mapbox-gl
Version:
A WebGL interactive maps library
156 lines (121 loc) • 7.17 kB
JavaScript
// @flow
import Texture from './texture.js';
import Color from '../style-spec/util/color.js';
import DepthMode from '../gl/depth_mode.js';
import StencilMode from '../gl/stencil_mode.js';
import ColorMode from '../gl/color_mode.js';
import CullFaceMode from '../gl/cull_face_mode.js';
import {
heatmapUniformValues,
heatmapTextureUniformValues
} from './program/heatmap_program.js';
import {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate.js';
import type Painter from './painter.js';
import type Context from '../gl/context.js';
import type Framebuffer from '../gl/framebuffer.js';
import type SourceCache from '../source/source_cache.js';
import type HeatmapStyleLayer from '../style/style_layer/heatmap_style_layer.js';
import type HeatmapBucket from '../data/bucket/heatmap_bucket.js';
import type {OverscaledTileID} from '../source/tile_id.js';
export default drawHeatmap;
function drawHeatmap(painter: Painter, sourceCache: SourceCache, layer: HeatmapStyleLayer, coords: Array<OverscaledTileID>) {
if (layer.paint.get('heatmap-opacity') === 0) {
return;
}
if (painter.renderPass === 'offscreen') {
const context = painter.context;
const gl = context.gl;
// Allow kernels to be drawn across boundaries, so that
// large kernels are not clipped to tiles
const stencilMode = StencilMode.disabled;
// Turn on additive blending for kernels, which is a key aspect of kernel density estimation formula
const colorMode = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [true, true, true, true]);
const resolutionScaling = painter.transform.projection.name === 'globe' ? 0.5 : 0.25;
bindFramebuffer(context, painter, layer, resolutionScaling);
context.clear({color: Color.transparent});
const tr = painter.transform;
const isGlobeProjection = tr.projection.name === 'globe';
const definesValues = isGlobeProjection ? ['PROJECTION_GLOBE_VIEW'] : [];
const cullMode = isGlobeProjection ? CullFaceMode.frontCCW : CullFaceMode.disabled;
const mercatorCenter = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];
for (let i = 0; i < coords.length; i++) {
const coord = coords[i];
// Skip tiles that have uncovered parents to avoid flickering; we don't need
// to use complex tile masking here because the change between zoom levels is subtle,
// so it's fine to simply render the parent until all its 4 children are loaded
if (sourceCache.hasRenderableParent(coord)) continue;
const tile = sourceCache.getTile(coord);
const bucket: ?HeatmapBucket = (tile.getBucket(layer): any);
if (!bucket || bucket.projection.name !== tr.projection.name) continue;
const affectedByFog = painter.isTileAffectedByFog(coord);
const programConfiguration = bucket.programConfigurations.get(layer.id);
const program = painter.getOrCreateProgram('heatmap', {config: programConfiguration, defines: definesValues, overrideFog: affectedByFog});
const {zoom} = painter.transform;
if (painter.terrain) painter.terrain.setupElevationDraw(tile, program);
painter.uploadCommonUniforms(context, program, coord.toUnwrapped());
const invMatrix = tr.projection.createInversionMatrix(tr, coord.canonical);
program.draw(painter, gl.TRIANGLES, DepthMode.disabled, stencilMode, colorMode, cullMode,
heatmapUniformValues(painter, coord,
tile, invMatrix, mercatorCenter, zoom, layer.paint.get('heatmap-intensity')),
layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,
bucket.segments, layer.paint, painter.transform.zoom,
programConfiguration, isGlobeProjection ? [bucket.globeExtVertexBuffer] : null);
}
context.viewport.set([0, 0, painter.width, painter.height]);
} else if (painter.renderPass === 'translucent') {
painter.context.setColorMode(painter.colorModeForRenderPass());
renderTextureToMap(painter, layer);
}
}
function bindFramebuffer(context: Context, painter: Painter, layer: HeatmapStyleLayer, scaling: number) {
const gl = context.gl;
const width = painter.width * scaling;
const height = painter.height * scaling;
context.activeTexture.set(gl.TEXTURE1);
context.viewport.set([0, 0, width, height]);
let fbo = layer.heatmapFbo;
if (!fbo || (fbo && (fbo.width !== width || fbo.height !== height))) {
if (fbo) { fbo.destroy(); }
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
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);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
fbo = layer.heatmapFbo = context.createFramebuffer(width, height, true, null);
bindTextureToFramebuffer(context, painter, texture, fbo, width, height);
} else {
gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
context.bindFramebuffer.set(fbo.framebuffer);
}
}
function bindTextureToFramebuffer(context: Context, painter: Painter, texture: ?WebGLTexture, fbo: Framebuffer, width: number, height: number) {
const gl = context.gl;
// Use the higher precision half-float texture where available (producing much smoother looking heatmaps);
// Otherwise, fall back to a low precision texture
const type = context.extRenderToTextureHalfFloat ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE;
gl.texImage2D(gl.TEXTURE_2D, 0, context.extRenderToTextureHalfFloat ? gl.RGBA16F : gl.RGBA, width, height, 0, gl.RGBA, type, null);
fbo.colorAttachment.set(texture);
}
function renderTextureToMap(painter: Painter, layer: HeatmapStyleLayer) {
const context = painter.context;
const gl = context.gl;
// Here we bind two different textures from which we'll sample in drawing
// heatmaps: the kernel texture, prepared in the offscreen pass, and a
// color ramp texture.
const fbo = layer.heatmapFbo;
if (!fbo) return;
context.activeTexture.set(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
context.activeTexture.set(gl.TEXTURE1);
let colorRampTexture = layer.colorRampTexture;
if (!colorRampTexture) {
colorRampTexture = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA);
}
colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
painter.getOrCreateProgram('heatmapTexture').draw(painter, gl.TRIANGLES,
DepthMode.disabled, StencilMode.disabled, painter.colorModeForRenderPass(), CullFaceMode.disabled,
heatmapTextureUniformValues(painter, layer, 0, 1),
layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,
painter.viewportSegments, layer.paint, painter.transform.zoom);
}