Files
openlayers/src/ol/layer/Heatmap.js
Olivier Guyot 109f9718f9 Webgl renderer / fix existing examples
The shaders were rewritten manually for those, althoughj eventually they
should use the shader builder utilities as well.
2019-09-25 11:09:07 +02:00

280 lines
8.0 KiB
JavaScript

/**
* @module ol/layer/Heatmap
*/
import {getChangeEventType} from '../Object.js';
import {createCanvasContext2D} from '../dom.js';
import VectorLayer from './Vector.js';
import {assign} from '../obj.js';
import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
/**
* @typedef {Object} Options
* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
* @property {number} [opacity=1] Opacity (0, 1).
* @property {boolean} [visible=true] Visibility.
* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
* rendered outside of this extent.
* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
* method was used.
* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
* visible.
* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
* be visible.
* @property {Array<string>} [gradient=['#00f', '#0ff', '#0f0', '#ff0', '#f00']] The color gradient
* of the heatmap, specified as an array of CSS color strings.
* @property {number} [radius=8] Radius size in pixels.
* @property {number} [blur=15] Blur size in pixels.
* @property {string|function(import("../Feature.js").default):number} [weight='weight'] The feature
* attribute to use for the weight or a function that returns a weight from a feature. Weight values
* should range from 0 to 1 (and values outside will be clamped to that range).
* @property {import("../source/Vector.js").default} [source] Source.
*/
/**
* @enum {string}
* @private
*/
const Property = {
BLUR: 'blur',
GRADIENT: 'gradient',
RADIUS: 'radius'
};
/**
* @const
* @type {Array<string>}
*/
const DEFAULT_GRADIENT = ['#00f', '#0ff', '#0f0', '#ff0', '#f00'];
/**
* @classdesc
* Layer for rendering vector data as a heatmap.
* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
* property on the layer object; for example, setting `title: 'My Title'` in the
* options means that `title` is observable, and has get/set accessors.
*
* @fires import("../render/Event.js").RenderEvent
* @api
*/
class Heatmap extends VectorLayer {
/**
* @param {Options=} opt_options Options.
*/
constructor(opt_options) {
const options = opt_options ? opt_options : {};
const baseOptions = assign({}, options);
delete baseOptions.gradient;
delete baseOptions.radius;
delete baseOptions.blur;
delete baseOptions.weight;
super(baseOptions);
/**
* @private
* @type {HTMLCanvasElement}
*/
this.gradient_ = null;
this.addEventListener(getChangeEventType(Property.GRADIENT), this.handleGradientChanged_);
this.setGradient(options.gradient ? options.gradient : DEFAULT_GRADIENT);
this.setBlur(options.blur !== undefined ? options.blur : 15);
this.setRadius(options.radius !== undefined ? options.radius : 8);
const weight = options.weight ? options.weight : 'weight';
if (typeof weight === 'string') {
this.weightFunction_ = function(feature) {
return feature.get(weight);
};
} else {
this.weightFunction_ = weight;
}
// For performance reasons, don't sort the features before rendering.
// The render order is not relevant for a heatmap representation.
this.setRenderOrder(null);
}
/**
* Return the blur size in pixels.
* @return {number} Blur size in pixels.
* @api
* @observable
*/
getBlur() {
return /** @type {number} */ (this.get(Property.BLUR));
}
/**
* Return the gradient colors as array of strings.
* @return {Array<string>} Colors.
* @api
* @observable
*/
getGradient() {
return /** @type {Array<string>} */ (this.get(Property.GRADIENT));
}
/**
* Return the size of the radius in pixels.
* @return {number} Radius size in pixel.
* @api
* @observable
*/
getRadius() {
return /** @type {number} */ (this.get(Property.RADIUS));
}
/**
* @private
*/
handleGradientChanged_() {
this.gradient_ = createGradient(this.getGradient());
}
/**
* Set the blur size in pixels.
* @param {number} blur Blur size in pixels.
* @api
* @observable
*/
setBlur(blur) {
this.set(Property.BLUR, blur);
}
/**
* Set the gradient colors as array of strings.
* @param {Array<string>} colors Gradient.
* @api
* @observable
*/
setGradient(colors) {
this.set(Property.GRADIENT, colors);
}
/**
* Set the size of the radius in pixels.
* @param {number} radius Radius size in pixel.
* @api
* @observable
*/
setRadius(radius) {
this.set(Property.RADIUS, radius);
}
/**
* @inheritDoc
*/
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
attributes: [
{
name: 'weight',
callback: this.weightFunction_
}
],
vertexShader: `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform float u_size;
attribute vec2 a_position;
attribute float a_index;
attribute float a_weight;
varying vec2 v_texCoord;
varying float v_weight;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
v_texCoord = vec2(u, v);
v_weight = a_weight;
}`,
fragmentShader: `
precision mediump float;
uniform float u_blurSlope;
varying vec2 v_texCoord;
varying float v_weight;
void main(void) {
vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
float alpha = smoothstep(0.0, 1.0, value) * v_weight;
gl_FragColor = vec4(alpha, alpha, alpha, alpha);
}`,
uniforms: {
u_size: function() {
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)
},
postProcesses: [
{
fragmentShader: `
precision mediump float;
uniform sampler2D u_image;
uniform sampler2D u_gradientTexture;
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
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_
}
}
]
});
}
}
/**
* @param {Array<string>} colors A list of colored.
* @return {HTMLCanvasElement} canvas with gradient texture.
*/
function createGradient(colors) {
const width = 1;
const height = 256;
const context = createCanvasContext2D(width, height);
const gradient = context.createLinearGradient(0, 0, width, height);
const step = 1 / (colors.length - 1);
for (let i = 0, ii = colors.length; i < ii; ++i) {
gradient.addColorStop(i * step, colors[i]);
}
context.fillStyle = gradient;
context.fillRect(0, 0, width, height);
return context.canvas;
}
export default Heatmap;