/** * @module ol/layer/Heatmap */ import BaseVector from './BaseVector.js'; import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js'; import {clamp} from '../math.js'; import {createCanvasContext2D} from '../dom.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} [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] Point source. * @property {Object} [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} */ 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 * @extends {BaseVector} * @api */ class Heatmap extends BaseVector { /** * @param {Options} [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); /** * @private * @type {HTMLCanvasElement} */ 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'; 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 the blur size in pixels. * @return {number} Blur size in pixels. * @api * @observable */ getBlur() { return /** @type {number} */ (this.get(Property.BLUR)); } /** * Return the gradient colors as array of strings. * @return {Array} Colors. * @api * @observable */ getGradient() { return /** @type {Array} */ (this.get(Property.GRADIENT)); } /** * Return the size of the radius in pixels. * @return {number} Radius size in pixel. * @api * @observable */ getRadius() { return /** @type {number} */ (this.get(Property.RADIUS)); } /** * @private */ handleGradientChanged_() { this.gradient_ = createGradient(this.getGradient()); } /** * Set the blur size in pixels. * @param {number} blur Blur size in pixels. * @api * @observable */ setBlur(blur) { this.set(Property.BLUR, blur); } /** * Set the gradient colors as array of strings. * @param {Array} colors Gradient. * @api * @observable */ setGradient(colors) { this.set(Property.GRADIENT, colors); } /** * Set the size of the radius in pixels. * @param {number} radius Radius size in pixel. * @api * @observable */ setRadius(radius) { this.set(Property.RADIUS, radius); } createRenderer() { return new WebGLPointsLayerRenderer(this, { className: this.getClassName(), attributes: [ { name: 'weight', callback: (feature) => { const weight = this.weightFunction_(feature); return weight !== undefined ? clamp(weight, 0, 1) : 1; }, }, ], hitDetectionEnabled: true, vertexShader: ` precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform float u_size; attribute vec2 a_position; attribute float a_index; attribute float a_weight; attribute vec4 a_hitColor; varying vec2 v_texCoord; varying float v_weight; varying vec4 v_hitColor; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0; float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0; vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0; v_texCoord = vec2(u, v); v_hitColor = a_hitColor; v_weight = a_weight; }`, fragmentShader: ` precision mediump float; uniform float u_blurSlope; uniform mediump int u_hitDetection; varying vec2 v_texCoord; varying float v_weight; varying vec4 v_hitColor; void main(void) { vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0); float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y; float value = (1.0 - sqrt(sqRadius)) * u_blurSlope; float alpha = smoothstep(0.0, 1.0, value) * v_weight; gl_FragColor = vec4(alpha, alpha, alpha, alpha); if (u_hitDetection > 0) { if (alpha < 0.05) { discard; } gl_FragColor = v_hitColor; } }`, uniforms: { u_size: () => { return (this.get(Property.RADIUS) + this.get(Property.BLUR)) * 2; }, u_blurSlope: () => { return ( this.get(Property.RADIUS) / Math.max(1, this.get(Property.BLUR)) ); }, }, 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: () => { return this.gradient_; }, u_opacity: () => { return this.getOpacity(); }, }, }, ], }); } renderDeclutter() {} } /** * @param {Array} colors A list of colored. * @return {HTMLCanvasElement} 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;