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OpenLayers mapping library
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JavaScript
/**
* @module ol/layer/Heatmap
*/
import {createCanvasContext2D} from '../dom.js';
import {BooleanType, NumberType} from '../expr/expression.js';
import {newCompilationContext} from '../expr/gpu.js';
import {clamp} from '../math.js';
import {ShaderBuilder} from '../render/webgl/ShaderBuilder.js';
import {
applyContextToBuilder,
expressionToGlsl,
generateAttributesFromContext,
generateUniformsFromContext,
} from '../render/webgl/compileUtil.js';
import WebGLVectorLayerRenderer from '../renderer/webgl/VectorLayer.js';
import BaseVector from './BaseVector.js';
/**
* @typedef {'change:blur'|'change:radius'|'change:gradient'} HeatmapEventTypes
*/
/***
* @template Return
* @typedef {import("../Observable").OnSignature<import("../Observable").EventTypes, import("../events/Event.js").default, Return> &
* import("../Observable").OnSignature<import("./Base").BaseLayerObjectEventTypes|
* import("./Layer.js").LayerEventType|HeatmapEventTypes, import("../Object").ObjectEvent, Return> &
* import("../Observable").OnSignature<import("../render/EventType").LayerRenderEventTypes, import("../render/Event").default, Return> &
* import("../Observable").CombinedOnSignature<import("../Observable").EventTypes|import("./Base").BaseLayerObjectEventTypes|
* import("./Layer.js").LayerEventType|HeatmapEventTypes|import("../render/EventType").LayerRenderEventTypes, Return>} HeatmapOnSignature
*/
/**
* @typedef {import("../style/flat.js").NumberExpression|string|function(import("../Feature.js").default):number} WeightExpression
*/
/**
* @template {import("../Feature.js").FeatureLike} [FeatureType=import("../Feature.js").default]
* @template {import("../source/Vector.js").default<FeatureType>} [VectorSourceType=import("../source/Vector.js").default<FeatureType>]
* @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 {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be
* visible.
* @property {number} [maxZoom] The maximum view zoom level (inclusive) at 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 {import("../style/flat.js").NumberExpression} [radius=8] Radius size in pixels. Note that for LineStrings,
* the width of the line will be double the radius.
* @property {import("../style/flat.js").NumberExpression} [blur=15] Blur size in pixels. This is added to the `radius`
* parameter above to create the final size of the blur effect.
* @property {WeightExpression} [weight='weight'] The feature
* 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
* should range from 0 to 1 (and values outside will be clamped to that range).
* @property {import("../style/flat.js").BooleanExpression} [filter] Optional filter expression.
* @property {Object<string, number|Array<number>|string|boolean>} [variables] Variables used in expressions (optional)
* @property {VectorSourceType} [source] Point source.
* @property {Object<string, *>} [properties] Arbitrary observable properties. Can be accessed with `#get()` and `#set()`.
*/
/**
* @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#prerender
* @fires import("../render/Event.js").RenderEvent#postrender
* @template {import("../Feature.js").FeatureLike} [FeatureType=import("../Feature.js").default]
* @template {import("../source/Vector.js").default<FeatureType>} [VectorSourceType=import("../source/Vector.js").default<FeatureType>]
* @extends {BaseVector<FeatureType, VectorSourceType, WebGLVectorLayerRenderer>}
* @api
*/
class Heatmap extends BaseVector {
/**
* @param {Options<FeatureType, VectorSourceType>} [options] Options.
*/
constructor(options) {
options = options ? options : {};
const baseOptions = Object.assign({}, options);
delete baseOptions.gradient;
delete baseOptions.radius;
delete baseOptions.blur;
delete baseOptions.weight;
super(baseOptions);
/***
* @type {HeatmapOnSignature<import("../events").EventsKey>}
*/
this.on;
/***
* @type {HeatmapOnSignature<import("../events").EventsKey>}
*/
this.once;
/***
* @type {HeatmapOnSignature<void>}
*/
this.un;
this.filter_ = options.filter ?? true;
/**
* @type {import('../style/flat.js').StyleVariables}
* @private
*/
this.styleVariables_ = options.variables || {};
/**
* @private
* @type {HTMLCanvasElement|OffscreenCanvas}
*/
this.gradient_ = null;
this.addChangeListener(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';
/**
* @private
*/
this.weight_ = 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 {import("../style/flat.js").NumberExpression} Blur size in pixels.
* @api
* @observable
*/
getBlur() {
return /** @type {import("../style/flat.js").NumberExpression} */ (
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 {import("../style/flat.js").NumberExpression} Radius size in pixel.
* @api
* @observable
*/
getRadius() {
return /** @type {import("../style/flat.js").NumberExpression} */ (
this.get(Property.RADIUS)
);
}
/**
* @private
*/
handleGradientChanged_() {
this.gradient_ = createGradient(this.getGradient());
}
/**
* Set the blur size in pixels.
* @param {import("../style/flat.js").NumberExpression} blur Blur size in pixels (supports expressions).
* @api
* @observable
*/
setBlur(blur) {
const previousValue = this.get(Property.BLUR);
this.set(Property.BLUR, blur);
// if the value stays numerical, simply refresh the layer
if (typeof blur === 'number' && typeof previousValue === 'number') {
this.changed();
return;
}
this.clearRenderer();
}
/**
* 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 {import("../style/flat.js").NumberExpression} radius Radius size in pixel (supports expressions).
* @api
* @observable
*/
setRadius(radius) {
const previousValue = this.get(Property.RADIUS);
this.set(Property.RADIUS, radius);
// if the value stays numerical, simply refresh the layer
if (typeof radius === 'number' && typeof previousValue === 'number') {
this.changed();
return;
}
this.clearRenderer();
}
/**
* Set the filter expression
* @param {import("../style/flat.js").BooleanExpression} filter Filter expression
* @api
*/
setFilter(filter) {
this.filter_ = filter;
this.changed();
this.clearRenderer();
}
/**
* Set the weight expression
* @param {WeightExpression} weight Weight expression
* @api
*/
setWeight(weight) {
this.weight_ = weight;
this.changed();
this.clearRenderer();
}
/**
* @override
*/
createRenderer() {
const builder = new ShaderBuilder();
const context = newCompilationContext();
const filterCompiled = expressionToGlsl(context, this.filter_, BooleanType);
let radiusCompiled = expressionToGlsl(
context,
this.getRadius(),
NumberType,
);
let blurCompiled = expressionToGlsl(context, this.getBlur(), NumberType);
/** @type {import('../render/webgl/VectorStyleRenderer.js').UniformDefinitions} */
const blurRadiusUniforms = {};
if (typeof this.getBlur() === 'number') {
blurCompiled = 'a_blur';
blurRadiusUniforms['a_blur'] = () => this.getBlur();
builder.addUniform('a_blur', 'float');
}
if (typeof this.getRadius() === 'number') {
radiusCompiled = 'a_radius';
blurRadiusUniforms['a_radius'] = () => this.getRadius();
builder.addUniform('a_radius', 'float');
}
/** @type {import('../render/webgl/VectorStyleRenderer.js').AttributeDefinitions} */
const weightAttribute = {};
let weightExpression = null;
if (
typeof this.weight_ === 'string' ||
typeof this.weight_ === 'function'
) {
const weightFunction =
typeof this.weight_ === 'string'
? (feature) => feature.get(this.weight_)
: this.weight_;
weightAttribute['prop_weight'] = {
size: 1,
callback: (feature) => {
const weightValue = weightFunction(feature);
return weightValue !== undefined ? clamp(weightValue, 0, 1) : 1;
},
};
weightExpression = 'a_prop_weight';
builder.addAttribute('a_prop_weight', 'float');
} else {
const clampedWeight = ['clamp', this.weight_, 0, 1];
weightExpression = expressionToGlsl(context, clampedWeight, NumberType);
}
builder
.addFragmentShaderFunction(
`float getBlurSlope() {
float blur = max(1., ${blurCompiled});
float radius = ${radiusCompiled};
return radius / blur;
}`,
)
.setSymbolSizeExpression(`vec2(${radiusCompiled} + ${blurCompiled}) * 2.`)
.setSymbolColorExpression(
`vec4(smoothstep(0., 1., (1. - length(coordsPx * 2. / v_quadSizePx)) * getBlurSlope()) * ${weightExpression})`,
)
.setStrokeColorExpression(
`vec4(smoothstep(0., 1., (1. - length(currentRadiusPx * 2. / v_width)) * getBlurSlope()) * ${weightExpression})`,
)
.setStrokeWidthExpression(`(${radiusCompiled} + ${blurCompiled}) * 2.`)
.setFillColorExpression(`vec4(${weightExpression})`)
.setFragmentDiscardExpression(`!${filterCompiled}`);
applyContextToBuilder(builder, context);
const attributes = generateAttributesFromContext(context);
const uniforms = generateUniformsFromContext(context, this.styleVariables_);
return new WebGLVectorLayerRenderer(this, {
className: this.getClassName(),
variables: this.styleVariables_,
style: {
builder,
attributes: {
...attributes,
...weightAttribute,
},
uniforms: {
...uniforms,
...blurRadiusUniforms,
},
},
disableHitDetection: false,
postProcesses: [
{
fragmentShader: `
precision mediump float;
uniform sampler2D u_image;
uniform sampler2D u_gradientTexture;
uniform float u_opacity;
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
gl_FragColor.a = color.a * u_opacity;
gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
gl_FragColor.rgb *= gl_FragColor.a;
}`,
uniforms: {
u_gradientTexture: () => this.gradient_,
u_opacity: () => this.getOpacity(),
},
},
],
});
}
/**
* Update any variables used by the layer style and trigger a re-render.
* @param {import('../style/flat.js').StyleVariables} variables Variables to update.
*/
updateStyleVariables(variables) {
Object.assign(this.styleVariables_, variables);
this.changed();
}
/**
* @override
*/
renderDeclutter() {}
}
/**
* @param {Array<string>} colors A list of colored.
* @return {HTMLCanvasElement|OffscreenCanvas} 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;