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  • License MIT

Minimalist heat map Leaflet.js library using WebGL inspired by [temperature-map-gl](https://github.com/ham-systems/temperature-map-gl)

Package Exports

  • leaflet.webgl-temperature-map-forked
  • leaflet.webgl-temperature-map-forked/es/index.js
  • leaflet.webgl-temperature-map-forked/lib/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (leaflet.webgl-temperature-map-forked) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

Leaflet.WebglTemperatureMap

A simple and fast Leaflet Library to draw temperature maps (heat maps) using WebGL in pure Javascript. Except a O(N) pre-process step which is done in Javascipt, all calculations and drawing are done with shaders in WebGL, so it is pretty fast.

Inspired by temperature-map-gl

Triangulation of mask powered by earcut

In plans rewrite hole package to pixi or three.js (or may be pts) from naked webGL

Demo

Basic Usage

    npm i --save leaflet.webgl-temperature-map
import L from 'leaflet';
import 'leaflet.webgl-temprature-map';

const map = L.map(); // creates map

const tempMap = L.webGlTemperatureMapLayer().addTo(map);

tempMap.setPoints([
  [2630.0850293955414, 7132.896936250415, 64.16567943765965],
  [4065.465306828053, 600.8491068712285, 41.28007958055719],
  [4559.413280590601, 6877.027363962465, 30.497164030229907]
]);

points are in this format:

// x, y - can be lat lng (must set second param in setPoints as { isLatLng: true}), or screen coords
const points = [[x0, y0, v0], [x1, y1, v1], ...[xN, yN, vN]];

Requirements

Reference

L.webGlTemperatureMapLayer(options)

Return Object of class

Options

  • All options from Leaflet setOptions
  • idwOptions - options to temperature map: {
    • p: 5,
    • canvas: null,
    • zIndex: 10,
    • opacity: 0.35,
    • range_factor: 0.00390625,
    • gamma: 2.2,
    • debug_points: false, // work only for debug - not right position on zoom after move
    • framebuffer_factor: 1,
    • isNullColorized: true, // to transparent background set false
    • point_text:
      let v;
      if (val < 1) v = val.toFixed(2);
      else if (val < 10) v = val.toFixed(1);
      else v = Math.round(val);
      return v;
      }

    }

Methods

  • onAdd(map): Sets temperature map to leaflet map.
  • setPoints(points: [x, y, value], options: { isLatLng: false }): Adds array of points to the temperature map and draws it. X, y - can be lat lng, or screen coords.
  • needRedraw(): Redraws the temperature map.

Callbacks

  • onDrawLayer({ layer, canvas, bounds, size, zoom, center, ce, ce_b, corner }): Call when layer did redraw.
  • onLayerWillUnmount(): Call when layer will unmount.
  • onLayerDidMount(): Call when layer did mount.

Changelog

0.1.0 — July 05, 2020

  • Fix default options

0.1.0 — July 05, 2020

  • Add options to temperature map.
  • Add ability to set background transparent
  • Add ability to set points as lat,lng or L.Point

0.0.1 — May 06, 2020

  • Initial release.

License

MIT License

Technical explanation

Values are calculated using 'Inverse Distance Weighting (IDW)' algorithm:

Wikipedia - Inverse Distance Weighting

The rest of the explanation makes sense only in the context of the wikipedia article above...

For every point, we perform a render pass to a texture. Using IDW, we calculate the point "influence" to every fragment using a fragment shader. We store the ui*wi at the r channel of the texture and w_i at the g channel. Using blending with "accumulator" configuration, we end end up with a texture, where we have the top sum of IDW in r channel, and the bottom sum at the g channel. Since channels WebGL are clamped in [0,1], we multiply both channels with range_factor to avoid clamping.

At last, we perform a last pass where we get the IDW value by reading the calculation texture and do a r/g at every fragment. We then use this value to determine the color of the fragment.