'use client' import React, { useEffect, useRef, useState } from 'react' import maplibregl, { CustomLayerInterface, CustomRenderMethodInput, } from 'maplibre-gl' import 'maplibre-gl/dist/maplibre-gl.css' import { useMap } from '@/app/map-context' import { useMapLocation } from '@/hooks/use-map-location' import { getSubdivisionRecommendation, detectPerformanceLevel, RegionMeshPresets } from '@/lib/tile-mesh' import { createColorMap, ColorMapType, } from '@/lib/color-maps' import { Colorbar } from './colorbar' import { useRadarTile } from '@/hooks/use-radartile' import { format, formatInTimeZone } from 'date-fns-tz' interface MapComponentProps { style?: string center?: [number, number] zoom?: number imgBitmap?: ImageBitmap | null colorMapType?: ColorMapType onColorMapChange?: (type: ColorMapType) => void } export function MapComponent({ style = 'https://api.maptiler.com/maps/019817f1-82a8-7f37-901d-4bedf68b27fb/style.json?key=hj3fxRdwF9KjEsBq8sYI', // style = 'https://api.maptiler.com/maps/landscape/style.json?key=hj3fxRdwF9KjEsBq8sYI', // style = 'https://api.maptiler.com/tiles/land-gradient-dark/tiles.json?key=hj3fxRdwF9KjEsBq8sYI', // center = [103.851959, 1.290270], // zoom = 11 imgBitmap: propImgBitmap, colorMapType = 'meteorological', onColorMapChange }: MapComponentProps) { const { fetchRadarTile, imgBitmap } = useRadarTile(); const mapContainer = useRef(null) const { setMap, mapRef, currentDatetime, isMapReady } = useMap() const { location } = useMapLocation() const texRef = useRef(null) const lutTexRef = useRef(null) const glRef = useRef(null) const customLayerRef = useRef(null) const [isReady, setIsReady] = useState(false) const [currentColorMapType, setCurrentColorMapType] = useState(colorMapType) useEffect(() => { if (!isMapReady || !currentDatetime) return; const utc_time_str = formatInTimeZone(currentDatetime, 'UTC', 'yyyyMMddHHmmss') const new_url = `http://localhost:3050/api/v1/data?datetime=${utc_time_str}&area=cn` fetchRadarTile(new_url) }, [currentDatetime, isMapReady]) useEffect(() => { if (!mapContainer.current) return const map = new maplibregl.Map({ container: mapContainer.current, style: style, center: location.center, zoom: location.zoom, canvasContextAttributes: { contextType: 'webgl2', // 请求 WebGL2 antialias: true // 打开多重采样抗锯齿 } }) map.on('style.load', () => { map.setProjection({ type: 'globe' }) const customGlLayer: CustomGlLayer = { id: 'player', type: 'custom', lastZoom: -1, // 添加缓存的缩放级别 uniformLocations: {} as Record, // 缓存uniform位置 prerender(gl: WebGLRenderingContext | WebGL2RenderingContext, { shaderData }: CustomRenderMethodInput) { if (!this.program) { glRef.current = gl as WebGL2RenderingContext; if (!(gl instanceof WebGL2RenderingContext)) { return; } const vertexSource = `#version 300 es layout(location = 0) in vec2 a_pos; layout(location = 1) in vec2 a_tex_coord; ${shaderData.vertexShaderPrelude} ${shaderData.define} out vec2 v_tex_coord; void main() { gl_Position = projectTile(a_pos); v_tex_coord = a_tex_coord; }`; // WebGL2 fragment shader const fragmentSource = `#version 300 es precision highp float; uniform sampler2D u_tex; uniform sampler2D u_lut; out vec4 fragColor; in vec2 v_tex_coord; void main() { vec4 texColor = texture(u_tex, v_tex_coord); // 对于灰度图,RGB通道通常相同,取红色通道作为灰度值 float value = texColor.r * 3.4; if (value < 0.07) { fragColor= vec4(1.0,1.0,1.0,0.2); return; } // normalizedValue = clamp(normalizedValue, 0.0, 1.0); // 使用 LUT 进行颜色映射 vec4 lutColor = texture(u_lut, vec2(value, 0.5)); // 添加一些透明度,使低值区域更透明 // float alpha = smoothstep(0.0, 0.1, value); float alpha = 0.7; fragColor = vec4(lutColor.rgb, alpha); // fragColor = vec4(1.0,1.0,1.0,0.2); }` console.log(vertexSource, fragmentSource) // Helper function to compile shader const compileShader = (source: string, type: number): WebGLShader | null => { const shader = gl.createShader(type); if (!shader) return null; gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('Shader compile error:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } // Compile shaders const vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); const fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); if (!vertexShader || !fragmentShader) return; // Create and link program const program = gl.createProgram(); if (!program) return; gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Program link error:', gl.getProgramInfoLog(program)); return; } // Clean up shaders (they're now part of the program) gl.deleteShader(vertexShader); gl.deleteShader(fragmentShader); this.program = program; const tex = gl.createTexture() if (!tex) { console.error('Failed to create texture'); return; } gl.bindTexture(gl.TEXTURE_2D, tex); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // 初始化时不更新纹理,等待 useEffect 中的更新 gl.bindTexture(gl.TEXTURE_2D, null); this.tex = tex; texRef.current = tex; // 创建 LUT 纹理 const lutTex = createLutTexture(gl, currentColorMapType); if (!lutTex) return; this.lutTex = lutTex; lutTexRef.current = lutTex; // 缓存uniform位置 this.uniformLocations = { 'u_projection_fallback_matrix': gl.getUniformLocation(program, 'u_projection_fallback_matrix'), 'u_projection_matrix': gl.getUniformLocation(program, 'u_projection_matrix'), 'u_projection_tile_mercator_coords': gl.getUniformLocation(program, 'u_projection_tile_mercator_coords'), 'u_projection_clipping_plane': gl.getUniformLocation(program, 'u_projection_clipping_plane'), 'u_projection_transition': gl.getUniformLocation(program, 'u_projection_transition'), 'u_tex': gl.getUniformLocation(program, 'u_tex'), 'u_lut': gl.getUniformLocation(program, 'u_lut') }; // 创建并绑定顶点缓冲区 const vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.error('Failed to create vertex buffer'); return; } // 创建并绑定索引缓冲区 const indexBuffer = gl.createBuffer(); if (!indexBuffer) { console.error('Failed to create index buffer'); return; } // Create vertex array object (WebGL2 feature) const vao = gl.createVertexArray(); if (!vao) { console.error('Failed to create VAO'); return; } gl.bindVertexArray(vao); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // 设置位置属性 (location = 0) gl.enableVertexAttribArray(0); gl.vertexAttribPointer( 0, // attribute location 2, // size (x, y) gl.FLOAT, // type false, // normalized 16, // stride (4 floats * 4 bytes = 16 bytes per vertex) 0 // offset (位置在开始) ); gl.vertexAttribDivisor(0, 0); // 设置纹理坐标属性 (location = 1) gl.enableVertexAttribArray(1); gl.vertexAttribPointer( 1, // attribute location 2, // size (u, v) gl.FLOAT, // type false, // normalized 16, // stride (4 floats * 4 bytes = 16 bytes per vertex) 8 // offset (纹理坐标在位置之后,2 floats * 4 bytes = 8 bytes) ); gl.vertexAttribDivisor(1, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // Unbind VAO gl.bindVertexArray(null); this.vao = vao; this.vertexBuffer = vertexBuffer; this.indexBuffer = indexBuffer; setIsReady(true) } // 只在缩放级别变化时更新网格数据 const currentZoom = Math.floor(map.getZoom()); if (currentZoom !== this.lastZoom) { console.log(`缩放级别变化: ${this.lastZoom} -> ${currentZoom}`); // 智能计算最佳细分数量 const performanceLevel = detectPerformanceLevel(); const canvas = map.getCanvas(); const viewportSize = canvas ? { width: canvas.width, height: canvas.height } : undefined; // 获取细分建议信息 const recommendation = getSubdivisionRecommendation(currentZoom, performanceLevel); console.log(`缩放级别: ${currentZoom}, 性能等级: ${performanceLevel}`); console.log(`细分建议: ${recommendation.subdivisions} (${recommendation.description})`); console.log(`三角形数量: ${recommendation.triangleCount}, 预计内存: ${recommendation.estimatedMemoryMB}MB`); const meshData = RegionMeshPresets.china(currentZoom, 32); if (gl instanceof WebGL2RenderingContext && this.vertexBuffer && this.indexBuffer) { // 更新顶点缓冲区 gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, meshData.vertices, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); // 更新索引缓冲区 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, meshData.indices, gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); this.meshData = meshData; this.lastZoom = currentZoom; } } // 移除这里的纹理更新,避免循环更新 }, onAdd: function (map: maplibregl.Map, gl: WebGL2RenderingContext) { console.log('Custom layer added'); customLayerRef.current = this; }, onRemove: function (map: maplibregl.Map, gl: WebGL2RenderingContext) { // 清理WebGL资源 if (this.program) { if (gl) { // 禁用顶点属性 gl.disableVertexAttribArray(0); // 位置属性 gl.disableVertexAttribArray(1); // 纹理坐标属性 gl.deleteProgram(this.program); if (this.vertexBuffer) gl.deleteBuffer(this.vertexBuffer); if (this.indexBuffer) gl.deleteBuffer(this.indexBuffer); if (this.vao) gl.deleteVertexArray(this.vao); if (this.tex) gl.deleteTexture(this.tex); if (this.lutTex) gl.deleteTexture(this.lutTex); } } console.log('Custom layer resources cleaned up'); }, render(gl: WebGL2RenderingContext | WebGLRenderingContext, { defaultProjectionData }: CustomRenderMethodInput) { if (!(gl instanceof WebGL2RenderingContext) || !this.program || !this.meshData || !this.vao) { return; } // 保存当前状态 const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM); const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING); const blendEnabled = gl.isEnabled(gl.BLEND); const currentBlendSrc = gl.getParameter(gl.BLEND_SRC_ALPHA); const currentBlendDst = gl.getParameter(gl.BLEND_DST_ALPHA); gl.useProgram(this.program); // 使用缓存的uniform位置 const locations = this.uniformLocations!; if (locations['u_projection_fallback_matrix']) { gl.uniformMatrix4fv( locations['u_projection_fallback_matrix'], false, defaultProjectionData.fallbackMatrix ); } if (locations['u_projection_matrix']) { gl.uniformMatrix4fv( locations['u_projection_matrix'], false, defaultProjectionData.mainMatrix ); } if (locations['u_projection_tile_mercator_coords']) { gl.uniform4f( locations['u_projection_tile_mercator_coords'], ...defaultProjectionData.tileMercatorCoords ); } if (locations['u_projection_clipping_plane']) { gl.uniform4f( locations['u_projection_clipping_plane'], ...defaultProjectionData.clippingPlane ); } if (locations['u_projection_transition']) { gl.uniform1f( locations['u_projection_transition'], defaultProjectionData.projectionTransition ); } // 绑定纹理 if (this.tex && locations['u_tex']) { gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, this.tex); gl.uniform1i(locations['u_tex'], 0); } if (this.lutTex && locations['u_lut']) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this.lutTex); gl.uniform1i(locations['u_lut'], 1); } gl.bindVertexArray(this.vao); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // 使用索引绘制三角形 const indexType = this.meshData.uses32bitIndices ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT; const indexCount = this.meshData.indices.length; gl.drawElements(gl.TRIANGLES, indexCount, indexType, 0); // 恢复状态 gl.bindVertexArray(currentVAO); gl.useProgram(currentProgram); if (!blendEnabled) gl.disable(gl.BLEND); if (blendEnabled) gl.blendFunc(currentBlendSrc, currentBlendDst); } }; map.addLayer(customGlLayer); }) setMap(map, []) // 清理函数:当组件卸载或重新初始化时清理资源 return () => { console.log('Cleaning up map resources...'); // 清理自定义图层引用 customLayerRef.current = null; // 清理 WebGL 引用 glRef.current = null; texRef.current = null; lutTexRef.current = null; // 重置状态 setIsReady(false); // 移除地图实例 if (map) { map.remove(); } } }, [mapContainer]) useEffect(() => { if (imgBitmap && texRef.current) { const gl = glRef.current if (!gl) return; console.log('Updating texture with imgBitmap:', imgBitmap); gl.bindTexture(gl.TEXTURE_2D, texRef.current) // 针对灰度图优化:使用单通道RED格式,减少内存使用和提高性能 // 虽然ImageBitmap仍是RGBA格式,但WebGL会自动将灰度值映射到RED通道 gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, // 内部格式:使用RGBA,兼容性更好 gl.RGBA, // 数据格式:ImageBitmap总是RGBA gl.UNSIGNED_BYTE, imgBitmap ) // 设置纹理参数(如果还没有设置) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.bindTexture(gl.TEXTURE_2D, null); // Redraw the map mapRef.current?.triggerRepaint() } }, [imgBitmap, isReady]) // 监听色标类型变化,更新LUT纹理 useEffect(() => { if (currentColorMapType !== colorMapType) { setCurrentColorMapType(colorMapType); } }, [colorMapType, currentColorMapType]) // 当色标类型改变时,重新创建LUT纹理 useEffect(() => { if (isReady && lutTexRef.current && glRef.current) { const gl = glRef.current; const newLutTex = createLutTexture(gl, currentColorMapType); if (newLutTex) { // 删除旧的纹理 gl.deleteTexture(lutTexRef.current); lutTexRef.current = newLutTex; // 通知自定义图层更新LUT纹理 if (customLayerRef.current) { customLayerRef.current.lutTex = newLutTex; } } } }, [currentColorMapType, isReady]) return (
{/* Colorbar 在右下角 */}
色标
) } interface CustomGlLayer extends CustomLayerInterface { program?: WebGLProgram; aPos?: number; buffer?: WebGLBuffer | null; vao?: WebGLVertexArrayObject | null; meshData?: { vertices: Float32Array; indices: Uint16Array | Uint32Array; uses32bitIndices: boolean; vertexCount: number; triangleCount: number; }; vertexBuffer?: WebGLBuffer | null; indexBuffer?: WebGLBuffer | null; lastZoom?: number; // 缓存的缩放级别 uniformLocations?: Record; // 缓存uniform位置 tex?: WebGLTexture | null; lutTex?: WebGLTexture | null; } function createLutTexture(gl: WebGL2RenderingContext, colorMapType: ColorMapType = 'radar') { // 使用统一的色标创建函数 const lut = createColorMap(colorMapType); const tex = gl.createTexture() if (!tex) { console.error('Failed to create texture'); return; } gl.bindTexture(gl.TEXTURE_2D, tex) gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, lut ) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.bindTexture(gl.TEXTURE_2D, null); return tex; }