feat: add particle visual runtime controls
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This commit is contained in:
OpenAI Codex
2026-09-03 19:47:47 +08:00
parent eae8652486
commit e48fa087e0
17 changed files with 704 additions and 54 deletions

View File

@@ -12,30 +12,54 @@ struct ShaderSource<BuiltIn::ParticleGpuValidationShader, gfx::Backend::Type::Op
out vec2 v_uv;
out vec2 v_world;
out vec2 v_particle_velocity;
out float v_particle_valid;
layout (std140) uniform ParticleGpuValidationUBO {
highp vec4 u_pass;
highp vec4 u_marker;
highp vec4 u_mask;
highp vec4 u_visual;
highp mat4 u_matrix;
};
uniform sampler2D u_state_texture;
uniform sampler2D u_field_texture;
uniform sampler2D u_next_field_texture;
void main() {
v_uv = a_pos;
v_world = a_pos;
v_particle_velocity = vec2(0.0);
v_particle_valid = 1.0;
if (u_pass.x < 1.5) {
gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);
} else if (u_pass.x > 3.5) {
// 40-03: a_pos is a static State texel index generated only when the
// particle capacity changes. The position itself remains GPU-owned.
vec2 stateUV = (a_pos + vec2(0.5)) / u_mask.xy;
// 40-05: a_pos.x packs State texel X plus a static line endpoint.
// State position, interpolated Field velocity, speed color and streak
// orientation are all evaluated on GPU; the CPU never supplies live
// particle position, direction, or color data.
float endpoint = mod(a_pos.x, 2.0) * 2.0 - 1.0;
vec2 stateIndex = vec2(floor(a_pos.x * 0.5), a_pos.y);
vec2 stateUV = (stateIndex + vec2(0.5)) / u_mask.xy;
vec2 position = texture(u_state_texture, stateUV).rg;
vec4 field0 = texture(u_field_texture, position);
vec4 field1 = texture(u_next_field_texture, position);
vec2 velocity = mix(field0.rg * 2.0 - 1.0, field1.rg * 2.0 - 1.0, u_marker.x);
bool valid = field0.a >= 0.5 && field1.a >= 0.5 && !any(isnan(velocity));
vec2 mercatorVelocity = vec2(velocity.x, -velocity.y);
float speed = length(mercatorVelocity);
v_uv = position;
v_world = position;
gl_PointSize = 3.0;
gl_Position = vec4(position * 2.0 - 1.0, 0.0, 1.0);
v_particle_velocity = mercatorVelocity;
v_particle_valid = valid && speed > 0.00001 ? 1.0 : 0.0;
if (v_particle_valid < 0.5) {
gl_Position = vec4(-2.0, -2.0, 0.0, 1.0);
} else {
vec2 direction = mercatorVelocity / speed;
vec2 streakPosition = position + direction * endpoint * u_visual.y * 0.5;
gl_Position = vec4(streakPosition * 2.0 - 1.0, 0.0, 1.0);
}
} else {
// VALIDATION ONLY: a_pos is canonical z0 world geometry; u_matrix is
// PaintParameters::matrixForTile() for the selected MapLibre world copy.
@@ -47,6 +71,7 @@ void main() {
highp vec4 u_pass;
highp vec4 u_marker;
highp vec4 u_mask;
highp vec4 u_visual;
highp mat4 u_matrix;
};
@@ -57,6 +82,16 @@ uniform sampler2D u_next_field_texture;
uniform sampler2D u_state_texture;
in vec2 v_uv;
in vec2 v_world;
in vec2 v_particle_velocity;
in float v_particle_valid;
vec3 particleSpeedColor(float speed) {
float t = clamp(speed * 0.75, 0.0, 1.0);
vec3 slow = vec3(0.10, 0.45, 1.00);
vec3 medium = vec3(0.10, 0.95, 0.72);
vec3 fast = vec3(1.00, 0.48, 0.12);
return mix(mix(slow, medium, smoothstep(0.0, 0.55, t)), fast, smoothstep(0.45, 1.0, t));
}
void main() {
vec4 previous = texture(u_previous, v_uv);
@@ -88,7 +123,7 @@ void main() {
// Formal Trail first fades the previous target. Its full-particle point
// draw follows in the same target and consumes every State texel.
if (u_mask.z > 0.5) {
fragColor = vec4(previous.rgb * u_marker.w, 1.0);
fragColor = vec4(previous.rgb * u_visual.w, 1.0);
return;
}
@@ -102,10 +137,12 @@ void main() {
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 if (mode > 3.5) {
// The vertex shader fetched this particle's State texel directly from
// the current State write texture. Every point contributes one formal
// particle draw; no CPU position data is involved per frame.
fragColor = vec4(0.08, 0.55, 1.0, 1.0);
if (v_particle_valid < 0.5) discard;
float speed = length(v_particle_velocity);
vec3 color = u_marker.y > 0.5 ? particleSpeedColor(speed) : vec3(0.08, 0.55, 1.0);
// Trail targets are RGB accumulation buffers. Opacity changes source
// energy only; it never alters State, Field textures, or time windows.
fragColor = vec4(color * u_visual.x, 1.0);
} else {
// The formal RasterParticle layer displays the Trail texture written by
// the current State -> Trail pass. Legacy ParticleValidation keeps its
@@ -114,8 +151,9 @@ void main() {
float ocean = texture(u_mask_texture, v_world).a;
if (u_pass.z > 0.5 && ocean < 0.5) discard;
if (u_mask.z > 0.5) {
float alpha = clamp(intensity * 1.25, 0.0, 0.96);
fragColor = vec4(previous.rgb * alpha, alpha);
vec3 color = previous.rgb * u_visual.z;
float alpha = clamp(max(color.r, max(color.g, color.b)), 0.0, 0.96);
fragColor = vec4(color, alpha);
return;
}

View File

@@ -10,9 +10,12 @@ struct alignas(16) ParticleGpuValidationUBO {
std::array<float, 4> pass;
std::array<float, 4> marker;
std::array<float, 4> mask;
// Formal RasterParticle visual controls: particle opacity, canonical
// streak length, trail opacity, and Trail A/B fade multiplier.
std::array<float, 4> visual;
std::array<float, 16> matrix;
};
static_assert(sizeof(ParticleGpuValidationUBO) == 7 * 16);
static_assert(sizeof(ParticleGpuValidationUBO) == 8 * 16);
} // namespace shaders
} // namespace mbgl

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@@ -18,6 +18,18 @@ public:
void setTimeMix(float);
uint32_t getParticleCount() const;
void setParticleCount(uint32_t);
float getLineWidth() const;
void setLineWidth(float);
float getParticleLength() const;
void setParticleLength(float);
float getParticleOpacity() const;
void setParticleOpacity(float);
float getTrailOpacity() const;
void setTrailOpacity(float);
float getTrailFade() const;
void setTrailFade(float);
bool isSpeedColorEnabled() const;
void setSpeedColorEnabled(bool);
class Impl;
const Impl& impl() const;
Mutable<Impl> mutableImpl() const;