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MapLibreParticleLab/include/mbgl/shaders/vulkan/heatmap.hpp
Adrian Cojocaru ea09bdf2b6 Add Android Vulkan backend (#2711)
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
2024-09-06 17:40:57 +03:00

201 lines
5.6 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::HeatmapShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "HeatmapShader";
static const std::array<UniformBlockInfo, 3> uniforms;
static const std::array<AttributeInfo, 3> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static constexpr std::array<TextureInfo, 0> textures{};
static constexpr auto vertex = R"(
// Effective "0" in the kernel density texture to adjust the kernel size to;
// this empirically chosen number minimizes artifacts on overlapping kernels
// for typical heatmap cases (assuming clustered source)
const float ZERO = 1.0 / 255.0 / 16.0;
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
layout(location = 0) in ivec2 in_position;
#if !defined(HAS_UNIFORM_u_weight)
layout(location = 1) in vec2 in_weight;
#endif
#if !defined(HAS_UNIFORM_u_radius)
layout(location = 2) in vec2 in_radius;
#endif
layout(set = 0, binding = 1) uniform HeatmapDrawableUBO {
mat4 matrix;
float extrude_scale;
float pad1;
vec2 pad2;
} drawable;
layout(set = 0, binding = 2) uniform HeatmapEvaluatedPropsUBO {
float weight;
float radius;
float intensity;
float pad1;
} props;
layout(set = 0, binding = 3) uniform HeatmapInterpolateUBO {
float weight_t;
float radius_t;
vec2 pad1;
} interp;
layout(location = 0) out float frag_weight;
layout(location = 1) out lowp vec2 frag_extrude;
void main() {
#if defined(HAS_UNIFORM_u_weight)
const float weight = props.weight;
#else
const float weight = unpack_mix_float(in_weight, interp.weight_t);
#endif
#if defined(HAS_UNIFORM_u_radius)
const float radius = props.radius;
#else
const float radius = unpack_mix_float(in_radius, interp.radius_t);
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
const vec2 unscaled_extrude = mod(in_position, 2.0) * 2.0 - 1.0;
// This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
// it to produce the vertices of a square mesh framing the point feature
// we're adding to the kernel density texture. We'll also pass it as
// a varying, so that the fragment shader can determine the distance of
// each fragment from the point feature.
// Before we do so, we need to scale it up sufficiently so that the
// kernel falls effectively to zero at the edge of the mesh.
// That is, we want to know S such that
// weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
// Which solves to:
// S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
const float S = sqrt(-2.0 * log(ZERO / weight / props.intensity / GAUSS_COEF)) / 3.0;
// Pass the varying in units of radius
const vec2 extrude = S * unscaled_extrude;
// Scale by radius and the zoom-based scale factor to produce actual
// mesh position
const vec2 scaled_extrude = extrude * radius * drawable.extrude_scale;
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
gl_Position = drawable.matrix * vec4(floor(in_position * 0.5) + scaled_extrude, 0, 1);
gl_Position.y *= -1.0;
frag_weight = weight;
frag_extrude = extrude;
}
)";
static constexpr auto fragment = R"(
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
layout(location = 0) in float frag_weight;
layout(location = 1) in lowp vec2 frag_extrude;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 2) uniform HeatmapEvaluatedPropsUBO {
float weight;
float radius;
float intensity;
float pad1;
} props;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
// Kernel density estimation with a Gaussian kernel of size 5x5
const float d = -0.5 * 3.0 * 3.0 * dot(frag_extrude, frag_extrude);
const float val = frag_weight * props.intensity * GAUSS_COEF * exp(d);
out_color = vec4(val, 1.0, 1.0, 1.0);
}
)";
};
template <>
struct ShaderSource<BuiltIn::HeatmapTextureShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "HeatmapTextureShader";
static const std::array<UniformBlockInfo, 2> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 2> textures;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(set = 0, binding = 1) uniform HeatmapTexturePropsUBO {
mat4 matrix;
float opacity;
float pad1, pad2, pad3;
} props;
layout(location = 0) out vec2 frag_position;
void main() {
gl_Position = props.matrix * vec4(in_position * global.world_size, 0, 1);
gl_Position.y *= -1.0;
frag_position = in_position;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_position;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 1) uniform HeatmapTexturePropsUBO {
mat4 matrix;
float opacity;
float pad1, pad2, pad3;
} props;
layout(set = 1, binding = 0) uniform sampler2D image_sampler;
layout(set = 1, binding = 1) uniform sampler2D color_ramp_sampler;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
const float t = texture(image_sampler, frag_position).r;
const vec4 color = texture(color_ramp_sampler, vec2(t, 0.5));
out_color = color * props.opacity;
}
)";
};
} // namespace shaders
} // namespace mbgl