Generally fixed the webgl heatmap layer

Things done:
- stay closer to the original rendering in canvas
- get rid of the intermediary blur step
- use the new callbacks in the webgl points renderer
- premultiply alpha in the last postprocessing step
This commit is contained in:
Olivier Guyot
2018-12-07 00:37:14 +01:00
parent b532a489d4
commit 2c4a959e55

View File

@@ -227,106 +227,31 @@ class Heatmap extends VectorLayer {
}`,
fragmentShader: `
precision mediump float;
uniform float u_opacity;
uniform float u_resolution;
uniform float u_blur;
uniform float u_blurSlope;
varying vec2 v_texCoord;
varying float v_opacity;
void main(void) {
gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
float alpha = 1.0 - sqRadius * sqRadius * v_opacity;
if (alpha <= 0.0) {
discard;
}
gl_FragColor.a = alpha * 0.30 + 1.0 / u_resolution;
float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);
}`,
uniforms: {
u_size: function() {
return this.get(Property.RADIUS) * 10;
return (this.get(Property.RADIUS) + this.get(Property.BLUR)) * 2;
}.bind(this),
u_blurSlope: function() {
return this.get(Property.RADIUS) / Math.max(1, this.get(Property.BLUR));
}.bind(this),
u_resolution: function(frameState) {
return frameState.viewState.resolution;
}
},
postProcesses: [
{
fragmentShader: `
precision mediump float;
uniform sampler2D u_image;
uniform sampler2D u_gradientTexture;
uniform vec2 u_blurSize;
varying vec2 v_texCoord;
varying vec2 v_screenCoord;
void main() {
float weights[9];
weights[0] = weights[8] = 0.05;
weights[1] = weights[7] = 0.09;
weights[2] = weights[6] = 0.12;
weights[3] = weights[5] = 0.15;
weights[4] = 0.18;
vec4 sum = vec4(0.0);
vec2 offset;
vec4 center = texture2D(u_image, v_texCoord);
// vertical blur
offset = vec2(0.0, u_blurSize.y * 1.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[0];
offset = vec2(0.0, u_blurSize.y * 0.75);
sum += texture2D(u_image, v_texCoord + offset) * weights[1];
offset = vec2(0.0, u_blurSize.y * 0.5);
sum += texture2D(u_image, v_texCoord + offset) * weights[2];
offset = vec2(0.0, u_blurSize.y * 0.25);
sum += texture2D(u_image, v_texCoord + offset) * weights[3];
offset = vec2(0.0, u_blurSize.y * 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[4];
offset = vec2(0.0, u_blurSize.y * -0.25);
sum += texture2D(u_image, v_texCoord + offset) * weights[5];
offset = vec2(0.0, u_blurSize.y * -0.5);
sum += texture2D(u_image, v_texCoord + offset) * weights[6];
offset = vec2(0.0, u_blurSize.y * -0.75);
sum += texture2D(u_image, v_texCoord + offset) * weights[7];
offset = vec2(0.0, u_blurSize.y * -1.0);
sum += center * weights[8];
// horizontal blur
offset = vec2(u_blurSize.x * 1.0, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[0];
offset = vec2(u_blurSize.x * 0.75, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[1];
offset = vec2(u_blurSize.x * 0.5, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[2];
offset = vec2(u_blurSize.x * 0.25, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[3];
offset = vec2(u_blurSize.x * 0.0, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[4];
offset = vec2(u_blurSize.x * -0.25, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[5];
offset = vec2(u_blurSize.x * -0.5, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[6];
offset = vec2(u_blurSize.x * -0.75, 0.0);
sum += texture2D(u_image, v_texCoord + offset) * weights[7];
offset = vec2(u_blurSize.x * -1.0, 0.0);
sum += center * weights[8];
gl_FragColor = sum * 0.5;
}`,
scaleRatio: 0.5,
uniforms: {
u_blurSize: function(frameState) {
return [
this.get(Property.BLUR) / frameState.size[0],
this.get(Property.BLUR) / frameState.size[1]
];
}.bind(this)
}
},
{
fragmentShader: `
precision mediump float;
@@ -339,15 +264,16 @@ class Heatmap extends VectorLayer {
void main() {
vec4 color = texture2D(u_image, v_texCoord);
gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
gl_FragColor.a = color.a;
gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
gl_FragColor.rgb *= gl_FragColor.a;
}`,
uniforms: {
u_gradientTexture: this.gradient_
}
}
],
sizeCallback: function(feature) {
opacityCallback: function(feature) {
return this.weightFunction_(feature);
}.bind(this)
});