https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap
(IDW) Interpolated Heatmap Layer for mapbox-gl
https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap
heatmap idw interpolate javascript mapbox-gl-js typescript webgl
Last synced: 3 months ago
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(IDW) Interpolated Heatmap Layer for mapbox-gl
- Host: GitHub
- URL: https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap
- Owner: vinayakkulkarni
- License: mit
- Created: 2021-12-24T13:45:47.000Z (over 3 years ago)
- Default Branch: main
- Last Pushed: 2025-03-27T19:55:41.000Z (3 months ago)
- Last Synced: 2025-03-29T17:01:35.337Z (3 months ago)
- Topics: heatmap, idw, interpolate, javascript, mapbox-gl-js, typescript, webgl
- Language: TypeScript
- Homepage: https://vinayakkulkarni.github.io/mapbox-gl-interpolate-heatmap/
- Size: 4.63 MB
- Stars: 26
- Watchers: 5
- Forks: 5
- Open Issues: 9
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE
- Code of conduct: CODE_OF_CONDUCT.md
Awesome Lists containing this project
README
# Mapbox :: Interpolated Heatmap(s)
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[](https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap/releases)
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[](https://prettier.io/)
[](https://vitejs.dev/)
[](https://www.typescriptlang.org/)---
InterpolateHeatmapLayer is a minimalist JavaScript library for rendering temperature maps (or interpolate heatmaps) with [Mapbox GL JS](https://docs.mapbox.com/mapbox-gl-js/guides/). This library was greatly inspired by the [temperature-map-gl](https://github.com/ham-systems/temperature-map-gl) library, and depends on [Earcut](https://github.com/mapbox/earcut).
Currently, Mapbox provides a heatmap layer that represent the **density** of points in an area, like on this picture:

This library aims at providing a heatmap that can define a color to any location by making an **average** of the values of the surroundings points, like on this picture:

Except a JavaScript pre-processing step, all computation is made with WebGL shaders.
## Examples
A live demo showing the global temperature is available [here](https://rylern.github.io/TemperatureMap/), described [here](https://github.com/Rylern/TemperatureMap).
## Install
- Browser:
- Import the library before the script using it:
```html
```- Create the Mapbox map and add the layer created by `interpolateHeatmapLayer.create()`:
```javascript
// map.jsconst map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/light-v10',
});map.on('load', () => {
const layer = new MapboxInterpolateHeatmapLayer({
// parameters here
});
map.addLayer(layer);
});
```- NPM:
```bash
npm install mapbox-gl-interpolate-heatmap
``````javascript
import { MapboxInterpolateHeatmapLayer } from 'mapbox-gl-interpolate-heatmap';const map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/light-v10',
});map.on('load', () => {
const layer = new MapboxInterpolateHeatmapLayer({
// parameters here
});
map.addLayer(layer);
});
```## Usage
The `new MapboxInterpolateHeatmapLayer()` function has the following parameters:
- `data`: An array of points, each point being an object containing a latitude `lat`, a longitude `lon`, and a value `val`. Example:
```javascript
data = [
{
lat: 62.470663,
lon: 6.176846,
val: 16,
},
{
lat: 48.094903,
lon: -1.371596,
val: 20,
},
];
```Since Mapbox uses the Web Mercator projection that projects the poles at infinity, remember to define the latitude within -85° and 85°. Default value: `[]`.
- `id`: unique [Mapbox layer](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#id) name. Default value: `''`.
- `opacity`: a number between 0 and 1 describing the transparency of the color. Default value: `0.5`.
- `minValue`: define the value corresponding to the blue color. When it's not defined, the lowest value of `points` is represented by the blue color. If some value of `points` is lower than `minValue`, `minValue` takes this value. Default value: `Infinity`.
- `maxValue` same, but for the red color. Default value: `-Infinity`.
- `framebufferFactor`: number between 0 and 1. In short, if the framebuffer factor is around 0, the computation will be faster but less accurate. Take a look at the technical explanation part if you want to know what exactly this parameter is. Default value: `0.3`.
- `p`: a factor affecting the computation of the color. A high value makes the color uniform around each point. Once again, take a look at the technical explanation part if you want to know more. Default value: `3`.
- `aoi`: area of interest, the layer will only be displayed inside that area. It's a list of coordinates with the same format as `points` (without the `val` attribute). If the list is empty, the entire map is the region of interest. Default value: `[]`.
- `valueToColor`: [GLSL](https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language) function (passed as a string) that map a value to the heatmap color. By default, a low value is colored blue, a medium green and a high red. This parameter allows you to change this behavior. The function must be named `valueToColor` with a `float` parameter (which will take values between 0 and 1), and must return a ` vec3` (with each component between 0 and 1). Default value:
```glsl
vec3 valueToColor(float value) {
return vec3(max((value-0.5)*2.0, 0.0), 1.0 - 2.0*abs(value - 0.5), max((0.5-value)*2.0, 0.0));
}
```- `valueToColor4`: Same as `valueToColor`, but with alpha channel support. The function name and signature must be defined as:
`vec4 valueToColor4(float value, float defaultOpacity)`
Default value:
```glsl
vec4 valueToColor4(float value, float defaultOpacity) {
return vec4(valueToColor(value), defaultOpacity);
}
```## Technical explanation
The color is computed using the [Inverse Distance Weighting](https://en.wikipedia.org/wiki/Inverse_distance_weighting) (IDW) algorithm:
Let:

be _N_ known data points. We want to find a continuous and once differentiable function:

such as:

The basic form of the IDW is:

where

In WebGL:
- First, we render _N_ textures. Each fragment of each texture contains _wi\*ui_ in its red channel, and _wi_ in its green channel.
- Then, we use blending with accumulator configuration on these _N_ textures. It creates one texture, containing the sum of the _N_ textures. Therefore, we can get u(x) for each fragment by dividing the red channel by the green channel.
- We pass this texture to the shader rendering the heatmap, convert u(x) to a color, and finally display this color.The size of the computation textures is the size of the rendering texture multiplied by the `framebufferFactor`. This factor can be below 0.5 without any real visual consequences. If the user has defined a region of interest and uses a `framebufferFactor` < 1, visual artifacts appear at the edge of the heatmap. To prevent this, the rendering texture takes the whole screen size if `framebufferFactor` < 1.
## Contributing
1. Create your feature branch from `dev` (`git checkout -b feat/new-feature`)
2. Commit your changes (`git commit -Sam 'feat: add feature'`)
3. Push to the branch (`git push origin feat/new-feature`)
4. Create a new [Pull Request](https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap/compare)_Note_:
1. Please contribute using [GitHub Flow](https://web.archive.org/web/20191104103724/https://guides.github.com/introduction/flow/)
2. Commits & PRs will be allowed only if the commit messages & PR titles follow the [conventional commit standard](https://www.conventionalcommits.org/), _read more about it [here](https://github.com/conventional-changelog/commitlint/tree/master/%40commitlint/config-conventional#type-enum)_
3. PS. Ensure your commits are signed. _[Read why](https://withblue.ink/2020/05/17/how-and-why-to-sign-git-commits.html)_## License
MIT © [GeoSpoc Dev Team]([email protected]) & Vinayak Kulkarni
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