Files
MapLibreParticleLab/include/mbgl/shaders/vulkan/heatmap.hpp

155 lines
4.6 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
constexpr auto heatmapShaderPrelude = R"(
#define idHeatmapDrawableUBO idDrawableReservedVertexOnlyUBO
#define idHeatmapEvaluatedPropsUBO layerUBOStartId
)";
template <>
struct ShaderSource<BuiltIn::HeatmapShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "HeatmapShader";
static const std::array<AttributeInfo, 3> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = heatmapShaderPrelude;
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(push_constant) uniform Constants {
int ubo_index;
} constant;
struct HeatmapDrawableUBO {
mat4 matrix;
float extrude_scale;
// Interpolations
float weight_t;
float radius_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idHeatmapDrawableUBO) readonly buffer HeatmapDrawableUBOVector {
HeatmapDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = LAYER_SET_INDEX, binding = idHeatmapEvaluatedPropsUBO) uniform HeatmapEvaluatedPropsUBO {
float weight;
float radius;
float intensity;
float pad1;
} props;
layout(location = 0) out float frag_weight;
layout(location = 1) out lowp vec2 frag_extrude;
void main() {
const HeatmapDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_weight)
const float weight = props.weight;
#else
const float weight = unpack_mix_float(in_weight, drawable.weight_t);
#endif
#if defined(HAS_UNIFORM_u_radius)
const float radius = props.radius;
#else
const float radius = unpack_mix_float(in_radius, drawable.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 / (max(weight, ZERO) * max(props.intensity, ZERO) * 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);
applySurfaceTransform();
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 = LAYER_SET_INDEX, binding = idHeatmapEvaluatedPropsUBO) 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);
}
)";
};
} // namespace shaders
} // namespace mbgl