maplibre-gl
Version:
BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
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text/typescript
import {Texture} from './texture';
import {Color} from '@maplibre/maplibre-gl-style-spec';
import {DepthMode} from '../gl/depth_mode';
import {StencilMode} from '../gl/stencil_mode';
import {ColorMode} from '../gl/color_mode';
import {CullFaceMode} from '../gl/cull_face_mode';
import {type Context} from '../gl/context';
import {type Framebuffer} from '../gl/framebuffer';
import {type Tile} from '../source/tile';
import {
heatmapUniformValues,
heatmapTextureUniformValues
} from './program/heatmap_program';
import {HEATMAP_FULL_RENDER_FBO_KEY} from '../style/style_layer/heatmap_style_layer';
import type {Painter, RenderOptions} from './painter';
import type {SourceCache} from '../source/source_cache';
import type {HeatmapStyleLayer} from '../style/style_layer/heatmap_style_layer';
import type {HeatmapBucket} from '../data/bucket/heatmap_bucket';
import type {OverscaledTileID} from '../source/tile_id';
export function drawHeatmap(painter: Painter, sourceCache: SourceCache, layer: HeatmapStyleLayer, tileIDs: Array<OverscaledTileID>, renderOptions: RenderOptions) {
if (layer.paint.get('heatmap-opacity') === 0) {
return;
}
const context = painter.context;
const {isRenderingToTexture, isRenderingGlobe} = renderOptions;
if (painter.style.map.terrain) {
for (const coord of tileIDs) {
const tile = sourceCache.getTile(coord);
// 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;
if (painter.renderPass === 'offscreen') {
prepareHeatmapTerrain(painter, tile, layer, coord, isRenderingGlobe);
} else if (painter.renderPass === 'translucent') {
renderHeatmapTerrain(painter, layer, coord, isRenderingToTexture, isRenderingGlobe);
}
}
context.viewport.set([0, 0, painter.width, painter.height]);
} else {
if (painter.renderPass === 'offscreen') {
prepareHeatmapFlat(painter, sourceCache, layer, tileIDs);
} else if (painter.renderPass === 'translucent') {
renderHeatmapFlat(painter, layer);
}
}
}
function prepareHeatmapFlat(painter: Painter, sourceCache: SourceCache, layer: HeatmapStyleLayer, coords: Array<OverscaledTileID>) {
const context = painter.context;
const gl = context.gl;
const transform = painter.transform;
// 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], Color.transparent, [true, true, true, true]);
bindFramebuffer(context, painter, layer);
context.clear({color: Color.transparent});
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) as any);
if (!bucket) continue;
const programConfiguration = bucket.programConfigurations.get(layer.id);
const program = painter.useProgram('heatmap', programConfiguration);
const projectionData = transform.getProjectionData({overscaledTileID: coord, applyGlobeMatrix: true, applyTerrainMatrix: false});
const radiusCorrectionFactor = transform.getCircleRadiusCorrection();
program.draw(context, gl.TRIANGLES, DepthMode.disabled, stencilMode, colorMode, CullFaceMode.backCCW,
heatmapUniformValues(tile, transform.zoom, layer.paint.get('heatmap-intensity'), radiusCorrectionFactor),
null, projectionData,
layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,
bucket.segments, layer.paint, transform.zoom,
programConfiguration);
}
context.viewport.set([0, 0, painter.width, painter.height]);
}
function renderHeatmapFlat(painter: Painter, layer: HeatmapStyleLayer) {
const context = painter.context;
const gl = context.gl;
context.setColorMode(painter.colorModeForRenderPass());
// 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.heatmapFbos.get(HEATMAP_FULL_RENDER_FBO_KEY);
if (!fbo) return;
context.activeTexture.set(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
context.activeTexture.set(gl.TEXTURE1);
const colorRampTexture = getColorRampTexture(context, layer);
colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
painter.useProgram('heatmapTexture').draw(context, gl.TRIANGLES,
DepthMode.disabled, StencilMode.disabled, painter.colorModeForRenderPass(), CullFaceMode.disabled,
heatmapTextureUniformValues(painter, layer, 0, 1), null, null,
layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,
painter.viewportSegments, layer.paint, painter.transform.zoom);
}
function prepareHeatmapTerrain(painter: Painter, tile: Tile, layer: HeatmapStyleLayer, coord: OverscaledTileID, isRenderingGlobe: boolean) {
const context = painter.context;
const gl = context.gl;
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], Color.transparent, [true, true, true, true]);
const bucket: HeatmapBucket = (tile.getBucket(layer) as any);
if (!bucket) return;
const tileKey = coord.key;
let fbo = layer.heatmapFbos.get(tileKey);
if (!fbo) {
fbo = createHeatmapFbo(context, tile.tileSize, tile.tileSize);
layer.heatmapFbos.set(tileKey, fbo);
}
context.bindFramebuffer.set(fbo.framebuffer);
context.viewport.set([0, 0, tile.tileSize, tile.tileSize]);
context.clear({color: Color.transparent});
const programConfiguration = bucket.programConfigurations.get(layer.id);
const program = painter.useProgram('heatmap', programConfiguration, !isRenderingGlobe);
const projectionData = painter.transform.getProjectionData({overscaledTileID: tile.tileID, applyGlobeMatrix: true, applyTerrainMatrix: true});
const terrainData = painter.style.map.terrain.getTerrainData(coord);
program.draw(context, gl.TRIANGLES, DepthMode.disabled, stencilMode, colorMode, CullFaceMode.disabled,
heatmapUniformValues(tile, painter.transform.zoom, layer.paint.get('heatmap-intensity'), 1.0), terrainData, projectionData,
layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,
bucket.segments, layer.paint, painter.transform.zoom,
programConfiguration);
}
function renderHeatmapTerrain(painter: Painter, layer: HeatmapStyleLayer, coord: OverscaledTileID, isRenderingToTexture: boolean, isRenderingGlobe: boolean) {
const context = painter.context;
const gl = context.gl;
const transform = painter.transform;
context.setColorMode(painter.colorModeForRenderPass());
const colorRampTexture = getColorRampTexture(context, layer);
// 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 tileKey = coord.key;
const fbo = layer.heatmapFbos.get(tileKey);
if (!fbo) return;
context.activeTexture.set(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
context.activeTexture.set(gl.TEXTURE1);
colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
const projectionData = transform.getProjectionData({overscaledTileID: coord, applyTerrainMatrix: isRenderingGlobe, applyGlobeMatrix: !isRenderingToTexture});
painter.useProgram('heatmapTexture').draw(context, gl.TRIANGLES,
DepthMode.disabled, StencilMode.disabled, painter.colorModeForRenderPass(), CullFaceMode.disabled,
heatmapTextureUniformValues(painter, layer, 0, 1), null, projectionData,
layer.id, painter.rasterBoundsBuffer, painter.quadTriangleIndexBuffer,
painter.rasterBoundsSegments, layer.paint, transform.zoom);
// destroy the FBO after rendering
fbo.destroy();
layer.heatmapFbos.delete(tileKey);
}
function bindFramebuffer(context: Context, painter: Painter, layer: HeatmapStyleLayer) {
const gl = context.gl;
context.activeTexture.set(gl.TEXTURE1);
// Use a 4x downscaled screen texture for better performance
context.viewport.set([0, 0, painter.width / 4, painter.height / 4]);
let fbo = layer.heatmapFbos.get(HEATMAP_FULL_RENDER_FBO_KEY);
if (!fbo) {
fbo = createHeatmapFbo(context, painter.width / 4, painter.height / 4);
layer.heatmapFbos.set(HEATMAP_FULL_RENDER_FBO_KEY, fbo);
} else {
gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
context.bindFramebuffer.set(fbo.framebuffer);
}
}
function createHeatmapFbo(context: Context, width: number, height: number): Framebuffer {
const gl = context.gl;
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);
// Use the higher precision half-float texture where available (producing much smoother looking heatmaps);
// Otherwise, fall back to a low precision texture
const numType = context.HALF_FLOAT ?? gl.UNSIGNED_BYTE;
const internalFormat = context.RGBA16F ?? gl.RGBA;
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, width, height, 0, gl.RGBA, numType, null);
const fbo = context.createFramebuffer(width, height, false, false);
fbo.colorAttachment.set(texture);
return fbo;
}
function getColorRampTexture(context: Context, layer: HeatmapStyleLayer): Texture {
if (!layer.colorRampTexture) {
layer.colorRampTexture = new Texture(context, layer.colorRamp, context.gl.RGBA);
}
return layer.colorRampTexture;
}