The heatmap layer now has a configurable blur
This commit is contained in:
+81
-9
@@ -5,11 +5,7 @@ import {listen} from '../events.js';
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import {getChangeEventType} from '../Object.js';
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import {getChangeEventType} from '../Object.js';
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import {createCanvasContext2D} from '../dom.js';
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import {createCanvasContext2D} from '../dom.js';
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import VectorLayer from './Vector.js';
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import VectorLayer from './Vector.js';
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import {clamp} from '../math.js';
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import {assign} from '../obj.js';
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import {assign} from '../obj.js';
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import RenderEventType from '../render/EventType.js';
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import Icon from '../style/Icon.js';
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import Style from '../style/Style.js';
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import WebGLPointsLayerRenderer from "../renderer/webgl-new/PointsLayer";
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import WebGLPointsLayerRenderer from "../renderer/webgl-new/PointsLayer";
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@@ -229,6 +225,8 @@ class Heatmap extends VectorLayer {
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fragmentShader: `
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fragmentShader: `
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precision mediump float;
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precision mediump float;
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uniform float u_opacity;
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uniform float u_opacity;
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uniform float u_resolution;
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uniform float u_blur;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@@ -236,20 +234,94 @@ class Heatmap extends VectorLayer {
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gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
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vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float alpha = 1.0 - sqrt(sqRadius);
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float alpha = 1.0 - sqRadius * sqRadius;
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if (alpha <= 0.0) {
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if (alpha <= 0.0) {
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discard;
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discard;
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}
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}
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gl_FragColor.a = alpha * 0.1;
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gl_FragColor.a = alpha * 0.30 + 1.0 / u_resolution;
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}`,
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}`,
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uniforms: {
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uniforms: {
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u_size: function() {
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u_size: function() {
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return this.get(Property.RADIUS) * 10;
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return this.get(Property.RADIUS) * 10;
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}.bind(this)
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}.bind(this),
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u_resolution: function(frameState) {
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return frameState.viewState.resolution;
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}
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},
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},
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postProcesses: [
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postProcesses: [
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{
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{
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scaleRatio: 0.25
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fragmentShader: `
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precision mediump float;
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uniform sampler2D u_image;
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uniform sampler2D u_gradientTexture;
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uniform vec2 u_blurSize;
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varying vec2 v_texCoord;
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varying vec2 v_screenCoord;
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void main() {
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float weights[9];
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weights[0] = weights[8] = 0.05;
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weights[1] = weights[7] = 0.09;
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weights[2] = weights[6] = 0.12;
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weights[3] = weights[5] = 0.15;
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weights[4] = 0.18;
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vec4 sum = vec4(0.0);
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vec2 offset;
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vec4 center = texture2D(u_image, v_texCoord);
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// vertical blur
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offset = vec2(0.0, u_blurSize.y * 1.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[0];
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offset = vec2(0.0, u_blurSize.y * 0.75);
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sum += texture2D(u_image, v_texCoord + offset) * weights[1];
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offset = vec2(0.0, u_blurSize.y * 0.5);
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sum += texture2D(u_image, v_texCoord + offset) * weights[2];
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offset = vec2(0.0, u_blurSize.y * 0.25);
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sum += texture2D(u_image, v_texCoord + offset) * weights[3];
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offset = vec2(0.0, u_blurSize.y * 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[4];
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offset = vec2(0.0, u_blurSize.y * -0.25);
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sum += texture2D(u_image, v_texCoord + offset) * weights[5];
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offset = vec2(0.0, u_blurSize.y * -0.5);
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sum += texture2D(u_image, v_texCoord + offset) * weights[6];
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offset = vec2(0.0, u_blurSize.y * -0.75);
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sum += texture2D(u_image, v_texCoord + offset) * weights[7];
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offset = vec2(0.0, u_blurSize.y * -1.0);
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sum += center * weights[8];
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// horizontal blur
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offset = vec2(u_blurSize.x * 1.0, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[0];
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offset = vec2(u_blurSize.x * 0.75, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[1];
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offset = vec2(u_blurSize.x * 0.5, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[2];
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offset = vec2(u_blurSize.x * 0.25, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[3];
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offset = vec2(u_blurSize.x * 0.0, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[4];
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offset = vec2(u_blurSize.x * -0.25, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[5];
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offset = vec2(u_blurSize.x * -0.5, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[6];
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offset = vec2(u_blurSize.x * -0.75, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[7];
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offset = vec2(u_blurSize.x * -1.0, 0.0);
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sum += center * weights[8];
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gl_FragColor = sum * 0.5;
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}`,
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scaleRatio: 0.5,
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uniforms: {
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u_blurSize: function (frameState) {
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return [
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this.get(Property.BLUR) / frameState.size[0],
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this.get(Property.BLUR) / frameState.size[1]
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]
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}.bind(this)
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}
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},
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},
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{
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{
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fragmentShader: `
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fragmentShader: `
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@@ -264,7 +336,7 @@ class Heatmap extends VectorLayer {
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void main() {
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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vec4 color = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
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gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
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gl_FragColor.a = smoothstep(0.0, 0.07, color.a);
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gl_FragColor.a = color.a;
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}`,
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}`,
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uniforms: {
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uniforms: {
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u_gradientTexture: this.gradient_,
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u_gradientTexture: this.gradient_,
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