The shaders were rewritten manually for those, althoughj eventually they should use the shader builder utilities as well.
280 lines
8.0 KiB
JavaScript
280 lines
8.0 KiB
JavaScript
/**
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* @module ol/layer/Heatmap
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*/
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import {getChangeEventType} from '../Object.js';
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import {createCanvasContext2D} from '../dom.js';
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import VectorLayer from './Vector.js';
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import {assign} from '../obj.js';
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import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
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/**
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* @typedef {Object} Options
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* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
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* @property {number} [opacity=1] Opacity (0, 1).
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* @property {boolean} [visible=true] Visibility.
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* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
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* rendered outside of this extent.
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* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
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* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
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* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
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* method was used.
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* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
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* visible.
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* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
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* be visible.
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* @property {Array<string>} [gradient=['#00f', '#0ff', '#0f0', '#ff0', '#f00']] The color gradient
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* of the heatmap, specified as an array of CSS color strings.
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* @property {number} [radius=8] Radius size in pixels.
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* @property {number} [blur=15] Blur size in pixels.
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* @property {string|function(import("../Feature.js").default):number} [weight='weight'] The feature
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* attribute to use for the weight or a function that returns a weight from a feature. Weight values
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* should range from 0 to 1 (and values outside will be clamped to that range).
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* @property {import("../source/Vector.js").default} [source] Source.
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*/
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/**
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* @enum {string}
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* @private
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*/
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const Property = {
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BLUR: 'blur',
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GRADIENT: 'gradient',
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RADIUS: 'radius'
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};
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/**
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* @const
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* @type {Array<string>}
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*/
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const DEFAULT_GRADIENT = ['#00f', '#0ff', '#0f0', '#ff0', '#f00'];
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/**
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* @classdesc
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* Layer for rendering vector data as a heatmap.
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* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
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* property on the layer object; for example, setting `title: 'My Title'` in the
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* options means that `title` is observable, and has get/set accessors.
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*
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* @fires import("../render/Event.js").RenderEvent
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* @api
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*/
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class Heatmap extends VectorLayer {
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/**
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* @param {Options=} opt_options Options.
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*/
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constructor(opt_options) {
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const options = opt_options ? opt_options : {};
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const baseOptions = assign({}, options);
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delete baseOptions.gradient;
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delete baseOptions.radius;
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delete baseOptions.blur;
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delete baseOptions.weight;
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super(baseOptions);
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/**
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* @private
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* @type {HTMLCanvasElement}
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*/
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this.gradient_ = null;
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this.addEventListener(getChangeEventType(Property.GRADIENT), this.handleGradientChanged_);
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this.setGradient(options.gradient ? options.gradient : DEFAULT_GRADIENT);
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this.setBlur(options.blur !== undefined ? options.blur : 15);
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this.setRadius(options.radius !== undefined ? options.radius : 8);
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const weight = options.weight ? options.weight : 'weight';
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if (typeof weight === 'string') {
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this.weightFunction_ = function(feature) {
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return feature.get(weight);
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};
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} else {
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this.weightFunction_ = weight;
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}
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// For performance reasons, don't sort the features before rendering.
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// The render order is not relevant for a heatmap representation.
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this.setRenderOrder(null);
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}
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/**
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* Return the blur size in pixels.
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* @return {number} Blur size in pixels.
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* @api
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* @observable
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*/
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getBlur() {
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return /** @type {number} */ (this.get(Property.BLUR));
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}
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/**
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* Return the gradient colors as array of strings.
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* @return {Array<string>} Colors.
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* @api
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* @observable
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*/
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getGradient() {
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return /** @type {Array<string>} */ (this.get(Property.GRADIENT));
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}
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/**
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* Return the size of the radius in pixels.
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* @return {number} Radius size in pixel.
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* @api
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* @observable
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*/
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getRadius() {
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return /** @type {number} */ (this.get(Property.RADIUS));
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}
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/**
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* @private
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*/
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handleGradientChanged_() {
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this.gradient_ = createGradient(this.getGradient());
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}
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/**
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* Set the blur size in pixels.
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* @param {number} blur Blur size in pixels.
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* @api
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* @observable
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*/
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setBlur(blur) {
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this.set(Property.BLUR, blur);
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}
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/**
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* Set the gradient colors as array of strings.
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* @param {Array<string>} colors Gradient.
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* @api
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* @observable
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*/
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setGradient(colors) {
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this.set(Property.GRADIENT, colors);
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}
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/**
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* Set the size of the radius in pixels.
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* @param {number} radius Radius size in pixel.
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* @api
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* @observable
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*/
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setRadius(radius) {
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this.set(Property.RADIUS, radius);
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}
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/**
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* @inheritDoc
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*/
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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attributes: [
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{
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name: 'weight',
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callback: this.weightFunction_
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}
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],
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vertexShader: `
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precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform float u_size;
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attribute vec2 a_position;
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attribute float a_index;
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attribute float a_weight;
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varying vec2 v_texCoord;
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varying float v_weight;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
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v_texCoord = vec2(u, v);
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v_weight = a_weight;
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}`,
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fragmentShader: `
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precision mediump float;
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uniform float u_blurSlope;
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varying vec2 v_texCoord;
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varying float v_weight;
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void main(void) {
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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 value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
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float alpha = smoothstep(0.0, 1.0, value) * v_weight;
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gl_FragColor = vec4(alpha, alpha, alpha, alpha);
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}`,
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uniforms: {
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u_size: function() {
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return (this.get(Property.RADIUS) + this.get(Property.BLUR)) * 2;
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}.bind(this),
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u_blurSlope: function() {
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return this.get(Property.RADIUS) / Math.max(1, this.get(Property.BLUR));
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}.bind(this)
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},
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postProcesses: [
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{
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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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varying vec2 v_texCoord;
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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gl_FragColor.a = color.a;
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gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
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gl_FragColor.rgb *= gl_FragColor.a;
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}`,
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uniforms: {
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u_gradientTexture: this.gradient_
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}
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}
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]
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});
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}
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}
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/**
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* @param {Array<string>} colors A list of colored.
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* @return {HTMLCanvasElement} canvas with gradient texture.
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*/
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function createGradient(colors) {
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const width = 1;
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const height = 256;
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const context = createCanvasContext2D(width, height);
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const gradient = context.createLinearGradient(0, 0, width, height);
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const step = 1 / (colors.length - 1);
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for (let i = 0, ii = colors.length; i < ii; ++i) {
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gradient.addColorStop(i * step, colors[i]);
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}
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context.fillStyle = gradient;
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context.fillRect(0, 0, width, height);
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return context.canvas;
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}
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export default Heatmap;
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