Cleaned up the heatmap layer & use dynamic radius

This commit is contained in:
Olivier Guyot
2018-11-16 00:51:28 +01:00
parent fb8bf785dd
commit 716256e8f3
4 changed files with 100 additions and 90 deletions

View File

@@ -117,70 +117,18 @@ class Heatmap extends VectorLayer {
this.setRadius(options.radius !== undefined ? options.radius : 8);
listen(this,
getChangeEventType(Property.BLUR),
this.handleStyleChanged_, this);
listen(this,
getChangeEventType(Property.RADIUS),
this.handleStyleChanged_, this);
this.handleStyleChanged_();
const weight = options.weight ? options.weight : 'weight';
let weightFunction;
if (typeof weight === 'string') {
weightFunction = function(feature) {
this.weightFunction_ = function(feature) {
return feature.get(weight);
};
} else {
weightFunction = weight;
this.weightFunction_ = weight;
}
// this.setStyle(function(feature, resolution) {
// const weight = weightFunction(feature);
// const opacity = weight !== undefined ? clamp(weight, 0, 1) : 1;
// // cast to 8 bits
// const index = (255 * opacity) | 0;
// let style = this.styleCache_[index];
// if (!style) {
// style = [
// new Style({
// image: new Icon({
// opacity: opacity,
// src: this.circleImage_
// })
// })
// ];
// this.styleCache_[index] = style;
// }
// return style;
// }.bind(this));
// For performance reasons, don't sort the features before rendering.
// The render order is not relevant for a heatmap representation.
this.setRenderOrder(null);
listen(this, RenderEventType.RENDER, this.handleRender_, this);
}
/**
* @return {string} Data URL for a circle.
* @private
*/
createCircle_() {
// const radius = this.getRadius();
// const blur = this.getBlur();
// const halfSize = radius + blur + 1;
// const size = 2 * halfSize;
// const context = createCanvasContext2D(size, size);
// context.shadowOffsetX = context.shadowOffsetY = this.shadow_;
// context.shadowBlur = blur;
// context.shadowColor = '#000';
// context.beginPath();
// const center = halfSize - this.shadow_;
// context.arc(center, center, radius, 0, Math.PI * 2, true);
// context.fill();
// return context.canvas.toDataURL();
}
/**
@@ -220,35 +168,6 @@ class Heatmap extends VectorLayer {
this.gradient_ = createGradient(this.getGradient());
}
/**
* @private
*/
handleStyleChanged_() {
this.circleImage_ = this.createCircle_();
this.styleCache_ = new Array(256);
this.changed();
}
/**
* @param {import("../render/Event.js").default} event Post compose event
* @private
*/
handleRender_(event) {
// const context = event.context;
// const canvas = context.canvas;
// const image = context.getImageData(0, 0, canvas.width, canvas.height);
// const view8 = image.data;
// for (let i = 0, ii = view8.length; i < ii; i += 4) {
// const alpha = view8[i + 3] * 4;
// if (alpha) {
// view8[i] = this.gradient_[alpha];
// view8[i + 1] = this.gradient_[alpha + 1];
// view8[i + 2] = this.gradient_[alpha + 2];
// }
// }
// context.putImageData(image, 0, 0);
}
/**
* Set the blur size in pixels.
* @param {number} blur Blur size in pixels.
@@ -284,6 +203,29 @@ class Heatmap extends VectorLayer {
*/
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
vertexShader: `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute float a_rotateWithView;
attribute vec2 a_offsets;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_size;
varying vec2 v_texCoord;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
if (a_rotateWithView == 1.0) {
offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
}
vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets * u_size;
v_texCoord = a_texCoord;
}`,
fragmentShader: `
precision mediump float;
uniform float u_opacity;
@@ -300,6 +242,11 @@ class Heatmap extends VectorLayer {
}
gl_FragColor.a = alpha * 0.1;
}`,
uniforms: {
u_size: function() {
return this.get(Property.RADIUS) * 10;
}.bind(this)
},
postProcesses: [
{
scaleRatio: 0.25
@@ -317,17 +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.rgb = color.rgb;
gl_FragColor.a = smoothstep(0.0, 0.07, color.a);
}`,
uniforms: {
u_gradientTexture: this.gradient_
u_gradientTexture: this.gradient_,
}
}
],
sizeCallback: function() {
return 50;
},
sizeCallback: function(feature) {
return this.weightFunction_(feature);
}.bind(this),
});
}
}

View File

@@ -64,7 +64,8 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
const options = opt_options || {};
this.context_ = new WebGLHelper({
postProcesses: options.postProcesses
postProcesses: options.postProcesses,
uniforms: options.uniforms
});
this.sourceRevision_ = -1;

View File

@@ -147,6 +147,18 @@ class WebGLHelper extends Disposable {
*/
this.attribLocations_;
/**
* Holds info about custom uniforms used in the post processing pass
* @type {Array<{value: *, texture?: WebGLTexture}>}
* @private
*/
this.uniforms_ = [];
options.uniforms && Object.keys(options.uniforms).forEach(function(name) {
this.uniforms_.push({
name: name,
value: options.uniforms[name]
});
}.bind(this));
// initialize post processes from options
// if none given, use a default one
@@ -250,6 +262,8 @@ class WebGLHelper extends Disposable {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
this.applyUniforms();
}
/**
@@ -462,6 +476,55 @@ class WebGLHelper extends Disposable {
// TODO: shutdown program
// todo
applyUniforms() {
const gl = this.getGL();
let value;
let textureSlot = 0;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === 'function' ? uniform.value() : uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
gl.UNSIGNED_BYTE, new Uint8Array(value.data));
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots
gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
} else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
return;
case 3:
gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
return;
}
} else if (typeof value === 'number') {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
}.bind(this));
}
/**
* @param {number=} opt_wrapS wrapS.
* @param {number=} opt_wrapT wrapT.

View File

@@ -83,7 +83,7 @@ class WebGLPostProcessingPass {
this.renderTargetTextureLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_image');
/**
* Holds info about all the uniforms used in the post processing pass
* Holds info about custom uniforms used in the post processing pass
* @type {Array<{value: *, location: WebGLUniformLocation, texture?: WebGLTexture}>}
* @private
*/