567 lines
23 KiB
TypeScript
567 lines
23 KiB
TypeScript
'use client'
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import React, { useEffect, useRef, useState } from 'react'
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import maplibregl, { CustomLayerInterface, CustomRenderMethodInput, } from 'maplibre-gl'
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import 'maplibre-gl/dist/maplibre-gl.css'
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import { useMap } from '@/app/map-context'
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import { useMapLocation } from '@/hooks/use-map-location'
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import { getSubdivisionRecommendation, detectPerformanceLevel, RegionMeshPresets } from '@/lib/tile-mesh'
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import { createColorMap, ColorMapType, } from '@/lib/color-maps'
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import { Colorbar } from './colorbar'
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interface MapComponentProps {
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style?: string
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center?: [number, number]
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zoom?: number
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imgBitmap?: ImageBitmap | null
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colorMapType?: ColorMapType
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onColorMapChange?: (type: ColorMapType) => void
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}
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export function MapComponent({
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style = 'https://api.maptiler.com/maps/019817f1-82a8-7f37-901d-4bedf68b27fb/style.json?key=hj3fxRdwF9KjEsBq8sYI',
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// style = 'https://api.maptiler.com/maps/landscape/style.json?key=hj3fxRdwF9KjEsBq8sYI',
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// style = 'https://api.maptiler.com/tiles/land-gradient-dark/tiles.json?key=hj3fxRdwF9KjEsBq8sYI',
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// center = [103.851959, 1.290270],
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// zoom = 11
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imgBitmap: propImgBitmap,
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colorMapType = 'heatmap',
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onColorMapChange
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}: MapComponentProps) {
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const mapContainer = useRef<HTMLDivElement>(null)
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const { setMap } = useMap()
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const { location } = useMapLocation()
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const imgBitmap = propImgBitmap
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const texRef = useRef<WebGLTexture | null>(null)
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const lutTexRef = useRef<WebGLTexture | null>(null)
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const glRef = useRef<WebGL2RenderingContext | null>(null)
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const customLayerRef = useRef<CustomGlLayer | null>(null)
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const [isReady, setIsReady] = useState<boolean>(false)
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const [currentColorMapType, setCurrentColorMapType] = useState<ColorMapType>(colorMapType)
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useEffect(() => {
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if (!mapContainer.current) return
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const map = new maplibregl.Map({
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container: mapContainer.current,
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style: style,
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center: location.center,
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zoom: location.zoom,
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canvasContextAttributes: {
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contextType: 'webgl2', // 请求 WebGL2
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antialias: true // 打开多重采样抗锯齿
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}
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})
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map.on('style.load', () => {
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map.setProjection({
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type: 'globe'
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})
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const customGlLayer: CustomGlLayer = {
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id: 'player',
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type: 'custom',
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lastZoom: -1, // 添加缓存的缩放级别
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uniformLocations: {} as Record<string, WebGLUniformLocation | null>, // 缓存uniform位置
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prerender(gl: WebGLRenderingContext | WebGL2RenderingContext, { shaderData }: CustomRenderMethodInput) {
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if (!this.program) {
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glRef.current = gl as WebGL2RenderingContext;
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if (!(gl instanceof WebGL2RenderingContext)) {
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return;
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}
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const vertexSource = `#version 300 es
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layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec2 a_tex_coord;
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${shaderData.vertexShaderPrelude}
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${shaderData.define}
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out vec2 v_tex_coord;
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void main() {
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gl_Position = projectTile(a_pos);
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v_tex_coord = a_tex_coord;
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}`;
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// WebGL2 fragment shader
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const fragmentSource = `#version 300 es
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precision highp float;
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uniform sampler2D u_tex;
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uniform sampler2D u_lut;
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out vec4 fragColor;
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in vec2 v_tex_coord;
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void main() {
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vec4 texColor = texture(u_tex, v_tex_coord);
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// 对于灰度图,RGB通道通常相同,取红色通道作为灰度值
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float value = texColor.r * 3.4;
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if (value == 0.0) {
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discard;
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}
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// normalizedValue = clamp(normalizedValue, 0.0, 1.0);
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// 使用 LUT 进行颜色映射
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vec4 lutColor = texture(u_lut, vec2(value, 0.5));
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// 添加一些透明度,使低值区域更透明
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// float alpha = smoothstep(0.0, 0.1, value);
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float alpha = 1.0;
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fragColor = vec4(lutColor.rgb, alpha);
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}`
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console.log(vertexSource, fragmentSource)
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// Helper function to compile shader
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const compileShader = (source: string, type: number): WebGLShader | null => {
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const shader = gl.createShader(type);
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if (!shader) return null;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.error('Shader compile error:', gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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// Compile shaders
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const vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
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const fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
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if (!vertexShader || !fragmentShader) return;
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// Create and link program
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const program = gl.createProgram();
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if (!program) return;
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.error('Program link error:', gl.getProgramInfoLog(program));
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return;
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}
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// Clean up shaders (they're now part of the program)
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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this.program = program;
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const tex = gl.createTexture()
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if (!tex) {
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console.error('Failed to create texture');
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return;
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}
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// 初始化时不更新纹理,等待 useEffect 中的更新
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gl.bindTexture(gl.TEXTURE_2D, null);
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this.tex = tex;
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texRef.current = tex;
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// 创建 LUT 纹理
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const lutTex = createLutTexture(gl, currentColorMapType);
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if (!lutTex) return;
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this.lutTex = lutTex;
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lutTexRef.current = lutTex;
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// 缓存uniform位置
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this.uniformLocations = {
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'u_projection_fallback_matrix': gl.getUniformLocation(program, 'u_projection_fallback_matrix'),
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'u_projection_matrix': gl.getUniformLocation(program, 'u_projection_matrix'),
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'u_projection_tile_mercator_coords': gl.getUniformLocation(program, 'u_projection_tile_mercator_coords'),
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'u_projection_clipping_plane': gl.getUniformLocation(program, 'u_projection_clipping_plane'),
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'u_projection_transition': gl.getUniformLocation(program, 'u_projection_transition'),
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'u_tex': gl.getUniformLocation(program, 'u_tex'),
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'u_lut': gl.getUniformLocation(program, 'u_lut')
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};
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// 创建并绑定顶点缓冲区
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const vertexBuffer = gl.createBuffer();
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if (!vertexBuffer) {
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console.error('Failed to create vertex buffer');
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return;
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}
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// 创建并绑定索引缓冲区
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const indexBuffer = gl.createBuffer();
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if (!indexBuffer) {
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console.error('Failed to create index buffer');
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return;
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}
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// Create vertex array object (WebGL2 feature)
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const vao = gl.createVertexArray();
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if (!vao) {
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console.error('Failed to create VAO');
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return;
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}
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gl.bindVertexArray(vao);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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// 设置位置属性 (location = 0)
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(
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0, // attribute location
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2, // size (x, y)
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gl.FLOAT, // type
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false, // normalized
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16, // stride (4 floats * 4 bytes = 16 bytes per vertex)
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0 // offset (位置在开始)
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);
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gl.vertexAttribDivisor(0, 0);
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// 设置纹理坐标属性 (location = 1)
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(
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1, // attribute location
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2, // size (u, v)
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gl.FLOAT, // type
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false, // normalized
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16, // stride (4 floats * 4 bytes = 16 bytes per vertex)
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8 // offset (纹理坐标在位置之后,2 floats * 4 bytes = 8 bytes)
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);
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gl.vertexAttribDivisor(1, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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// Unbind VAO
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gl.bindVertexArray(null);
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this.vao = vao;
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this.vertexBuffer = vertexBuffer;
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this.indexBuffer = indexBuffer;
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setIsReady(true)
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}
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// 只在缩放级别变化时更新网格数据
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const currentZoom = Math.floor(map.getZoom());
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if (currentZoom !== this.lastZoom) {
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console.log(`缩放级别变化: ${this.lastZoom} -> ${currentZoom}`);
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// 智能计算最佳细分数量
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const performanceLevel = detectPerformanceLevel();
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const canvas = map.getCanvas();
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const viewportSize = canvas ? {
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width: canvas.width,
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height: canvas.height
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} : undefined;
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// 获取细分建议信息
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const recommendation = getSubdivisionRecommendation(currentZoom, performanceLevel);
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console.log(`缩放级别: ${currentZoom}, 性能等级: ${performanceLevel}`);
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console.log(`细分建议: ${recommendation.subdivisions} (${recommendation.description})`);
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console.log(`三角形数量: ${recommendation.triangleCount}, 预计内存: ${recommendation.estimatedMemoryMB}MB`);
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const meshData = RegionMeshPresets.china(currentZoom, 32);
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if (gl instanceof WebGL2RenderingContext && this.vertexBuffer && this.indexBuffer) {
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// 更新顶点缓冲区
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, meshData.vertices, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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// 更新索引缓冲区
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, meshData.indices, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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this.meshData = meshData;
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this.lastZoom = currentZoom;
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}
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}
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// 移除这里的纹理更新,避免循环更新
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},
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onAdd: function (map: maplibregl.Map, gl: WebGL2RenderingContext) {
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console.log('Custom layer added');
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customLayerRef.current = this;
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},
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onRemove: function (map: maplibregl.Map, gl: WebGL2RenderingContext) {
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// 清理WebGL资源
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if (this.program) {
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if (gl) {
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// 禁用顶点属性
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gl.disableVertexAttribArray(0); // 位置属性
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gl.disableVertexAttribArray(1); // 纹理坐标属性
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gl.deleteProgram(this.program);
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if (this.vertexBuffer) gl.deleteBuffer(this.vertexBuffer);
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if (this.indexBuffer) gl.deleteBuffer(this.indexBuffer);
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if (this.vao) gl.deleteVertexArray(this.vao);
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if (this.tex) gl.deleteTexture(this.tex);
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if (this.lutTex) gl.deleteTexture(this.lutTex);
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}
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}
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console.log('Custom layer resources cleaned up');
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},
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render(gl: WebGL2RenderingContext | WebGLRenderingContext, { defaultProjectionData }: CustomRenderMethodInput) {
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if (!(gl instanceof WebGL2RenderingContext) || !this.program || !this.meshData || !this.vao) {
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return;
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}
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// 保存当前状态
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const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
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const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING);
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const blendEnabled = gl.isEnabled(gl.BLEND);
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const currentBlendSrc = gl.getParameter(gl.BLEND_SRC_ALPHA);
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const currentBlendDst = gl.getParameter(gl.BLEND_DST_ALPHA);
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gl.useProgram(this.program);
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// 使用缓存的uniform位置
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const locations = this.uniformLocations!;
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if (locations['u_projection_fallback_matrix']) {
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gl.uniformMatrix4fv(
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locations['u_projection_fallback_matrix'],
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false,
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defaultProjectionData.fallbackMatrix
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);
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}
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if (locations['u_projection_matrix']) {
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gl.uniformMatrix4fv(
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locations['u_projection_matrix'],
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false,
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defaultProjectionData.mainMatrix
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);
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}
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if (locations['u_projection_tile_mercator_coords']) {
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gl.uniform4f(
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locations['u_projection_tile_mercator_coords'],
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...defaultProjectionData.tileMercatorCoords
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);
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}
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if (locations['u_projection_clipping_plane']) {
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gl.uniform4f(
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locations['u_projection_clipping_plane'],
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...defaultProjectionData.clippingPlane
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);
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}
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if (locations['u_projection_transition']) {
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gl.uniform1f(
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locations['u_projection_transition'],
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defaultProjectionData.projectionTransition
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);
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}
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// 绑定纹理
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if (this.tex && locations['u_tex']) {
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.tex);
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gl.uniform1i(locations['u_tex'], 0);
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}
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if (this.lutTex && locations['u_lut']) {
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, this.lutTex);
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gl.uniform1i(locations['u_lut'], 1);
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}
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gl.bindVertexArray(this.vao);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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// 使用索引绘制三角形
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const indexType = this.meshData.uses32bitIndices ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
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const indexCount = this.meshData.indices.length;
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gl.drawElements(gl.TRIANGLES, indexCount, indexType, 0);
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// 恢复状态
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gl.bindVertexArray(currentVAO);
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gl.useProgram(currentProgram);
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if (!blendEnabled) gl.disable(gl.BLEND);
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if (blendEnabled) gl.blendFunc(currentBlendSrc, currentBlendDst);
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}
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};
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map.addLayer(customGlLayer);
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})
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setMap(map, [])
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// 清理函数:当组件卸载或重新初始化时清理资源
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return () => {
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console.log('Cleaning up map resources...');
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// 清理自定义图层引用
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customLayerRef.current = null;
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// 清理 WebGL 引用
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glRef.current = null;
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texRef.current = null;
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lutTexRef.current = null;
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// 重置状态
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setIsReady(false);
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// 移除地图实例
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if (map) {
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map.remove();
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}
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}
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}, [mapContainer])
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useEffect(() => {
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if (imgBitmap && texRef.current) {
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const gl = glRef.current
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if (!gl) return;
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console.log('Updating texture with imgBitmap:', imgBitmap);
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gl.bindTexture(gl.TEXTURE_2D, texRef.current)
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// 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
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// 虽然ImageBitmap仍是RGBA格式,但WebGL会自动将灰度值映射到RED通道
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA, // 内部格式:使用RGBA,兼容性更好
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gl.RGBA, // 数据格式:ImageBitmap总是RGBA
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gl.UNSIGNED_BYTE,
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imgBitmap
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)
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// 设置纹理参数(如果还没有设置)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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}, [imgBitmap, isReady])
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// 监听色标类型变化,更新LUT纹理
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useEffect(() => {
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if (currentColorMapType !== colorMapType) {
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setCurrentColorMapType(colorMapType);
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}
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}, [colorMapType, currentColorMapType])
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// 当色标类型改变时,重新创建LUT纹理
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useEffect(() => {
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if (isReady && lutTexRef.current && glRef.current) {
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const gl = glRef.current;
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const newLutTex = createLutTexture(gl, currentColorMapType);
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if (newLutTex) {
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// 删除旧的纹理
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gl.deleteTexture(lutTexRef.current);
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lutTexRef.current = newLutTex;
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// 通知自定义图层更新LUT纹理
|
||
if (customLayerRef.current) {
|
||
customLayerRef.current.lutTex = newLutTex;
|
||
}
|
||
}
|
||
}
|
||
}, [currentColorMapType, isReady])
|
||
|
||
return (
|
||
<div className="relative w-full h-full" style={{ minHeight: '400px' }}>
|
||
<div
|
||
ref={mapContainer}
|
||
className="w-full h-full"
|
||
/>
|
||
|
||
{/* Colorbar 在右下角 */}
|
||
<div className="absolute bottom-4 right-4 bg-white/90 backdrop-blur-sm rounded-lg p-3 shadow-lg border">
|
||
<div className="text-xs text-gray-600 mb-2 font-medium">色标</div>
|
||
<Colorbar
|
||
colorMapType={currentColorMapType}
|
||
width={180}
|
||
height={16}
|
||
minValue={0}
|
||
maxValue={75}
|
||
unit="dBZ"
|
||
/>
|
||
</div>
|
||
</div>
|
||
)
|
||
}
|
||
|
||
|
||
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<string, WebGLUniformLocation | null>; // 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.LINEAR);
|
||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
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;
|
||
} |