refactor(heatmap) buffer

This commit is contained in:
thinkinggis 2019-07-31 11:52:52 +08:00
parent 06789902aa
commit bb9361b7c8
14 changed files with 234 additions and 85 deletions

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@ -25,7 +25,7 @@ const scene = new L7.Scene({
mapStyle: 'dark', // 样式URL
center: [120.132624,30.281774],
pitch: 0,
zoom: 10
zoom: 7
});
scene.on('loaded', () => {
$.get('https://gw.alipayobjects.com/os/basement_prod/7359a5e9-3c5e-453f-b207-bc892fb23b84.csv', data => {
@ -53,16 +53,19 @@ scene.on('loaded', () => {
},
{
type: 'hexagon',
size: 6000,
size: 10000,
field:'v',
method:'sum'
}
]
})
.active(true)
.shape('hexagon')
.size('count',(value)=>{
return value * 1000;
})
.shape('square')
.style({
coverage: 0.9,
coverage: 0.8,
angle: 0,
})
.color('count', ["#002466","#105CB3","#2894E0","#CFF6FF","#FFF5B8","#FFAB5C","#F27049","#730D1C"])

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@ -1,31 +1,61 @@
import { fill, extrude } from '../../shape/polygon';
export default function hexagonBuffer(layerData) {
const attribute = {
vertices: [],
miter: [],
colors: [],
pickingIds: []
};
const a = Math.cos(Math.PI / 6);
const points = [
[ 0, -1, 0 ],
[ -a, -0.5, 0 ],
[ -a, 0.5, 0 ],
[ 0, 1, 0 ],
[ a, 0.5, 0 ],
[ a, -0.5, 0 ],
[ 0, -1, 0 ]
];
// const hexgonPoints = polygonPath(6);
const hexgonFill = fill([ points ]);
const { positionsIndex, positions } = hexgonFill;
layerData.forEach(element => {
positionsIndex.forEach(pointIndex => {
attribute.vertices.push(...element.coordinates);
attribute.miter.push(positions[pointIndex][0], positions[pointIndex][1]);
attribute.pickingIds.push(element.id);
attribute.colors.push(...element.color);
import BufferBase from '../buffer';
import Global from '../../../global';
import { fillPolygon, extrude_Polygon } from '../../extrude';
import { polygonPath } from '../../shape/path';
export default class Shape_3D extends BufferBase {
_buildFeatures() {
const layerData = this.get('layerData');
this._offset = 0;
layerData.forEach(feature => {
this._calculateFill(feature);
});
});
return attribute;
}
_initAttributes() {
super._initAttributes();
this.attributes.miters = new Float32Array(this.verticesCount * 3);
this.attributes.normals = new Float32Array(this.verticesCount * 3);
}
_calculateFeatures() {
this._calcultateGeometry();
const layerData = this.get('layerData');
const { positions, indexArray } = this.instanceGeometry;
const numFeature = layerData.length;
this.verticesCount = positions.length * numFeature / 3;
this.indexCount = indexArray.length * numFeature;
}
_calcultateGeometry() {
const shape = this.get('shapeType');
const hexgonFill = this.getShapeFunction(shape)([ this._getPoints(6) ]);
this.instanceGeometry = hexgonFill;
}
_calculateFill(feature) {
feature.bufferInfo = { verticesOffset: this._offset };
const { coordinates } = feature;
const numPoint = this.instanceGeometry.positions.length / 3;
this._encodeArray(feature, numPoint);
this.attributes.miters.set(this.instanceGeometry.positions, this._offset * 3);
const indexArray = this.instanceGeometry.indexArray.map(v => { return v + this._offset; });
this.indexArray.set(indexArray, this._offset);
if (this.instanceGeometry.normals) {
this.attributes.normals.set(this.instanceGeometry.normals, this._offset * 3);
}
const position = [];
for (let i = 0; i < numPoint; i++) {
position.push(...coordinates);
}
this.attributes.positions.set(position, this._offset * 3);
this._offset += numPoint;
}
_getPoints(num) {
return polygonPath(num, 1);
}
getShapeFunction(shape) {
const { pointShape } = Global;
if (pointShape['3d'].indexOf(shape) !== -1) return extrude_Polygon;
return fillPolygon;
}
}

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@ -1,33 +1,40 @@
/**
* instantcebufferGeometry的组装方式
*/
import BufferBase from '../buffer';
import { fill, extrude } from '../../shape/polygon';
import { fillPolygon, extrude_Polygon } from '../../extrude';
import { polygonPath } from '../../shape/path';
export default class Grid3D extends BufferBase {
import Global from '../../../global';
import * as shapePath from '../../shape/path';
export default class Hexagon3D extends BufferBase {
_buildFeatures() {
const layerData = this.get('layerData');
this._offset = 0;
layerData.forEach(feature => {
this._calculateFill(feature);
});
}
_initAttributes() {
super._initAttributes();
this.attributes.miters = new Float32Array(this.verticesCount * 3);
this.attributes.normals = new Float32Array(this.verticesCount * 3);
}
_calculateFeatures() {
const hexgonPoints = polygonPath(6);
const hexgonFill = fillPolygon([ hexgonPoints ]);
const shape = this.get('shapeType');
const hexgonFill = this.getShape(shape);
const layerData = this.get('layerData');
this.verticesCount = hexgonFill.positions.length / 3 * layerData.length;
this.indexCount = hexgonFill.indexArray * layerData.length;
this.featureBuffer = hexgonFill;
this.verticesCount = layerData.length;
this.indexCount = 0;
this.instanceGeometry = hexgonFill;
}
_calculatefill(feature) {
// this.
_calculateFill(feature) {
feature.bufferInfo = { verticesOffset: this._offset };
const { coordinates } = feature;
this._encodeArray(feature, 1);
this.attributes.positions.set(coordinates, this._offset * 3);
this._offset++;
}
_getPoints(num) {
return polygonPath(num);
getShape(shape) {
const { pointShape } = Global;
if (pointShape['3d'].indexOf(shape) !== -1) return extrude_Polygon([ shapePath[shape]() ]);
if (pointShape['2d'].indexOf(shape) !== -1) return fillPolygon([ shapePath[shape]() ]);
return fillPolygon([ shapePath[shape]() ]);
}
}

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@ -12,6 +12,10 @@ import ArcLineBuffer from './line/arcline';
// heatmap
import Grid3D from './heatmap/grid_3d';
import Hexagon3D from './heatmap/hexagon_3d';
// 3D Shape
import Shape_3D from './heatmap/hexagon';
import { registerBuffer, getBuffer } from './factory';
@ -26,7 +30,11 @@ registerBuffer('line', 'greatCircle', ArcLineBuffer);
// heatmap
registerBuffer('heatmap', 'square', Grid3D);
registerBuffer('heatmap', 'squareColumn', Grid3D);
// registerBuffer('heatmap', 'square', Grid3D);
// registerBuffer('heatmap', 'squareColumn', Grid3D);
registerBuffer('heatmap', 'shape', Hexagon3D);
// 3D Shape
registerBuffer('shape', 'extrude', Shape_3D);
export { getBuffer };

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@ -1,5 +1,5 @@
import earcut from 'earcut';
import * as THREE from '../core/three';
/**
* 计算是否拉伸
* @param {Array} points 点坐标数组
@ -125,18 +125,45 @@ export function extrude_Polygon(points) {
const flattengeo = earcut.flatten(points);
const positions = [];
const indexArray = [];
const normals = [];
// 设置顶部z值
for (let j = 0; j < flattengeo.vertices.length / 3; j++) {
flattengeo.vertices[j * 3 + 2] = 1;
normals.push(0, 0, 1);
}
positions.push(...flattengeo.vertices);
const triangles = earcut(flattengeo.vertices, flattengeo.holes, flattengeo.dimensions);
indexArray.push(...triangles);
for (let i = 0; i < n; i++) {
const prePoint = flattengeo.vertices.slice(i * 3, i * 3 + 3);
const nextPoint = flattengeo.vertices.slice(i * 3 + 3, i * 3 + 6);
const indexOffset = positions.length;
let nextPoint = flattengeo.vertices.slice(i * 3 + 3, i * 3 + 6);
nextPoint.length === 0 && (nextPoint = flattengeo.vertices.slice(0, 3));
const indexOffset = positions.length / 3;
positions.push(prePoint[0], prePoint[1], 1, nextPoint[0], nextPoint[1], 1, prePoint[0], prePoint[1], 0, nextPoint[0], nextPoint[1], 0);
indexArray.push([ 1, 2, 0, 3, 2, 1 ].map(v => { return v + indexOffset; }));
const normal = computeNormal([ nextPoint[0], nextPoint[1], 1 ], [ prePoint[0], prePoint[1], 0 ], [ prePoint[0], prePoint[1], 1 ]);
normals.push(...normal, ...normal, ...normal, ...normal);
indexArray.push(...[ 1, 2, 0, 3, 2, 1 ].map(v => { return v + indexOffset; }));
}
return {
positions: flattengeo.vertices,
indexArray: triangles
positions,
indexArray,
normals
};
}
function computeNormal(v1, v2, v3) {
const pA = new THREE.Vector3();
const pB = new THREE.Vector3();
const pC = new THREE.Vector3();
const cb = new THREE.Vector3();
const ab = new THREE.Vector3();
pA.set(...v1);
pB.set(...v2);
pC.set(...v3);
cb.subVectors(pC, pB);
ab.subVectors(pA, pB);
cb.cross(ab);
cb.normalize();
const { x, y, z } = cb;
return [ x, y, z ];
};

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@ -1,5 +1,6 @@
import Material from './material';
import { getModule } from '../../util/shaderModule';
import { getModule, wrapUniforms } from '../../util/shaderModule';
import merge from '@antv/util/lib/deep-mix';
export default class hexagonMaterial extends Material {
getDefaultParameters() {
return {
@ -19,9 +20,9 @@ export default class hexagonMaterial extends Material {
}
constructor(_uniforms, _defines, parameters) {
super(parameters);
const { uniforms, defines } = this.getDefaultParameters();
const { vs, fs } = getModule('hexagon');
this.uniforms = Object.assign(uniforms, this.setUniform(_uniforms));
const { defines } = this.getDefaultParameters();
const { vs, fs, uniforms } = getModule('hexagon');
this.uniforms = wrapUniforms(merge(uniforms, _uniforms));
this.type = 'hexagonMaterial';
this.defines = Object.assign(defines, _defines);
this.vertexShader = vs;

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@ -1,7 +1,5 @@
precision highp float;
uniform float u_opacity;
varying vec4 v_color;
void main() {
vec4 color = v_color;
gl_FragColor = color;
gl_FragColor = v_color;
}

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@ -1,26 +1,41 @@
precision highp float;
attribute vec2 miter;
// attribute vec2 miter;
attribute vec3 miter;
attribute vec3 a_shape;
attribute float a_size;
attribute vec4 a_color;
uniform float u_radius;
uniform float u_coverage;
uniform float u_opacity;
uniform float u_angle;
uniform float u_activeId;
uniform vec4 u_activeColor;
varying vec4 v_color;
#pragma include "lighting"
void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
v_color = a_color;
v_color.a *= u_opacity;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}
vec2 offset =vec2(rotationMatrix * miter * u_radius * u_coverage );
vec2 offset =vec2(rotationMatrix * miter.xy * u_radius * u_coverage );
// vec2 offset =vec2(rotationMatrix * a_shape.xy * u_radius * u_coverage );
float x = position.x + offset.x;
float y = position.y + offset.y;
gl_Position = matModelViewProjection * vec4(x, y, position.z, 1.0);
// float z = a_shape.z * a_size;
float z = miter.z * a_size;
#ifdef LIGHTING
vec3 viewDir = normalize(cameraPosition - vec3(x, y, z));
v_color.rgb *= calc_lighting(vec3(x, y, z), normal, viewDir);
#endif
gl_Position = matModelViewProjection * vec4(x, y, z, 1.0);
worldId = id_toPickColor(pickingId);
}

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@ -33,7 +33,7 @@ export function polygonPath(pointCount, start = 0) {
const step = Math.PI * 2 / pointCount;
const line = [];
for (let i = 0; i < pointCount; i++) {
line.push(step * i - start * Math.PI / 12);
line.push(step * i + start * Math.PI / 12);
}
const path = line.map(t => {
const x = Math.sin(t + Math.PI / 4),

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@ -8,6 +8,8 @@ export default class HeatMapLayer extends Layer {
}
draw() {
this.type = 'heatmap';
this.add(getRender('heatmap', this.shapeType || 'heatmap')(this.layerData, this, this.layerSource));
if (!this.shapeType) this.shapeType = 'heatmap';
const renderType = this.shapeType === 'heatmap' ? 'heatmap' : 'shape';
this.add(getRender('heatmap', renderType)(this.layerData, this, this.layerSource));
}
}

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@ -1,27 +1,41 @@
import * as THREE from '../../../core/three';
import hexagonBuffer from '../../../geom/buffer/heatmap/hexagon';
import GridMaterial from '../../../geom/material/hexagon';
export default function DrawHexagon(layerdata, layer, source) {
import { getBuffer } from '../../../geom/buffer/';
import { generateLightingUniforms } from '../../../util/shaderModule';
export default function DrawHexagon(layerData, layer, source) {
const style = layer.get('styleOptions');
const { fill } = layer.get('activedOptions');
const { radius } = source.data;
const attributes = new hexagonBuffer(layerdata);
const { opacity, angle, coverage } = style;
const geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.Float32BufferAttribute(attributes.vertices, 3));
geometry.addAttribute('miter', new THREE.Float32BufferAttribute(attributes.miter, 2));
geometry.addAttribute('a_color', new THREE.Float32BufferAttribute(attributes.colors, 4));
geometry.addAttribute('pickingId', new THREE.Float32BufferAttribute(attributes.pickingIds, 1));
const { opacity, angle = 0, coverage, lights } = style;
const geometryBuffer = getBuffer(layer.type, 'shape');
const buffer = new geometryBuffer({
layerData,
shapeType: layer.shapeType
});
const { attributes, instanceGeometry } = buffer;
const instancedGeometry = new THREE.InstancedBufferGeometry();
instancedGeometry.setIndex(instanceGeometry.indexArray);
instancedGeometry.addAttribute('miter', new THREE.Float32BufferAttribute(instanceGeometry.positions, 3));
if (instanceGeometry.normals) {
instancedGeometry.addAttribute('normal', new THREE.Float32BufferAttribute(instanceGeometry.normals, 3));
}
instancedGeometry.addAttribute('position', new THREE.InstancedBufferAttribute(new Float32Array(attributes.positions), 3));
instancedGeometry.addAttribute('a_color', new THREE.InstancedBufferAttribute(new Float32Array(attributes.colors), 4));
instancedGeometry.addAttribute('pickingId', new THREE.InstancedBufferAttribute(new Float32Array(attributes.pickingIds), 1));
instancedGeometry.addAttribute('a_size', new THREE.InstancedBufferAttribute(new Float32Array(attributes.sizes), 1));
const material = new GridMaterial({
u_opacity: opacity,
u_radius: radius,
u_angle: angle / 180 * Math.PI,
u_coverage: coverage,
u_activeColor: fill
u_activeColor: fill,
...generateLightingUniforms(lights)
}, {
SHAPE: false
SHAPE: false,
LIGHTING: !!instanceGeometry.normals
});
const hexgonMesh = new THREE.Mesh(geometry, material);
const hexgonMesh = new THREE.Mesh(instancedGeometry, material);
return hexgonMesh;
}

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@ -3,6 +3,7 @@ import { registerRender, getRender } from './factory';
import DrawFill from './polygon/drawFill';
import DrawLine from './polygon/drawLine';
import DrawAnimate from './polygon/drawAnimate';
import Draw3DShape from './point/draw_3d_shape';
registerRender('polygon', 'fill', DrawFill);
registerRender('polygon', 'extrude', DrawFill);
@ -31,6 +32,7 @@ registerRender('point', 'normal', DrawPointNormal);
registerRender('point', 'stroke', DrawPointStroke);
registerRender('point', 'text', DrawPointText);
registerRender('point', 'circle', DrawPointCircle);
registerRender('point', 'shape', Draw3DShape);
// heatmap
@ -41,7 +43,7 @@ import DrawHexagon from './heatmap/hexagon';
registerRender('heatmap', 'square', DrawGrid);
registerRender('heatmap', 'squareColumn', DrawGrid);
registerRender('heatmap', 'heatmap', DrawHeatmap);
registerRender('heatmap', 'hexagon', DrawHexagon);
registerRender('heatmap', 'shape', DrawHexagon);
// image

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@ -0,0 +1,41 @@
import * as THREE from '../../../core/three';
import GridMaterial from '../../../geom/material/hexagon';
import { getBuffer } from '../../../geom/buffer/';
import { generateLightingUniforms } from '../../../util/shaderModule';
export default function Draw3DShape(layerData, layer, source) {
const style = layer.get('styleOptions');
const { fill } = layer.get('activedOptions');
const { radius } = source.data;
// const attributes = new hexagonBuffer(layerdata);
const { opacity, angle, coverage, lights } = style;
const geometryBuffer = getBuffer('shape', 'extrude');
const buffer = new geometryBuffer({
layerData,
shapeType: layer.shapeType
});
const { attributes, indexArray } = buffer;
const geometry = new THREE.BufferGeometry();
geometry.setIndex(new THREE.Uint32BufferAttribute(indexArray, 1));
geometry.addAttribute('position', new THREE.Float32BufferAttribute(attributes.positions, 3));
geometry.addAttribute('miter', new THREE.Float32BufferAttribute(attributes.miters, 3));
geometry.addAttribute('a_color', new THREE.Float32BufferAttribute(attributes.colors, 4));
geometry.addAttribute('pickingId', new THREE.Float32BufferAttribute(attributes.pickingIds, 1));
geometry.addAttribute('normal', new THREE.Float32BufferAttribute(attributes.normals, 3));
geometry.addAttribute('a_size', new THREE.Float32BufferAttribute(attributes.sizes, 1));
const material = new GridMaterial({
u_opacity: opacity,
u_radius: radius,
u_angle: angle / 180 * Math.PI,
u_coverage: coverage,
u_activeColor: fill,
...generateLightingUniforms(lights)
}, {
SHAPE: false,
LIGHTING: true
});
const hexgonMesh = new THREE.Mesh(geometry, material);
return hexgonMesh;
}

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@ -13,6 +13,7 @@ export function aggregatorToGrid(data, option) {
return {
yOffset: gridOffset.xOffset / 360 * (256 << 20) / 2,
xOffset: gridOffset.xOffset / 360 * (256 << 20) / 2,
radius: gridOffset.xOffset / 360 * (256 << 20) / 2,
dataArray: layerData
};
}