398 lines
13 KiB
JavaScript
398 lines
13 KiB
JavaScript
/**
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* @module ol/layer/Heatmap
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*/
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import {createCanvasContext2D} from '../dom.js';
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import {BooleanType, NumberType} from '../expr/expression.js';
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import {newCompilationContext} from '../expr/gpu.js';
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import {clamp} from '../math.js';
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import {ShaderBuilder} from '../render/webgl/ShaderBuilder.js';
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import {
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applyContextToBuilder,
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expressionToGlsl,
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generateAttributesFromContext,
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generateUniformsFromContext,
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} from '../render/webgl/compileUtil.js';
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import WebGLVectorLayerRenderer from '../renderer/webgl/VectorLayer.js';
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import BaseVector from './BaseVector.js';
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/**
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* @typedef {import("../style/flat.js").NumberExpression|string|function(import("../Feature.js").default):number} WeightExpression
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*/
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/**
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* @template {import("../Feature.js").FeatureLike} [FeatureType=import("../Feature.js").default]
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* @template {import("../source/Vector.js").default<FeatureType>} [VectorSourceType=import("../source/Vector.js").default<FeatureType>]
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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 {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be
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* visible.
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* @property {number} [maxZoom] The maximum view zoom level (inclusive) at 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 {import("../style/flat.js").NumberExpression} [radius=8] Radius size in pixels. Note that for LineStrings,
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* the width of the line will be double the radius.
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* @property {import("../style/flat.js").NumberExpression} [blur=15] Blur size in pixels. This is added to the `radius`
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* parameter above to create the final size of the blur effect.
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* @property {WeightExpression} [weight='weight'] The feature
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* attribute to use for the weight. This also supports expressions returning a number 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("../style/flat.js").BooleanExpression} [filter] Optional filter expression.
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* @property {Object<string, number|Array<number>|string|boolean>} [variables] Variables used in expressions (optional)
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* @property {VectorSourceType} [source] Point source.
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* @property {Object<string, *>} [properties] Arbitrary observable properties. Can be accessed with `#get()` and `#set()`.
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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#prerender
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* @fires import("../render/Event.js").RenderEvent#postrender
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* @template {import("../Feature.js").FeatureLike} [FeatureType=import("../Feature.js").default]
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* @template {import("../source/Vector.js").default<FeatureType>} [VectorSourceType=import("../source/Vector.js").default<FeatureType>]
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* @extends {BaseVector<FeatureType, VectorSourceType, WebGLVectorLayerRenderer>}
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* @api
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*/
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class Heatmap extends BaseVector {
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/**
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* @param {Options<FeatureType, VectorSourceType>} [options] Options.
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*/
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constructor(options) {
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options = options ? options : {};
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const baseOptions = Object.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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this.filter_ = options.filter ?? true;
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/**
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* @type {import('../style/flat.js').StyleVariables}
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* @private
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*/
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this.styleVariables_ = options.variables || {};
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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.addChangeListener(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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/**
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* @private
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*/
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this.weight_ = weight;
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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 {import("../style/flat.js").NumberExpression} 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 {import("../style/flat.js").NumberExpression} */ (
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this.get(Property.BLUR)
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);
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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 {import("../style/flat.js").NumberExpression} 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 {import("../style/flat.js").NumberExpression} */ (
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this.get(Property.RADIUS)
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);
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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 {import("../style/flat.js").NumberExpression} blur Blur size in pixels (supports expressions).
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* @api
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* @observable
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*/
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setBlur(blur) {
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const previousValue = this.get(Property.BLUR);
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this.set(Property.BLUR, blur);
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// if the value stays numerical, simply refresh the layer
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if (typeof blur === 'number' && typeof previousValue === 'number') {
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this.changed();
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return;
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}
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this.clearRenderer();
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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 {import("../style/flat.js").NumberExpression} radius Radius size in pixel (supports expressions).
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* @api
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* @observable
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*/
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setRadius(radius) {
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const previousValue = this.get(Property.RADIUS);
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this.set(Property.RADIUS, radius);
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// if the value stays numerical, simply refresh the layer
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if (typeof radius === 'number' && typeof previousValue === 'number') {
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this.changed();
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return;
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}
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this.clearRenderer();
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}
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/**
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* Set the filter expression
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* @param {import("../style/flat.js").BooleanExpression} filter Filter expression
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* @api
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*/
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setFilter(filter) {
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this.filter_ = filter;
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this.changed();
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this.clearRenderer();
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}
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/**
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* Set the weight expression
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* @param {WeightExpression} weight Weight expression
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* @api
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*/
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setWeight(weight) {
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this.weight_ = weight;
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this.changed();
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this.clearRenderer();
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}
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/**
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* @override
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*/
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createRenderer() {
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const builder = new ShaderBuilder();
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const context = newCompilationContext();
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const filterCompiled = expressionToGlsl(context, this.filter_, BooleanType);
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let radiusCompiled = expressionToGlsl(
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context,
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this.getRadius(),
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NumberType,
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);
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let blurCompiled = expressionToGlsl(context, this.getBlur(), NumberType);
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/** @type {import('../render/webgl/VectorStyleRenderer.js').UniformDefinitions} */
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const blurRadiusUniforms = {};
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if (typeof this.getBlur() === 'number') {
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blurCompiled = 'a_blur';
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blurRadiusUniforms['a_blur'] = () => this.getBlur();
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builder.addUniform('a_blur', 'float');
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}
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if (typeof this.getRadius() === 'number') {
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radiusCompiled = 'a_radius';
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blurRadiusUniforms['a_radius'] = () => this.getRadius();
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builder.addUniform('a_radius', 'float');
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}
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/** @type {import('../render/webgl/VectorStyleRenderer.js').AttributeDefinitions} */
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const weightAttribute = {};
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let weightExpression = null;
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if (
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typeof this.weight_ === 'string' ||
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typeof this.weight_ === 'function'
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) {
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const weightFunction =
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typeof this.weight_ === 'string'
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? (feature) => feature.get(this.weight_)
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: this.weight_;
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weightAttribute['prop_weight'] = {
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size: 1,
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callback: (feature) => {
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const weightValue = weightFunction(feature);
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return weightValue !== undefined ? clamp(weightValue, 0, 1) : 1;
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},
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};
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weightExpression = 'a_prop_weight';
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builder.addAttribute('a_prop_weight', 'float');
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} else {
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const clampedWeight = ['clamp', this.weight_, 0, 1];
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weightExpression = expressionToGlsl(context, clampedWeight, NumberType);
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}
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builder
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.addFragmentShaderFunction(
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`float getBlurSlope() {
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float blur = max(1., ${blurCompiled});
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float radius = ${radiusCompiled};
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return radius / blur;
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}`,
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)
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.setSymbolSizeExpression(`vec2(${radiusCompiled} + ${blurCompiled}) * 2.`)
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.setSymbolColorExpression(
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`vec4(smoothstep(0., 1., (1. - length(coordsPx * 2. / v_quadSizePx)) * getBlurSlope()) * ${weightExpression})`,
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)
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.setStrokeColorExpression(
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`vec4(smoothstep(0., 1., (1. - length(currentRadiusPx * 2. / v_width)) * getBlurSlope()) * ${weightExpression})`,
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)
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.setStrokeWidthExpression(`(${radiusCompiled} + ${blurCompiled}) * 2.`)
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.setFillColorExpression(`vec4(${weightExpression})`)
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.setFragmentDiscardExpression(`!${filterCompiled}`);
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applyContextToBuilder(builder, context);
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const attributes = generateAttributesFromContext(context);
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const uniforms = generateUniformsFromContext(context, this.styleVariables_);
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return new WebGLVectorLayerRenderer(this, {
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className: this.getClassName(),
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variables: this.styleVariables_,
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style: {
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builder,
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attributes: {
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...attributes,
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...weightAttribute,
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},
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uniforms: {
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...uniforms,
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...blurRadiusUniforms,
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},
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},
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disableHitDetection: false,
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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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uniform float u_opacity;
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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 * u_opacity;
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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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u_opacity: () => this.getOpacity(),
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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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* Update any variables used by the layer style and trigger a re-render.
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* @param {import('../style/flat.js').StyleVariables} variables Variables to update.
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*/
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updateStyleVariables(variables) {
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Object.assign(this.styleVariables_, variables);
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this.changed();
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}
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/**
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* @override
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*/
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renderDeclutter() {}
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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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