Files
Dwinzo_Demo/app/src/components/heatMapGenerator/baked/bakedHeatMap.tsx

130 lines
4.8 KiB
TypeScript

import * as THREE from "three";
import { useEffect, useMemo, useRef, useCallback } from "react";
import { useThree } from "@react-three/fiber";
import { useHeatMapStore } from "../../../store/simulation/useHeatMapStore";
import * as CONSTANTS from "../../../types/world/worldConstants";
import { exportHeatmapAsPNG } from "../functions/exportHeatmapAsPNG";
// Constants
const RADIUS = 0.0025;
const OPACITY = 0.8;
const GROWTH_RATE = 20.0;
// 🔹 React Component
const BakedHeatMap = () => {
const { bakedPoints } = useHeatMapStore();
const materialRef = useRef<THREE.ShaderMaterial>(null);
const meshRef = useRef<THREE.Mesh>(null);
const { gl } = useThree();
const height = CONSTANTS.gridConfig.size;
const width = CONSTANTS.gridConfig.size;
const pointTexture = useMemo(() => {
if (bakedPoints.length === 0) return null;
const data = new Float32Array(bakedPoints.length * 4);
bakedPoints.forEach((p, i) => {
const index = i * 4;
data[index] = (p.points.x + width / 2) / width;
data[index + 1] = (p.points.y + height / 2) / height;
data[index + 2] = 0.3;
data[index + 3] = 0.0;
});
const texture = new THREE.DataTexture(data, bakedPoints.length, 1, THREE.RGBAFormat, THREE.FloatType);
texture.needsUpdate = true;
return texture;
}, [bakedPoints, width, height]);
const uniformsRef = useRef({
u_points: { value: pointTexture },
u_count: { value: bakedPoints.length },
u_radius: { value: RADIUS },
u_opacity: { value: OPACITY },
u_growthRate: { value: GROWTH_RATE },
});
useEffect(() => {
uniformsRef.current.u_points.value = pointTexture;
uniformsRef.current.u_count.value = bakedPoints.length;
}, [pointTexture, bakedPoints.length]);
useEffect(() => {
if (meshRef.current) {
exportHeatmapAsPNG({
bakedPoints,
gl,
width: width,
height: height,
mesh: meshRef.current,
});
}
}, []);
return (
<></>
// <mesh ref={meshRef} rotation={[Math.PI / 2, 0, 0]} position={[0, 0.025, 0]}>
// <planeGeometry args={[width, height]} />
// <shaderMaterial
// ref={materialRef}
// transparent
// depthWrite={false}
// blending={THREE.AdditiveBlending}
// uniforms={uniformsRef.current}
// side={THREE.DoubleSide}
// vertexShader={`
// varying vec2 vUv;
// void main() {
// vUv = uv;
// gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
// }
// `}
// fragmentShader={`
// uniform sampler2D u_points;
// precision highp float;
// uniform int u_count;
// uniform float u_radius;
// uniform float u_opacity;
// uniform float u_growthRate;
// varying vec2 vUv;
// float gauss(float dist, float radius) {
// return exp(-pow(dist / radius, 2.0));
// }
// void main() {
// float intensity = 0.0;
// for (int i = 0; i < 10000; i++) {
// if (i >= u_count) break;
// float fi = float(i) + 0.5;
// float u = fi / float(u_count);
// vec4 point = texture2D(u_points, vec2(u, 0.5));
// vec2 pos = point.rg;
// float strength = point.b;
// float d = distance(vUv, pos);
// intensity += strength * gauss(d, u_radius);
// }
// float normalized = clamp(intensity / max(u_growthRate, 0.0001), 0.0, 1.0);
// vec3 color = vec3(0.0);
// if (normalized < 0.33) {
// color = mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), normalized / 0.33);
// } else if (normalized < 0.66) {
// color = mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), (normalized - 0.33) / 0.33);
// } else {
// color = mix(vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (normalized - 0.66) / 0.34);
// }
// gl_FragColor = vec4(color, normalized * u_opacity);
// }
// `}
// />
// </mesh>
);
};
export default BakedHeatMap;