mirror of https://gitee.com/antv-l7/antv-l7
fix(heatmap): 解决颜色插值问题,优化渲染性能
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852c21b312
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d6829f30b9
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@ -34,11 +34,11 @@ scene.on('loaded', () => {
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.source(data)
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.size('mag', [ 0, 1 ]) // weight映射通道
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.style({
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intensity: 1,
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radius: 10,
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intensity: 3,
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radius: 20,
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rampColors: {
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colors: [ 'rgba(33,102,172,0)', 'rgb(103,169,207)', 'rgb(209,229,240)', 'rgb(253,219,199)', 'rgb(239,138,98)', 'rgb(178,24,43)' ],
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positions: [ 0.0, 0.2, 0.4, 0.6, 0.8, 1.0 ]
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colors: [ 'rgba(33,102,172,0.0)', 'rgb(103,169,207)', 'rgb(209,229,240)', 'rgb(253,219,199)', 'rgb(239,138,98)', 'rgb(178,24,43,1.0)' ],
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positions: [ 0, 0.2, 0.4, 0.6, 0.8, 1.0 ]
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}
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})
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.render();
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@ -8,21 +8,20 @@ export default class RenderPass {
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this.clearColor = cfg.clear.clearColor;
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this.clearAlpha = cfg.clear.clearAlpha;
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this.size = cfg.size ? cfg.size : cfg.renderer.getSize();
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const defaultRenderCfg = {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false
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};
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this.renderCfg = cfg.renderCfg ? cfg.renderCfg : defaultRenderCfg;
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this._init(cfg);
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}
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_init() {
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this.scene = new THREE.Scene();
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const parameters = {
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// minFilter: THREE.NearestFilter,
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// magFilter: THREE.NearestFilter,
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false
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};
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this.pass = new THREE.WebGLRenderTarget(this.size.width, this.size.height, parameters);
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this.pass = new THREE.WebGLRenderTarget(this.size.width, this.size.height, this.renderCfg);
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this.originClearColor = this.renderer.getClearColor();
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this.originClearAlpha = this.renderer.getClearAlpha();
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this.texture = this.pass.texture;
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@ -40,6 +39,5 @@ export default class RenderPass {
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this.renderer.setClearColor(this.clearColor, this.clearAlpha);
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this.renderer.render(this.scene, this.camera, this.pass, true);
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this.renderer.setClearColor(this.originClearColor, this.originClearAlpha);
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this.texture = this.pass.texture;
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}
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}
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@ -60,9 +60,9 @@ function getColorRamp(name) {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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canvas.width = 256;
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canvas.height = 1;
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const gradient = ctx.createLinearGradient(0, 0, 256, 0);
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canvas.width = 1;
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canvas.height = 256;
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const gradient = ctx.createLinearGradient(0, 0, 0, 256);
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let data = null;
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if (typeof (colorscale) === 'string') {
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colorscale = colorScales[name];
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@ -76,21 +76,23 @@ function getColorRamp(name) {
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gradient.addColorStop(value, colorscale.colors[i]);
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}
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ctx.fillStyle = gradient;
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ctx.fillRect(0, 0, 256, 1);
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data = new Uint8ClampedArray(ctx.getImageData(0, 0, 256, 1).data);
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ctx.fillRect(0, 0, 1, 256);
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data = new Uint8ClampedArray(ctx.getImageData(0, 0, 1, 256).data);
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}
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if (Object.prototype.toString.call(colorscale) === '[object Uint8Array]') {
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data = ctx.createImageData(256, 1);
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data = ctx.createImageData(1, 256);
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}
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return new ImageData(data, 16, 16);
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return new ImageData(data, 1, 256);
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}
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function getTexture(image) {
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const texture = new THREE.Texture(image);
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texture.magFilter = THREE.LinearFilter;
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texture.minFilter = THREE.LinearFilter;
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texture.wrapS = THREE.ClampToEdgeWrapping;
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texture.wrapT = THREE.ClampToEdgeWrapping;
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texture.magFilter = THREE.NearestFilter;
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texture.minFilter = THREE.NearestFilter;
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texture.format = THREE.RGBAFormat;
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texture.type = THREE.UnsignedByteType;
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texture.needsUpdate = true;
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@ -27,7 +27,8 @@ export function HeatmapColorizeMaterial(opt) {
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u_colorRamp: { value: opt.colorRamp }
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},
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vertexShader: heatmap_colorize_vert,
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fragmentShader: heatmap_colorize_frag
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fragmentShader: heatmap_colorize_frag,
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transparent: true
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});
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return material;
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}
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@ -5,5 +5,5 @@ varying vec2 v_uv;
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void main(){
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float intensity = texture2D(u_texture,v_uv).r;
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vec4 color = texture2D(u_colorRamp,vec2(0.5,1.0-intensity));
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gl_FragColor = color * intensity;
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gl_FragColor = color;
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}
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@ -1,4 +1,5 @@
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precision highp float;
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uniform float u_intensity;
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varying float v_weight;
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varying vec2 v_extrude;
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@ -6,6 +7,6 @@ varying vec2 v_extrude;
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void main(){
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float GAUSS_COEF = 0.3989422804014327;
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float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
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float val = v_weight * 10.0 * GAUSS_COEF * exp(d);
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gl_FragColor = vec4(val, val, val, 1.0);
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float val = v_weight * u_intensity * GAUSS_COEF * exp(d);
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gl_FragColor = vec4(val, val, val, val);
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}
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@ -16,7 +16,7 @@ void main(){
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vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));
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float S = sqrt(-2.0 * log(ZERO / a_weight / u_intensity / GAUSS_COEF)) / 3.0;
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v_extrude = extrude_dir * S;
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vec2 extrude = v_extrude * u_radius * pow(2.0,20.0-min(u_zoom,9.0));
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vec2 extrude = v_extrude * u_radius * pow(2.0,20.0-u_zoom);
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vec4 pos = vec4( position.xy+ extrude, 0.0, 1.0);
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gl_Position = projectionMatrix * modelViewMatrix * pos;
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}
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@ -37,16 +37,30 @@ function createIntensityPass(layer, bbox) {
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const passOrth = new THREE.OrthographicCamera(bbox.width / -2, bbox.width / 2, bbox.height / 2, bbox.height / -2, 1, 10000);
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passOrth.position.set(bbox.minX + bbox.width / 2, bbox.minY + bbox.height / 2, 1000);
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// renderpass
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const renderer = layer.scene._engine._renderer;
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// get extension for bilinear texture interpolation:https://threejs.org/docs/#api/en/textures/DataTexture
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const gl = renderer.domElement.getContext('webgl') ||
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renderer.domElement.getContext('experimental-webgl');
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gl.getExtension('OES_texture_float_linear');
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const renderpass = new Renderpass({
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renderer: layer.scene._engine._renderer,
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renderer,
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camera: passOrth,
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size: {
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width: 10000,
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height: 10000 * (bbox.height / bbox.width)
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width: 2000,
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height: 2000 * (bbox.height / bbox.width)
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},
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clear: {
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clearColor: 0x000000,
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clearAlpha: 1.0
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clearAlpha: 0.0
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},
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renderCfg: {
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wrapS: THREE.ClampToEdgeWrapping,
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wrapT: THREE.ClampToEdgeWrapping,
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false
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}
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});
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renderpass.add(mesh);
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@ -56,8 +70,12 @@ function createIntensityPass(layer, bbox) {
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render();
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function render() {
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requestAnimationFrame(render);
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const zoom = scene.getZoom();
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mesh.material.uniforms.u_zoom.value = zoom;
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const passWidth = Math.min(10000, Math.pow(zoom, 2.0) * 200);
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const passHeight = passWidth * (bbox.height / bbox.width);
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renderpass.pass.setSize(passWidth, passHeight);
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renderpass.render();
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mesh.material.uniforms.u_zoom.value = scene.getZoom();
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}
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}
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function createColorizePass(layer, bbox) {
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