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531 lines (357 loc) · 13.9 KB
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Copy pathWebGL.HeatMap.js
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531 lines (357 loc) · 13.9 KB
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var WebGLCanvas = {};
WebGLCanvas.vertexShader="\
attribute vec4 a_Position;\
uniform vec2 u_resolution;\
uniform float u_maxClick;\
uniform float u_minClick;\
uniform float u_filterClick;\
attribute float a_click;\
attribute vec2 a_center;\
attribute float a_radius;\
varying vec2 v_center;\
varying vec2 v_resolution;\
varying float v_radius;\
varying float v_maxClick;\
varying float v_minClick;\
varying float v_filterClick;\
varying float v_click;\
void main() {\
gl_PointSize = a_radius * 2.0;\
vec2 clipspace = a_center / u_resolution * 2.0 - 1.0;\
gl_Position = vec4(clipspace * vec2(1, -1), 0, 1);\
v_center = a_center;\
v_resolution = u_resolution;\
v_radius = a_radius - 1.0;\
v_maxClick = u_maxClick;\
v_minClick = u_minClick;\
v_filterClick = u_filterClick;\
v_click = a_click; \
}";
WebGLCanvas.fragmentShader="\
precision mediump float;\
varying vec2 v_center;\
varying vec2 v_resolution;\
varying float v_radius;\
varying float v_maxClick;\
varying float v_minClick;\
varying float v_filterClick;\
varying float v_click;\
varying float v_groupIdx;\
void main() {\
vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);\
float x = gl_FragCoord.x;\
float y = v_resolution[1] - gl_FragCoord.y;\
float dx = v_center[0] - x;\
float dy = v_center[1] - y;\
float distance = sqrt(dx*dx + dy*dy);\
float diff = v_radius-distance;\
float currentPercent=0.95;\
float blurFactory=0.55;\
float pxAlpha=0.0;\
if(v_maxClick>= v_click && v_click>= v_minClick){\
pxAlpha = (v_click-v_minClick)/(v_maxClick-v_minClick);\
}\
if(v_click>= v_maxClick){\
pxAlpha = 1.0;\
}\
if ( diff > 0.0 ) {\
if(diff > v_radius * blurFactory) {\
gl_FragColor = vec4(0,0,0,pxAlpha);\
} else {\
float p=diff/(v_radius*blurFactory);\
gl_FragColor = vec4(0,0,0,p*pxAlpha);\
}\
} else {\
if ( diff >= 0.0 && diff <= 1.0 ){\
}\
else{\
gl_FragColor = vec4(0,0,0,0);\
}\
}\
}";
WebGLCanvas.vertexShader1="\
attribute vec4 a_Position;\
void main(void){\
gl_Position = a_Position;\
}";
WebGLCanvas.fragmentShader1="\
precision mediump float;\
uniform vec2 u_resolution;\
uniform sampler2D u_Sampler;\
vec3 getColorByPercent(float pct){\
vec3 v3=vec3(0.0,0.0,pct);\
if(pct>0.85){\
return vec3(1.0,1.0-(pct-0.85)/0.15,0.0);\
}\
if(pct>0.55){\
return vec3((pct-0.55)/0.3,1.0,0.0);\
}\
if(pct>0.25){\
return vec3(0.0,(pct-0.25)/0.3, 1.0-(pct-0.25)/0.3);\
}\
if(pct>0.0){\
return vec3(0.0,0.0,1.0);\
}\
return v3;\
}\
void main(void){\
vec4 c=texture2D(u_Sampler, vec2(gl_FragCoord.x/u_resolution[0],gl_FragCoord.y/u_resolution[1]));\
float p_alpha=c[3];\
if(p_alpha>0.0){\
gl_FragColor = vec4(getColorByPercent(p_alpha),p_alpha) ;\
}\
}"
WebGLCanvas.bufferCuter = function(arr) {
var buffers = [];
var _cur;
_cur = arr.splice(0, 3000);
while (_cur.length > 0) {
buffers.push(_cur);
_cur = arr.splice(0, 3000);
}
for (var i in buffers) {
var d = [];
var j = 0;
var groupIdx = 0;
for (var _i in buffers[i]) {
var pointData = buffers[i][_i];
d[j++] = pointData[0];
d[j++] = pointData[1];
d[j++] = pointData[2];
}
buffers[i] = new Float32Array(d);
}
return buffers;
}
WebGLCanvas.createTplCanvas = function(cfg, data) {
var tplCanvas = document.createElement("canvas");
tplCanvas.glObj = {
canvas: tplCanvas,
data: data,
cfg: cfg
};
tplCanvas.width = cfg.width||2048;
tplCanvas.height = cfg.height||1024;
// webgl的context获取
var gl = tplCanvas.glObj.gl = tplCanvas.getContext('webgl');
// 设定canvas初始化的颜色
gl.clearColor(0.0, 0.0, 0.0, 0.0);
// 设定canvas初始化时候的深度
gl.disable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
// 顶点着色器和片段着色器的生成
var v_shader = create_shader(gl, 'v', WebGLCanvas.vertexShader);
var f_shader = create_shader(gl, 'f', WebGLCanvas.fragmentShader);
var v_shader1 = create_shader(gl, 'v', WebGLCanvas.vertexShader1);
var f_shader1 = create_shader(gl, 'f', WebGLCanvas.fragmentShader1);
// 程序对象的生成和连接
var programNode = tplCanvas.glObj.programNode = create_program(gl, v_shader, f_shader);
gl.useProgram(programNode);
// // 顶点着色器和片段着色器的生成
// var v_shader1 = create_shader(gl, 'v', vs1.innerHTML);
// var f_shader1 = create_shader(gl, 'f', fs1.innerHTML);
// // 程序对象的生成和连接
// var programNode1 = create_program(gl, v_shader1, f_shader1);
// attributeLocation的获取
gl.enable(gl.BLEND); //首先要启用混合
gl.blendEquation(gl.FUNC_ADD); //相加
gl.blendFunc(gl.SRC_ALPHA, gl.ONE); //源色和现有色的相加
var resolutionLocation = tplCanvas.glObj.resolutionLocation = gl.getUniformLocation(programNode, "u_resolution");
var centerLocation = tplCanvas.glObj.centerLocation = gl.getAttribLocation(programNode, "a_center");
var radiusLocation = tplCanvas.glObj.radiusLocation = gl.getAttribLocation(programNode, "a_radius");
var a_clickLocation = tplCanvas.glObj.a_clickLocation = gl.getAttribLocation(programNode, "a_click");
var u_maxClickLocation = tplCanvas.glObj.u_maxClickLocation = gl.getUniformLocation(programNode, "u_maxClick");
var u_minClickLocation = tplCanvas.glObj.u_minClickLocation = gl.getUniformLocation(programNode, "u_minClick");
var u_filterClickLocation = tplCanvas.glObj.u_filterClickLocation = gl.getUniformLocation(programNode, "u_filterClick");
gl.uniform2f(resolutionLocation, tplCanvas.width, tplCanvas.height);
function draw() {
gl.uniform1f(u_maxClickLocation, tplCanvas.glObj.cfg.max);
gl.uniform1f(u_minClickLocation, tplCanvas.glObj.cfg.min);
gl.uniform1f(u_filterClickLocation, tplCanvas.glObj.cfg.filter);
gl.vertexAttrib1f(radiusLocation, tplCanvas.glObj.cfg.radius + 1);
var fb = gl.createFramebuffer();
// create an empty texture
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tplCanvas.width, tplCanvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
fb.texture = tex;
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(
gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, tplCanvas.width, tplCanvas.height
);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments does not work");
return;
}
gl.viewport(0, 0, tplCanvas.width, tplCanvas.height);
var ATTRIBUTES = 3;
for (var i in tplCanvas.glObj.data) {
var f32Arr = tplCanvas.glObj.data[i];
var dataBuffer = f32Arr;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
dataBuffer,
gl.STATIC_DRAW
);
gl.enableVertexAttribArray(centerLocation);
gl.enableVertexAttribArray(a_clickLocation);
gl.vertexAttribPointer(centerLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, Float32Array.BYTES_PER_ELEMENT * 0);
gl.vertexAttribPointer(a_clickLocation, 1, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, Float32Array.BYTES_PER_ELEMENT * 2);
gl.drawArrays(gl.POINTS, 0, f32Arr.length / ATTRIBUTES);
}
// 程序对象的生成和连接
var programNode1 = tplCanvas.glObj.programNode1 = create_program(gl, v_shader1, f_shader1);
gl.useProgram(programNode1);
var a_Position = gl.getAttribLocation(programNode1, 'a_Position');
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var resolutionLocation = gl.getUniformLocation(programNode1, "u_resolution");
gl.uniform2f(resolutionLocation, tplCanvas.width, tplCanvas.height);
var verts = [-1, -1, -1, 1,
1, -1,
1, 1
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.deleteFramebuffer(fb);
}
draw();
window.gl = gl;
tplCanvas.resetCfg = function(cfg) {
var gl = this.glObj.gl;
gl.useProgram(programNode);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
tplCanvas.glObj.cfg = cfg;
draw();
}
return tplCanvas;
};
WebGLCanvas.dataCuter = function(cfg,data, margin) {
var result = [];
for (var i in data) {
for (var j in data[i]) {
data[i][j] = parseInt(data[i][j]);
}
};
var _data = data.sort(function(a, b) {
return a[1] - b[1];
});
var idx = 0;
for (var i in data) {
var p = data[i];
var x = p[0];
var y = p[1];
var c = p[2];
var modY = y % cfg.height;
var gp = Math.floor(y / cfg.height);
if (!result[gp]) { result[gp] = [] }
result[gp].push([x, y - gp * cfg.height, c]);
if (cfg.height - modY < margin) {
if (!result[gp + 1]) { result[gp + 1] = [] }
result[gp + 1].push([x, y - (gp + 1) * cfg.height, c]);
}
if (modY < margin) {
if (gp - 1 >= 0) {
if (!result[gp - 1]) { result[gp - 1] = [] };
result[gp - 1].push([x, cfg.height + modY, c]);
}
}
}
return result;
}
WebGLCanvas.getNearPower=function(num){
var _vernier=2;
while(_vernier<num){
_vernier=_vernier*2;
}
return _vernier;
}
WebGLCanvas.render=function(cfg,data){
cfg.width=WebGLCanvas.getNearPower(cfg.width);
cfg.height=WebGLCanvas.getNearPower(cfg.height);
var canvasQueue=[];
var cutedData = WebGLCanvas.dataCuter(cfg,data, 30);
for (var i in cutedData) {
var bufferChip = WebGLCanvas.bufferCuter(cutedData[i]);
var canvas = WebGLCanvas.createTplCanvas(cfg, bufferChip);
canvasQueue.push(canvas);
}
return canvasQueue;
}
WebGLCanvas.reset=function (cfg,canvasArr) {
for (var i in canvasArr) {
canvasArr[i].resetCfg(cfg)
}
}
// 生成着色器的函数
function create_shader(gl, type, source) {
// 用来保存着色器的变量
var shader;
switch (type) {
// 顶点着色器的时候
case 'v':
shader = gl.createShader(gl.VERTEX_SHADER);
break;
// 片段着色器的时候
case 'f':
shader = gl.createShader(gl.FRAGMENT_SHADER);
break;
default:
return;
}
// 将标签中的代码分配给生成的着色器
gl.shaderSource(shader, source);
// 编译着色器
gl.compileShader(shader);
// 判断一下着色器是否编译成功
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
// 编译成功,则返回着色器
return shader;
} else {
// 编译失败,弹出错误消息
alert(gl.getShaderInfoLog(shader));
}
}
// 程序对象的生成和着色器连接的函数
function create_program(gl, vs, fs) {
// 程序对象的生成
var program = gl.createProgram();
// 向程序对象里分配着色器
gl.attachShader(program, vs);
gl.attachShader(program, fs);
// 将着色器连接
gl.linkProgram(program);
// 判断着色器的连接是否成功
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
// 成功的话,将程序对象设置为有效
//gl.useProgram(program);
// 返回程序对象
return program;
} else {
// 如果失败,弹出错误信息
alert(gl.getProgramInfoLog(program));
}
}
// 生成VBO的函数
function create_vbo(data) {
// 生成缓存对象
var vbo = gl.createBuffer();
// 绑定缓存
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
// 向缓存中写入数据
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
// 将绑定的缓存设为无效
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// 返回生成的VBO
return vbo;
}