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OpenLayers mapping library

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var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); /** * @module ol/layer/Heatmap */ import { getChangeEventType } from '../Object.js'; import { createCanvasContext2D } from '../dom.js'; import VectorLayer from './Vector.js'; import { clamp } from '../math.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 {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 {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 */ var Property = { BLUR: 'blur', GRADIENT: 'gradient', RADIUS: 'radius' }; /** * @const * @type {Array<string>} */ var 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 */ var Heatmap = /** @class */ (function (_super) { __extends(Heatmap, _super); /** * @param {Options=} opt_options Options. */ function Heatmap(opt_options) { var _this = this; var options = opt_options ? opt_options : {}; var baseOptions = assign({}, options); delete baseOptions.gradient; delete baseOptions.radius; delete baseOptions.blur; delete baseOptions.weight; _this = _super.call(this, baseOptions) || this; /** * @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); var 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 _this; } /** * Return the blur size in pixels. * @return {number} Blur size in pixels. * @api * @observable */ Heatmap.prototype.getBlur = function () { return /** @type {number} */ (this.get(Property.BLUR)); }; /** * Return the gradient colors as array of strings. * @return {Array<string>} Colors. * @api * @observable */ Heatmap.prototype.getGradient = function () { return /** @type {Array<string>} */ (this.get(Property.GRADIENT)); }; /** * Return the size of the radius in pixels. * @return {number} Radius size in pixel. * @api * @observable */ Heatmap.prototype.getRadius = function () { return /** @type {number} */ (this.get(Property.RADIUS)); }; /** * @private */ Heatmap.prototype.handleGradientChanged_ = function () { this.gradient_ = createGradient(this.getGradient()); }; /** * Set the blur size in pixels. * @param {number} blur Blur size in pixels. * @api * @observable */ Heatmap.prototype.setBlur = function (blur) { this.set(Property.BLUR, blur); }; /** * Set the gradient colors as array of strings. * @param {Array<string>} colors Gradient. * @api * @observable */ Heatmap.prototype.setGradient = function (colors) { this.set(Property.GRADIENT, colors); }; /** * Set the size of the radius in pixels. * @param {number} radius Radius size in pixel. * @api * @observable */ Heatmap.prototype.setRadius = function (radius) { this.set(Property.RADIUS, radius); }; /** * @inheritDoc */ Heatmap.prototype.createRenderer = function () { return new WebGLPointsLayerRenderer(this, { attributes: [ { name: 'weight', callback: function (feature) { var weight = this.weightFunction_(feature); return weight !== undefined ? clamp(weight, 0, 1) : 1; }.bind(this) } ], vertexShader: "\n precision mediump float;\n uniform mat4 u_projectionMatrix;\n uniform mat4 u_offsetScaleMatrix;\n uniform float u_size;\n attribute vec2 a_position;\n attribute float a_index;\n attribute float a_weight;\n\n varying vec2 v_texCoord;\n varying float v_weight;\n\n void main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;\n float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;\n vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;\n float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;\n v_texCoord = vec2(u, v);\n v_weight = a_weight;\n }", fragmentShader: "\n precision mediump float;\n uniform float u_blurSlope;\n\n varying vec2 v_texCoord;\n varying float v_weight;\n\n void main(void) {\n vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);\n float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;\n float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;\n float alpha = smoothstep(0.0, 1.0, value) * v_weight;\n gl_FragColor = vec4(alpha, alpha, alpha, alpha);\n }", hitVertexShader: "\n precision mediump float;\n uniform mat4 u_projectionMatrix;\n uniform mat4 u_offsetScaleMatrix;\n uniform float u_size;\n attribute vec2 a_position;\n attribute float a_index;\n attribute float a_weight;\n attribute vec4 a_hitColor;\n\n varying vec2 v_texCoord;\n varying float v_weight;\n varying vec4 v_hitColor;\n\n void main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;\n float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;\n vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;\n float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;\n v_texCoord = vec2(u, v);\n v_hitColor = a_hitColor;\n v_weight = a_weight;\n }", hitFragmentShader: "\n precision mediump float;\n uniform float u_blurSlope;\n\n varying vec2 v_texCoord;\n varying float v_weight;\n varying vec4 v_hitColor;\n\n void main(void) {\n vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);\n float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;\n float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;\n float alpha = smoothstep(0.0, 1.0, value) * v_weight;\n if (alpha < 0.05) {\n discard;\n }\n\n gl_FragColor = v_hitColor;\n }", 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: "\n precision mediump float;\n\n uniform sampler2D u_image;\n uniform sampler2D u_gradientTexture;\n\n varying vec2 v_texCoord;\n\n void main() {\n vec4 color = texture2D(u_image, v_texCoord);\n gl_FragColor.a = color.a;\n gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;\n gl_FragColor.rgb *= gl_FragColor.a;\n }", uniforms: { u_gradientTexture: function () { return this.gradient_; }.bind(this) } } ] }); }; return Heatmap; }(VectorLayer)); /** * @param {Array<string>} colors A list of colored. * @return {HTMLCanvasElement} canvas with gradient texture. */ function createGradient(colors) { var width = 1; var height = 256; var context = createCanvasContext2D(width, height); var gradient = context.createLinearGradient(0, 0, width, height); var step = 1 / (colors.length - 1); for (var 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; //# sourceMappingURL=Heatmap.js.map