaderInfo::textures = {
TextureInfo{"u_previous", idParticleGpuValidationPreviousTexture},
TextureInfo{"u_mask_texture", idParticleGpuValidationMaskTexture},
TextureInfo{"u_field_texture", idParticleGpuValidationFieldTexture},
TextureInfo{"u_state_texture", idParticleGpuValidationStateTexture},
};
// Hillshade Prepare

View File

@@ -14,6 +14,7 @@ namespace style {
namespace {
constexpr const char* ActiveProperty = "particle-validation-active";
constexpr const char* MaskModeProperty = "particle-validation-mask-mode";
constexpr const char* FixtureModeProperty = "particle-fixture-mode";
const LayerTypeInfo typeInfo{.type = "particle-validation",
.source = LayerTypeInfo::Source::NotRequired,
@@ -66,6 +67,10 @@ uint8_t ParticleValidationLayer::getMaskMode() const {
return impl().maskMode;
}
uint8_t ParticleValidationLayer::getFixtureMode() const {
return impl().fixtureMode;
}
void ParticleValidationLayer::setActive(bool active) {
if (active == isActive()) {
return;
@@ -86,6 +91,16 @@ void ParticleValidationLayer::setMaskMode(uint8_t mode) {
observer->onLayerChanged(*this);
}
void ParticleValidationLayer::setFixtureMode(uint8_t mode) {
if (mode > 2 || mode == getFixtureMode()) {
return;
}
auto impl_ = mutableImpl();
impl_->fixtureMode = mode;
baseImpl = std::move(impl_);
observer->onLayerChanged(*this);
}
std::optional<conversion::Error> ParticleValidationLayer::setPropertyInternal(const std::string& name,
const conversion::Convertible& value) {
if (name == MaskModeProperty) {
@@ -97,6 +112,15 @@ std::optional<conversion::Error> ParticleValidationLayer::setPropertyInternal(co
setMaskMode(static_cast<uint8_t>(*converted));
return std::nullopt;
}
if (name == FixtureModeProperty) {
conversion::Error error;
auto converted = conversion::convert<float>(value, error);
if (!converted || *converted < 0 || *converted > 2 || std::floor(*converted) != *converted) {
return conversion::Error{"particle-fixture-mode must be 0, 1, or 2"};
}
setFixtureMode(static_cast<uint8_t>(*converted));
return std::nullopt;
}
if (name != ActiveProperty) {
return conversion::Error{"layer doesn't support this property"};
}
@@ -116,6 +140,9 @@ StyleProperty ParticleValidationLayer::getProperty(const std::string& name) cons
if (name == MaskModeProperty) {
return StyleProperty(Value{static_cast<uint64_t>(getMaskMode())}, StyleProperty::Kind::Constant);
}
if (name == FixtureModeProperty) {
return StyleProperty(Value{static_cast<uint64_t>(getFixtureMode())}, StyleProperty::Kind::Constant);
}
return {};
}
@@ -123,6 +150,7 @@ Value ParticleValidationLayer::serialize() const {
auto result = Layer::serialize();
serializeProperty(result, getProperty(ActiveProperty), ActiveProperty, true);
serializeProperty(result, getProperty(MaskModeProperty), MaskModeProperty, true);
serializeProperty(result, getProperty(FixtureModeProperty), FixtureModeProperty, true);
return result;
}

View File

@@ -19,21 +19,28 @@ public:
bool active = true;
// VALIDATION ONLY: 0=GLOBAL, 1=OCEAN_ONLY_A, 2=OCEAN_ONLY_B.
uint8_t maskMode = 0;
// 40-01 offline Field selection: 0=uniform-east, 1=uniform-north, 2=vortex.
uint8_t fixtureMode = 0;
DECLARE_LAYER_TYPE_INFO;
};
class ParticleValidationLayerProperties final : public LayerProperties {
public:
ParticleValidationLayerProperties(Immutable<ParticleValidationLayer::Impl> impl, bool active_, uint8_t maskMode_)
ParticleValidationLayerProperties(Immutable<ParticleValidationLayer::Impl> impl,
bool active_,
uint8_t maskMode_,
uint8_t fixtureMode_)
: LayerProperties(std::move(impl)),
active(active_),
maskMode(maskMode_) {}
maskMode(maskMode_),
fixtureMode(fixtureMode_) {}
expression::Dependency getDependencies() const noexcept override { return expression::Dependency::None; }
bool active;
uint8_t maskMode;
uint8_t fixtureMode;
};
} // namespace style

View File

@@ -0,0 +1,27 @@
#!/usr/bin/env python3
"""Generate deterministic v1 little-endian OfflineFixture field payloads."""
from pathlib import Path
import struct
GRID = 16
ROOT = Path(__file__).resolve().parents[1] / "particle-fixtures"
def velocity(fixture: str, x: int, y: int) -> tuple[float, float]:
if fixture == "uniform-east":
return 1.0, 0.0
if fixture == "uniform-north":
return 0.0, 1.0
local_x = (x + 0.5) / GRID - 0.5
local_y = (y + 0.5) / GRID - 0.5
return -2.0 * local_y, 2.0 * local_x
for fixture in ("uniform-east", "uniform-north", "vortex"):
payload = bytearray()
for y in range(GRID):
for x in range(GRID):
payload.extend(struct.pack("<ff", *velocity(fixture, x, y)))
(ROOT / fixture / "field.f32").write_bytes(payload)

View File

@@ -148,3 +148,12 @@
- `Rotation/Viewport 自动恢复问题` 为已知问题;用户接受延期,明确在下一个任务修复。本轮不声称该问题已修复,也不将其伪造为已验证功能。
- 真实 EGL context recreation 的独立设备证据、正式 fixture adapter、正式 NoData fail-closed 和生产 coastline 数据仍未完成;EGL 风险沿用 30-02 的 `Accepted Risk / 未验证` 边界。
- 30-03 已允许进入下一阶段;下一任务优先处理 Rotation/Viewport 自动恢复延期项。
## 2026-08-31 — 40-01 Android 离线 Fixture 到正式粒子渲染最小闭环(Stage A)
- 30-03 后进入 Android 第一条离线 fixture 粒子闭环;Rotation/Viewport 自动恢复技术债已纳入本任务。
- 新增 backend-neutral `OfflineFixtureParticleAdapter` 和 `ParticleFieldSnapshot`,以 v1 metadata、binary length 与 SHA-256 把 uniform-east、uniform-north、vortex 解码为正式 Field;不使用在线数据或 Android UI 依赖。
- GPU field texture 接入既有 State A/B;Trail A/B 改为读取 State write texture,fixture 切换递增 field/gpu field generation 并清理旧 trail;Mask 继续走既有 shared GLOBAL/OCEAN_ONLY 路线。
- STATIC 不再阻止 resource bootstrap:Activity/context recreation 后会建立 field/mask/trail/state 并做零步 first composite,`simulationFrame` 不增加;Activity 保存 active/enabled/mask/fixture 选择。
- Linux OpenGL 受影响 Core 对象、C++ format、diff、fixture checksum 和 adapter smoke test 均通过;未运行 Gradle/ADB/实机验证。
- 当前结论:`WAITING_MANUAL_VALIDATION`。用户仍需完成 Android OpenGL T1-T12,尤其 T1 rotation 无按钮恢复;iOS、Vulkan、真实数据、生产 mask 和性能均未覆盖,尚不建议进入下一 Android 子任务。