@deck.gl/aggregation-layers 8.10.0-alpha.2 → 8.10.0-alpha.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (142) hide show
  1. package/LICENSE +1 -1
  2. package/dist/dist.dev.js +58 -709
  3. package/dist/es5/aggregation-layer.js +120 -134
  4. package/dist/es5/aggregation-layer.js.map +1 -1
  5. package/dist/es5/contour-layer/contour-layer.js +225 -234
  6. package/dist/es5/contour-layer/contour-layer.js.map +1 -1
  7. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js +90 -100
  8. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  9. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js +131 -140
  10. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  11. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js +285 -295
  12. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  13. package/dist/es5/grid-aggregation-layer.js +194 -209
  14. package/dist/es5/grid-aggregation-layer.js.map +1 -1
  15. package/dist/es5/grid-layer/grid-layer.js +59 -66
  16. package/dist/es5/grid-layer/grid-layer.js.map +1 -1
  17. package/dist/es5/heatmap-layer/heatmap-layer.js +471 -497
  18. package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
  19. package/dist/es5/heatmap-layer/triangle-layer.js +64 -69
  20. package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
  21. package/dist/es5/hexagon-layer/hexagon-layer.js +129 -140
  22. package/dist/es5/hexagon-layer/hexagon-layer.js.map +1 -1
  23. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js +153 -166
  24. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  25. package/dist/es5/screen-grid-layer/screen-grid-layer.js +207 -220
  26. package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
  27. package/dist/es5/utils/bin-sorter.js +163 -173
  28. package/dist/es5/utils/bin-sorter.js.map +1 -1
  29. package/dist/es5/utils/cpu-aggregator.js +300 -323
  30. package/dist/es5/utils/cpu-aggregator.js.map +1 -1
  31. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +483 -504
  32. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  33. package/dist/esm/aggregation-layer.js +2 -5
  34. package/dist/esm/aggregation-layer.js.map +1 -1
  35. package/dist/esm/contour-layer/contour-layer.js +2 -5
  36. package/dist/esm/contour-layer/contour-layer.js.map +1 -1
  37. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js +2 -5
  38. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  39. package/dist/esm/cpu-grid-layer/grid-aggregator.js +1 -1
  40. package/dist/esm/cpu-grid-layer/grid-aggregator.js.map +1 -1
  41. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js +15 -1
  42. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js.map +1 -1
  43. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +121 -1
  44. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js.map +1 -1
  45. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js +2 -5
  46. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  47. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js +3 -6
  48. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  49. package/dist/esm/grid-aggregation-layer.js +3 -6
  50. package/dist/esm/grid-aggregation-layer.js.map +1 -1
  51. package/dist/esm/grid-layer/grid-layer.js +3 -7
  52. package/dist/esm/grid-layer/grid-layer.js.map +1 -1
  53. package/dist/esm/heatmap-layer/heatmap-layer.js +7 -11
  54. package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
  55. package/dist/esm/heatmap-layer/max-fs.glsl.js +7 -1
  56. package/dist/esm/heatmap-layer/max-fs.glsl.js.map +1 -1
  57. package/dist/esm/heatmap-layer/max-vs.glsl.js +12 -1
  58. package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
  59. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +39 -1
  60. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
  61. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js +31 -1
  62. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js.map +1 -1
  63. package/dist/esm/heatmap-layer/triangle-layer.js +1 -3
  64. package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
  65. package/dist/esm/heatmap-layer/weights-fs.glsl.js +19 -1
  66. package/dist/esm/heatmap-layer/weights-fs.glsl.js.map +1 -1
  67. package/dist/esm/heatmap-layer/weights-vs.glsl.js +23 -1
  68. package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
  69. package/dist/esm/hexagon-layer/hexagon-layer.js +3 -7
  70. package/dist/esm/hexagon-layer/hexagon-layer.js.map +1 -1
  71. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js +3 -7
  72. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  73. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js +17 -1
  74. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js.map +1 -1
  75. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js +64 -1
  76. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js.map +1 -1
  77. package/dist/esm/screen-grid-layer/screen-grid-layer.js +5 -9
  78. package/dist/esm/screen-grid-layer/screen-grid-layer.js.map +1 -1
  79. package/dist/esm/utils/bin-sorter.js +7 -16
  80. package/dist/esm/utils/bin-sorter.js.map +1 -1
  81. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js +20 -1
  82. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js.map +1 -1
  83. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js +34 -1
  84. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js.map +1 -1
  85. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +12 -1
  86. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js.map +1 -1
  87. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +58 -1
  88. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js.map +1 -1
  89. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +14 -14
  90. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  91. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +17 -1
  92. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js.map +1 -1
  93. package/dist/esm/utils/scale-utils.js +2 -2
  94. package/dist/esm/utils/scale-utils.js.map +1 -1
  95. package/dist.min.js +30 -27
  96. package/package.json +2 -2
  97. package/typed/aggregation-layer.js +0 -151
  98. package/typed/contour-layer/contour-layer.js +0 -234
  99. package/typed/contour-layer/contour-utils.js +0 -64
  100. package/typed/contour-layer/marching-squares-codes.js +0 -337
  101. package/typed/contour-layer/marching-squares.js +0 -147
  102. package/typed/cpu-grid-layer/cpu-grid-layer.js +0 -129
  103. package/typed/cpu-grid-layer/grid-aggregator.js +0 -141
  104. package/typed/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js +0 -34
  105. package/typed/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +0 -141
  106. package/typed/gpu-grid-layer/gpu-grid-cell-layer.js +0 -143
  107. package/typed/gpu-grid-layer/gpu-grid-layer.js +0 -289
  108. package/typed/grid-aggregation-layer.js +0 -172
  109. package/typed/grid-layer/grid-layer.js +0 -60
  110. package/typed/heatmap-layer/heatmap-layer-utils.js +0 -78
  111. package/typed/heatmap-layer/heatmap-layer.js +0 -478
  112. package/typed/heatmap-layer/max-fs.glsl.js +0 -7
  113. package/typed/heatmap-layer/max-vs.glsl.js +0 -12
  114. package/typed/heatmap-layer/triangle-layer-fragment.glsl.js +0 -58
  115. package/typed/heatmap-layer/triangle-layer-vertex.glsl.js +0 -51
  116. package/typed/heatmap-layer/triangle-layer.js +0 -67
  117. package/typed/heatmap-layer/weights-fs.glsl.js +0 -19
  118. package/typed/heatmap-layer/weights-vs.glsl.js +0 -23
  119. package/typed/hexagon-layer/hexagon-aggregator.js +0 -112
  120. package/typed/hexagon-layer/hexagon-layer.js +0 -171
  121. package/typed/index.js +0 -33
  122. package/typed/screen-grid-layer/screen-grid-cell-layer.js +0 -159
  123. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.js +0 -37
  124. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.js +0 -83
  125. package/typed/screen-grid-layer/screen-grid-layer.js +0 -216
  126. package/typed/types.js +0 -1
  127. package/typed/utils/aggregation-operation-utils.js +0 -94
  128. package/typed/utils/bin-sorter.js +0 -167
  129. package/typed/utils/color-utils.js +0 -53
  130. package/typed/utils/cpu-aggregator.js +0 -417
  131. package/typed/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js +0 -39
  132. package/typed/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js +0 -53
  133. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +0 -31
  134. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +0 -77
  135. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-constants.js +0 -41
  136. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-utils.js +0 -1
  137. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +0 -562
  138. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +0 -36
  139. package/typed/utils/grid-aggregation-utils.js +0 -114
  140. package/typed/utils/prop-utils.js +0 -28
  141. package/typed/utils/resource-utils.js +0 -40
  142. package/typed/utils/scale-utils.js +0 -184
@@ -1 +1 @@
1
- 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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {createIterable} from '@deck.gl/core';\nimport {getGridOffset} from '../utils/grid-aggregation-utils';\n\n/**\n * Calculate density grid from an array of points\n * @param {Object} props - object containing :\n * @param {Iterable} [props.data] - data objects to be aggregated\n * @param {Integer} [props.cellSize] - size of the grid cell\n *\n * @param {Object} aggregationParams - object containing :\n * @param {Object} gridOffset - {xOffset, yOffset} cell size in meters\n * @param {Integer} width - width of the grid\n * @param {Integer} height - height of the grid\n * @param {Boolean} projectPoints - `true` if doing screen space projection, `false` otherwise\n * @param {Array} attributes - attributes array containing position values\n * @param {Viewport} viewport - viewport to be used for projection\n * @param {Array} posOffset - [xOffset, yOffset] offset to be applied to positions to get cell index\n * @param {Object} boundingBox - {xMin, yMin, xMax, yMax} bounding box of input data\n *\n * @returns {object} - grid data, cell dimension\n */\nexport function pointToDensityGridDataCPU(props, aggregationParams) {\n const hashInfo = pointsToGridHashing(props, aggregationParams);\n const result = getGridLayerDataFromGridHash(hashInfo);\n\n return {\n gridHash: hashInfo.gridHash,\n gridOffset: hashInfo.gridOffset,\n data: result\n };\n}\n\n/**\n * Project points into each cell, return a hash table of cells\n * @param {Iterable} points\n * @param {number} cellSize - unit size in meters\n * @param {function} getPosition - position accessor\n * @returns {object} - grid hash and cell dimension\n */\n/* eslint-disable max-statements, complexity */\nfunction pointsToGridHashing(props, aggregationParams) {\n const {data = [], cellSize} = props;\n const {attributes, viewport, projectPoints, numInstances} = aggregationParams;\n const positions = attributes.positions.value;\n const {size} = attributes.positions.getAccessor();\n const boundingBox =\n aggregationParams.boundingBox || getPositionBoundingBox(attributes.positions, numInstances);\n const offsets = aggregationParams.posOffset || [180, 90];\n const gridOffset = aggregationParams.gridOffset || getGridOffset(boundingBox, cellSize);\n\n if (gridOffset.xOffset <= 0 || gridOffset.yOffset <= 0) {\n return {gridHash: {}, gridOffset};\n }\n\n const {width, height} = viewport;\n const numCol = Math.ceil(width / gridOffset.xOffset);\n const numRow = Math.ceil(height / gridOffset.yOffset);\n\n // calculate count per cell\n const gridHash = {};\n\n const {iterable, objectInfo} = createIterable(data);\n const position = new Array(3);\n for (const pt of iterable) {\n objectInfo.index++;\n position[0] = positions[objectInfo.index * size];\n position[1] = positions[objectInfo.index * size + 1];\n position[2] = size >= 3 ? 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1
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {createIterable} from '@deck.gl/core';\nimport {getGridOffset} from '../utils/grid-aggregation-utils';\n\n/**\n * Calculate density grid from an array of points\n * @param {Object} props - object containing :\n * @param {Iterable} [props.data] - data objects to be aggregated\n * @param {Integer} [props.cellSize] - size of the grid cell\n *\n * @param {Object} aggregationParams - object containing :\n * @param {Object} gridOffset - {xOffset, yOffset} cell size in meters\n * @param {Integer} width - width of the grid\n * @param {Integer} height - height of the grid\n * @param {Boolean} projectPoints - `true` if doing screen space projection, `false` otherwise\n * @param {Array} attributes - attributes array containing position values\n * @param {Viewport} viewport - viewport to be used for projection\n * @param {Array} posOffset - [xOffset, yOffset] offset to be applied to positions to get cell index\n * @param {Object} boundingBox - {xMin, yMin, xMax, yMax} bounding box of input data\n *\n * @returns {object} - grid data, cell dimension\n */\nexport function pointToDensityGridDataCPU(props, aggregationParams) {\n const hashInfo = pointsToGridHashing(props, aggregationParams);\n const result = getGridLayerDataFromGridHash(hashInfo);\n\n return {\n gridHash: hashInfo.gridHash,\n gridOffset: hashInfo.gridOffset,\n data: result\n };\n}\n\n/**\n * Project points into each cell, return a hash table of cells\n * @param {Iterable} points\n * @param {number} cellSize - unit size in meters\n * @param {function} getPosition - position accessor\n * @returns {object} - grid hash and cell dimension\n */\n/* eslint-disable max-statements, complexity */\nfunction pointsToGridHashing(props, aggregationParams) {\n const {data = [], cellSize} = props;\n const {attributes, viewport, projectPoints, numInstances} = aggregationParams;\n const positions = attributes.positions.value;\n const {size} = attributes.positions.getAccessor();\n const boundingBox =\n aggregationParams.boundingBox || getPositionBoundingBox(attributes.positions, numInstances);\n const offsets = aggregationParams.posOffset || [180, 90];\n const gridOffset = aggregationParams.gridOffset || getGridOffset(boundingBox, cellSize);\n\n if (gridOffset.xOffset <= 0 || gridOffset.yOffset <= 0) {\n return {gridHash: {}, gridOffset};\n }\n\n const {width, height} = viewport;\n const numCol = Math.ceil(width / gridOffset.xOffset);\n const numRow = Math.ceil(height / gridOffset.yOffset);\n\n // calculate count per cell\n const gridHash = {};\n\n const {iterable, objectInfo} = createIterable(data);\n const position = new Array(3);\n for (const pt of iterable) {\n objectInfo.index++;\n position[0] = positions[objectInfo.index * size];\n position[1] = positions[objectInfo.index * size + 1];\n position[2] = size >= 3 ? positions[objectInfo.index * size + 2] : 0;\n const [x, y] = projectPoints ? viewport.project(position) : position;\n if (Number.isFinite(x) && Number.isFinite(y)) {\n const yIndex = Math.floor((y + offsets[1]) / gridOffset.yOffset);\n const xIndex = Math.floor((x + offsets[0]) / gridOffset.xOffset);\n if (\n !projectPoints ||\n // when doing screen space agggregation (projectPoints = true), filter points outside of the viewport range.\n (xIndex >= 0 && xIndex < numCol && yIndex >= 0 && yIndex < numRow)\n ) {\n const key = `${yIndex}-${xIndex}`;\n\n gridHash[key] = gridHash[key] || {count: 0, points: [], lonIdx: xIndex, latIdx: yIndex};\n gridHash[key].count += 1;\n gridHash[key].points.push({\n source: pt,\n index: objectInfo.index\n });\n }\n }\n }\n\n return {gridHash, gridOffset, offsets: [offsets[0] * -1, offsets[1] * -1]};\n}\n/* eslint-enable max-statements, complexity */\n\nfunction getGridLayerDataFromGridHash({gridHash, gridOffset, offsets}) {\n const data = new Array(Object.keys(gridHash).length);\n let i = 0;\n for (const key in gridHash) {\n const idxs = key.split('-');\n const latIdx = parseInt(idxs[0], 10);\n const lonIdx = parseInt(idxs[1], 10);\n const index = i++;\n\n data[index] = {\n index,\n position: [\n offsets[0] + gridOffset.xOffset * lonIdx,\n offsets[1] + gridOffset.yOffset * latIdx\n ],\n ...gridHash[key]\n };\n }\n return data;\n}\n\n// Calculate bounding box of position attribute\nfunction getPositionBoundingBox(positionAttribute, numInstance) {\n // TODO - value might not exist (e.g. attribute transition)\n const positions = positionAttribute.value;\n const {size} = positionAttribute.getAccessor();\n\n let yMin = Infinity;\n let yMax = -Infinity;\n let xMin = Infinity;\n let xMax = -Infinity;\n let y;\n let x;\n\n for (let i = 0; i < numInstance; i++) {\n x = positions[i * size];\n y = positions[i * size + 1];\n if (Number.isFinite(x) && Number.isFinite(y)) {\n yMin = y < yMin ? y : yMin;\n yMax = y > yMax ? y : yMax;\n xMin = x < xMin ? x : xMin;\n xMax = x > xMax ? x : xMax;\n }\n }\n\n return {xMin, xMax, yMin, yMax};\n}\n"],"file":"grid-aggregator.js"}
@@ -1,2 +1,16 @@
1
- export default "#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n fragColor = picking_filterColor(fragColor);\n}\n";
1
+ export default `\
2
+ #version 300 es
3
+ #define SHADER_NAME gpu-grid-cell-layer-fragment-shader
4
+
5
+ precision highp float;
6
+
7
+ in vec4 vColor;
8
+
9
+ out vec4 fragColor;
10
+
11
+ void main(void) {
12
+ fragColor = vColor;
13
+ fragColor = picking_filterColor(fragColor);
14
+ }
15
+ `;
2
16
  //# sourceMappingURL=gpu-grid-cell-layer-fragment.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.ts"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n fragColor = picking_filterColor(fragColor);\n}\n`;\n"],"file":"gpu-grid-cell-layer-fragment.glsl.js"}
1
+ {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.ts"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAdA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n fragColor = picking_filterColor(fragColor);\n}\n`;\n"],"file":"gpu-grid-cell-layer-fragment.glsl.js"}
@@ -1,2 +1,122 @@
1
- export default "#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n";
1
+ export default `\
2
+ #version 300 es
3
+ #define SHADER_NAME gpu-grid-cell-layer-vertex-shader
4
+ #define RANGE_COUNT 6
5
+
6
+ in vec3 positions;
7
+ in vec3 normals;
8
+
9
+ in vec4 colors;
10
+ in vec4 elevations;
11
+ in vec3 instancePickingColors;
12
+
13
+ // Custom uniforms
14
+ uniform vec2 offset;
15
+ uniform bool extruded;
16
+ uniform float cellSize;
17
+ uniform float coverage;
18
+ uniform float opacity;
19
+ uniform float elevationScale;
20
+
21
+ uniform ivec2 gridSize;
22
+ uniform vec2 gridOrigin;
23
+ uniform vec2 gridOriginLow;
24
+ uniform vec2 gridOffset;
25
+ uniform vec2 gridOffsetLow;
26
+ uniform vec4 colorRange[RANGE_COUNT];
27
+ uniform vec2 elevationRange;
28
+
29
+ // Domain uniforms
30
+ uniform vec2 colorDomain;
31
+ uniform bool colorDomainValid;
32
+ uniform vec2 elevationDomain;
33
+ uniform bool elevationDomainValid;
34
+
35
+ layout(std140) uniform;
36
+ uniform ColorData
37
+ {
38
+ vec4 maxMinCount;
39
+ } colorData;
40
+ uniform ElevationData
41
+ {
42
+ vec4 maxMinCount;
43
+ } elevationData;
44
+
45
+ #define EPSILON 0.00001
46
+
47
+ // Result
48
+ out vec4 vColor;
49
+
50
+ vec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {
51
+ vec4 outColor = vec4(0., 0., 0., 0.);
52
+ if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {
53
+ float domainRange = domain.y - domain.x;
54
+ if (domainRange <= 0.) {
55
+ outColor = colorRange[0];
56
+ } else {
57
+ float rangeCount = float(RANGE_COUNT);
58
+ float rangeStep = domainRange / rangeCount;
59
+ float idx = floor((value - domain.x) / rangeStep);
60
+ idx = clamp(idx, 0., rangeCount - 1.);
61
+ int intIdx = int(idx);
62
+ outColor = colorRange[intIdx];
63
+ }
64
+ }
65
+ return outColor;
66
+ }
67
+
68
+ float linearScale(vec2 domain, vec2 range, float value) {
69
+ if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {
70
+ return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;
71
+ }
72
+ return -1.;
73
+ }
74
+
75
+ void main(void) {
76
+ vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);
77
+ vec4 color = quantizeScale(clrDomain, colorRange, colors.r);
78
+
79
+ float elevation = 0.0;
80
+
81
+ if (extruded) {
82
+ vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);
83
+ elevation = linearScale(elvDomain, elevationRange, elevations.r);
84
+ elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;
85
+ }
86
+
87
+ // if aggregated color or elevation is 0 do not render
88
+ float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);
89
+ float dotRadius = cellSize / 2. * coverage * shouldRender;
90
+
91
+ int yIndex = (gl_InstanceID / gridSize[0]);
92
+ int xIndex = gl_InstanceID - (yIndex * gridSize[0]);
93
+
94
+ vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));
95
+ instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));
96
+ vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));
97
+ instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));
98
+
99
+ vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);
100
+ vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);
101
+ geometry.worldPosition = centroidPosition;
102
+ vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);
103
+
104
+ // Set color to be rendered to picking fbo (also used to check for selection highlight).
105
+ picking_setPickingColor(instancePickingColors);
106
+
107
+ gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);
108
+
109
+ // Light calculations
110
+ // Worldspace is the linear space after Mercator projection
111
+
112
+ vec3 normals_commonspace = project_normal(normals);
113
+
114
+ if (extruded) {
115
+ vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);
116
+ vColor = vec4(lightColor, color.a * opacity) / 255.;
117
+ } else {
118
+ vColor = vec4(color.rgb, color.a * opacity) / 255.;
119
+ }
120
+ }
121
+ `;
2
122
  //# sourceMappingURL=gpu-grid-cell-layer-vertex.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.ts"],"names":[],"mappings":"AAsBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n`;\n"],"file":"gpu-grid-cell-layer-vertex.glsl.js"}
1
+ {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.ts"],"names":[],"mappings":"AAsBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAxHA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n`;\n"],"file":"gpu-grid-cell-layer-vertex.glsl.js"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { Layer, fp64LowPart, project32, gouraudLighting, picking } from '@deck.gl/core';
3
2
  import { Model, CubeGeometry } from '@luma.gl/core';
4
3
  import { fp64arithmetic } from '@luma.gl/shadertools';
@@ -183,8 +182,6 @@ export default class GPUGridCellLayer extends Layer {
183
182
  }
184
183
 
185
184
  }
186
-
187
- _defineProperty(GPUGridCellLayer, "layerName", 'GPUGridCellLayer');
188
-
189
- _defineProperty(GPUGridCellLayer, "defaultProps", defaultProps);
185
+ GPUGridCellLayer.layerName = 'GPUGridCellLayer';
186
+ GPUGridCellLayer.defaultProps = defaultProps;
190
187
  //# sourceMappingURL=gpu-grid-cell-layer.js.map
@@ -1 +1 @@
1
- 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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {\n Layer,\n fp64LowPart,\n project32,\n gouraudLighting,\n picking,\n LayerContext,\n LayerProps,\n DefaultProps\n} from '@deck.gl/core';\nimport GL from '@luma.gl/constants';\nimport {Model, CubeGeometry, Buffer} from '@luma.gl/core';\nimport {fp64arithmetic} from '@luma.gl/shadertools';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport type {_GPUGridLayerProps} from './gpu-grid-layer';\nimport vs from './gpu-grid-cell-layer-vertex.glsl';\nimport fs from './gpu-grid-cell-layer-fragment.glsl';\n\nconst COLOR_DATA_UBO_INDEX = 0;\nconst ELEVATION_DATA_UBO_INDEX = 1;\n\nconst defaultProps: DefaultProps<_GPUGridCellLayerProps & LayerProps> = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n elevationScale: {type: 'number', min: 0, value: 1},\n\n // grid\n gridSize: {type: 'array', value: [1, 1]},\n gridOrigin: {type: 'array', value: [0, 0]},\n gridOffset: {type: 'array', value: [0, 0]},\n\n cellSize: {type: 'number', min: 0, max: 1000, value: 1000},\n offset: {type: 'array', value: [1, 1]},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n extruded: true,\n\n material: true // Use lighting module defaults\n};\n\ntype _GPUGridCellLayerProps = _GPUGridLayerProps<any> & {\n offset: number[];\n gridSize: number[];\n gridOrigin: number[];\n gridOffset: number[];\n colorMaxMinBuffer: Buffer;\n elevationMaxMinBuffer: Buffer;\n};\n\nexport default class GPUGridCellLayer extends Layer<_GPUGridCellLayerProps> {\n static layerName = 'GPUGridCellLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n return super.getShaders({\n vs,\n fs,\n modules: [project32, gouraudLighting, picking, fp64arithmetic]\n });\n }\n\n initializeState({gl}: LayerContext) {\n const attributeManager = this.getAttributeManager()!;\n attributeManager.addInstanced({\n colors: {\n size: 4,\n noAlloc: true\n },\n elevations: {\n size: 4,\n noAlloc: true\n }\n });\n const model = this._getModel(gl);\n this._setupUniformBuffer(model);\n this.setState({model});\n }\n\n _getModel(gl: WebGLRenderingContext): Model {\n return new Model(gl, {\n ...this.getShaders(),\n id: this.props.id,\n geometry: new CubeGeometry(),\n isInstanced: true\n });\n }\n\n draw({uniforms}) {\n const {\n cellSize,\n offset,\n extruded,\n elevationScale,\n coverage,\n gridSize,\n gridOrigin,\n gridOffset,\n elevationRange,\n colorMaxMinBuffer,\n elevationMaxMinBuffer\n } = this.props;\n\n const gridOriginLow = [fp64LowPart(gridOrigin[0]), fp64LowPart(gridOrigin[1])];\n const gridOffsetLow = [fp64LowPart(gridOffset[0]), fp64LowPart(gridOffset[1])];\n const domainUniforms = this.getDomainUniforms();\n const colorRange = colorRangeToFlatArray(this.props.colorRange);\n this.bindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer);\n this.state.model\n .setUniforms(uniforms)\n .setUniforms(domainUniforms)\n .setUniforms({\n cellSize,\n offset,\n extruded,\n elevationScale,\n coverage,\n gridSize,\n gridOrigin,\n gridOriginLow,\n gridOffset,\n gridOffsetLow,\n colorRange,\n elevationRange\n })\n .draw();\n this.unbindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer);\n }\n\n bindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer) {\n colorMaxMinBuffer.bind({target: GL.UNIFORM_BUFFER, index: COLOR_DATA_UBO_INDEX});\n elevationMaxMinBuffer.bind({target: GL.UNIFORM_BUFFER, index: ELEVATION_DATA_UBO_INDEX});\n }\n\n unbindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer) {\n colorMaxMinBuffer.unbind({target: GL.UNIFORM_BUFFER, index: COLOR_DATA_UBO_INDEX});\n elevationMaxMinBuffer.unbind({target: GL.UNIFORM_BUFFER, index: ELEVATION_DATA_UBO_INDEX});\n }\n\n getDomainUniforms() {\n const {colorDomain, elevationDomain} = this.props;\n const domainUniforms: Record<string, any> = {};\n if (colorDomain !== null) {\n domainUniforms.colorDomainValid = true;\n domainUniforms.colorDomain = colorDomain;\n } else {\n domainUniforms.colorDomainValid = false;\n }\n if (elevationDomain !== null) {\n domainUniforms.elevationDomainValid = true;\n domainUniforms.elevationDomain = elevationDomain;\n } else {\n domainUniforms.elevationDomainValid = false;\n }\n return domainUniforms;\n }\n\n private _setupUniformBuffer(model: Model): void {\n const gl = this.context.gl as WebGL2RenderingContext;\n const programHandle = model.program.handle;\n\n const colorIndex = gl.getUniformBlockIndex(programHandle, 'ColorData');\n const elevationIndex = gl.getUniformBlockIndex(programHandle, 'ElevationData');\n gl.uniformBlockBinding(programHandle, colorIndex, COLOR_DATA_UBO_INDEX);\n gl.uniformBlockBinding(programHandle, elevationIndex, ELEVATION_DATA_UBO_INDEX);\n }\n}\n"],"file":"gpu-grid-cell-layer.js"}
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {\n Layer,\n fp64LowPart,\n project32,\n gouraudLighting,\n picking,\n LayerContext,\n LayerProps,\n DefaultProps\n} from '@deck.gl/core';\nimport GL from '@luma.gl/constants';\nimport {Model, CubeGeometry, Buffer} from '@luma.gl/core';\nimport {fp64arithmetic} from '@luma.gl/shadertools';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport type {_GPUGridLayerProps} from './gpu-grid-layer';\nimport vs from './gpu-grid-cell-layer-vertex.glsl';\nimport fs from './gpu-grid-cell-layer-fragment.glsl';\n\nconst COLOR_DATA_UBO_INDEX = 0;\nconst ELEVATION_DATA_UBO_INDEX = 1;\n\nconst defaultProps: DefaultProps<_GPUGridCellLayerProps & LayerProps> = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n elevationScale: {type: 'number', min: 0, value: 1},\n\n // grid\n gridSize: {type: 'array', value: [1, 1]},\n gridOrigin: {type: 'array', value: [0, 0]},\n gridOffset: {type: 'array', value: [0, 0]},\n\n cellSize: {type: 'number', min: 0, max: 1000, value: 1000},\n offset: {type: 'array', value: [1, 1]},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n extruded: true,\n\n material: true // Use lighting module defaults\n};\n\ntype _GPUGridCellLayerProps = _GPUGridLayerProps<any> & {\n offset: number[];\n gridSize: number[];\n gridOrigin: number[];\n gridOffset: number[];\n colorMaxMinBuffer: Buffer;\n elevationMaxMinBuffer: Buffer;\n};\n\nexport default class GPUGridCellLayer extends Layer<_GPUGridCellLayerProps> {\n static layerName = 'GPUGridCellLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n return super.getShaders({\n vs,\n fs,\n modules: [project32, gouraudLighting, picking, fp64arithmetic]\n });\n }\n\n initializeState({gl}: LayerContext) {\n const attributeManager = this.getAttributeManager()!;\n attributeManager.addInstanced({\n colors: {\n size: 4,\n noAlloc: true\n },\n elevations: {\n size: 4,\n noAlloc: true\n }\n });\n const model = this._getModel(gl);\n this._setupUniformBuffer(model);\n this.setState({model});\n }\n\n _getModel(gl: WebGLRenderingContext): Model {\n return new Model(gl, {\n ...this.getShaders(),\n id: this.props.id,\n geometry: new CubeGeometry(),\n isInstanced: true\n });\n }\n\n draw({uniforms}) {\n const {\n cellSize,\n offset,\n extruded,\n elevationScale,\n coverage,\n gridSize,\n gridOrigin,\n gridOffset,\n elevationRange,\n colorMaxMinBuffer,\n elevationMaxMinBuffer\n } = this.props;\n\n const gridOriginLow = [fp64LowPart(gridOrigin[0]), fp64LowPart(gridOrigin[1])];\n const gridOffsetLow = [fp64LowPart(gridOffset[0]), fp64LowPart(gridOffset[1])];\n const domainUniforms = this.getDomainUniforms();\n const colorRange = colorRangeToFlatArray(this.props.colorRange);\n this.bindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer);\n this.state.model\n .setUniforms(uniforms)\n .setUniforms(domainUniforms)\n .setUniforms({\n cellSize,\n offset,\n extruded,\n elevationScale,\n coverage,\n gridSize,\n gridOrigin,\n gridOriginLow,\n gridOffset,\n gridOffsetLow,\n colorRange,\n elevationRange\n })\n .draw();\n this.unbindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer);\n }\n\n bindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer) {\n colorMaxMinBuffer.bind({target: GL.UNIFORM_BUFFER, index: COLOR_DATA_UBO_INDEX});\n elevationMaxMinBuffer.bind({target: GL.UNIFORM_BUFFER, index: ELEVATION_DATA_UBO_INDEX});\n }\n\n unbindUniformBuffers(colorMaxMinBuffer, elevationMaxMinBuffer) {\n colorMaxMinBuffer.unbind({target: GL.UNIFORM_BUFFER, index: COLOR_DATA_UBO_INDEX});\n elevationMaxMinBuffer.unbind({target: GL.UNIFORM_BUFFER, index: ELEVATION_DATA_UBO_INDEX});\n }\n\n getDomainUniforms() {\n const {colorDomain, elevationDomain} = this.props;\n const domainUniforms: Record<string, any> = {};\n if (colorDomain !== null) {\n domainUniforms.colorDomainValid = true;\n domainUniforms.colorDomain = colorDomain;\n } else {\n domainUniforms.colorDomainValid = false;\n }\n if (elevationDomain !== null) {\n domainUniforms.elevationDomainValid = true;\n domainUniforms.elevationDomain = elevationDomain;\n } else {\n domainUniforms.elevationDomainValid = false;\n }\n return domainUniforms;\n }\n\n private _setupUniformBuffer(model: Model): void {\n const gl = this.context.gl as WebGL2RenderingContext;\n const programHandle = model.program.handle;\n\n const colorIndex = gl.getUniformBlockIndex(programHandle, 'ColorData');\n const elevationIndex = gl.getUniformBlockIndex(programHandle, 'ElevationData');\n gl.uniformBlockBinding(programHandle, colorIndex, COLOR_DATA_UBO_INDEX);\n gl.uniformBlockBinding(programHandle, elevationIndex, ELEVATION_DATA_UBO_INDEX);\n }\n}\n"],"file":"gpu-grid-cell-layer.js"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { Buffer } from '@luma.gl/core';
3
2
  import { log } from '@deck.gl/core';
4
3
  import GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';
@@ -150,7 +149,7 @@ export default class GPUGridLayer extends GridAggregationLayer {
150
149
  const xIndex = index - yIndex * gridSize[0];
151
150
  const latIdx = Math.floor((yIndex * cellSize[1] + gridOrigin[1] + 90 + cellSize[1] / 2) / cellSize[1]);
152
151
  const lonIdx = Math.floor((xIndex * cellSize[0] + gridOrigin[0] + 180 + cellSize[0] / 2) / cellSize[0]);
153
- return "".concat(latIdx, "-").concat(lonIdx);
152
+ return `${latIdx}-${lonIdx}`;
154
153
  }
155
154
 
156
155
  getPositionForIndex(index) {
@@ -392,8 +391,6 @@ export default class GPUGridLayer extends GridAggregationLayer {
392
391
  }
393
392
 
394
393
  }
395
-
396
- _defineProperty(GPUGridLayer, "layerName", 'GPUGridLayer');
397
-
398
- _defineProperty(GPUGridLayer, "defaultProps", defaultProps);
394
+ GPUGridLayer.layerName = 'GPUGridLayer';
395
+ GPUGridLayer.defaultProps = defaultProps;
399
396
  //# sourceMappingURL=gpu-grid-layer.js.map
@@ -1 +1 @@
1
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {Buffer} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport {\n Accessor,\n AccessorFunction,\n Color,\n Material,\n GetPickingInfoParams,\n LayerContext,\n log,\n PickingInfo,\n Position,\n DefaultProps\n} from '@deck.gl/core';\n\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION} from '../utils/aggregation-operation-utils';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport GPUGridCellLayer from './gpu-grid-cell-layer';\nimport {pointToDensityGridDataCPU} from './../cpu-grid-layer/grid-aggregator';\nimport GridAggregationLayer, {GridAggregationLayerProps} from '../grid-aggregation-layer';\nimport {getBoundingBox, getGridParams} from '../utils/grid-aggregation-utils';\n\nconst defaultProps: DefaultProps<GPUGridLayerProps> = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationScale: {type: 'number', min: 0, value: 1},\n\n // grid\n cellSize: {type: 'number', min: 1, max: 1000, value: 1000},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n getPosition: {type: 'accessor', value: x => x.position},\n extruded: false,\n\n // Optional material for 'lighting' shader module\n material: true\n};\n\n// This layer only perform GPU aggregation, no need to seperate data and weight props\n// aggregation will be dirty when any of the props are changed.\n\nconst DIMENSIONS = {\n data: {\n props: ['cellSize', 'colorAggregation', 'elevationAggregation']\n }\n // rest of the changes are detected by `state.attributesChanged`\n};\nconst POSITION_ATTRIBUTE_NAME = 'positions';\n\n/** All properties supported by GPUGridLayer. */\nexport type GPUGridLayerProps<DataT = any> = _GPUGridLayerProps<DataT> &\n GridAggregationLayerProps<DataT>;\n\n/** Properties added by GPUGridLayer. */\nexport type _GPUGridLayerProps<DataT> = {\n /**\n * Size of each cell in meters.\n * @default 1000\n */\n cellSize?: number;\n\n /**\n * Color scale domain, default is set to the extent of aggregated weights in each cell.\n * @default [min(colorWeight), max(colorWeight)]\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Default: [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6) `6-class YlOrRd`\n */\n colorRange?: Color[];\n\n /**\n * Cell size multiplier, clamped between 0 - 1.\n * @default 1\n */\n coverage?: number;\n\n /**\n * Elevation scale input domain, default is set to between 0 and the max of aggregated weights in each cell.\n * @default [0, max(elevationWeight)]\n */\n elevationDomain?: [number, number] | null;\n\n /**\n * Elevation scale output range.\n * @default [0, 1000]\n */\n elevationRange?: [number, number];\n\n /**\n * Cell elevation multiplier.\n * @default 1\n */\n elevationScale?: number;\n\n /**\n * Whether to enable cell elevation. If set to false, all cell will be flat.\n * @default true\n */\n extruded?: boolean;\n\n /**\n * Material settings for lighting effect. Applies if `extruded: true`.\n *\n * @default true\n * @see https://deck.gl/docs/developer-guide/using-lighting\n */\n material?: Material;\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's color value.\n * @default 'SUM'\n */\n colorAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's elevation value.\n * @default 'SUM'\n */\n elevationAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Method called to retrieve the position of each object.\n * @default object => object.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of a data object used to calculate the color value for a cell.\n * @default 1\n */\n getColorWeight?: Accessor<DataT, number>;\n\n /**\n * The weight of a data object used to calculate the elevation value for a cell.\n * @default 1\n */\n getElevationWeight?: Accessor<DataT, number>;\n};\n\n/** Aggregate data into a grid-based heatmap. Aggregation is performed on GPU (WebGL2 only). */\nexport default class GPUGridLayer<\n DataT = any,\n ExtraPropsT extends {} = {}\n> extends GridAggregationLayer<DataT, ExtraPropsT & Required<_GPUGridLayerProps<DataT>>> {\n static layerName = 'GPUGridLayer';\n static defaultProps = defaultProps;\n\n initializeState({gl}: LayerContext): void {\n const isSupported = GPUGridAggregator.isSupported(gl);\n if (!isSupported) {\n log.error('GPUGridLayer is not supported on this browser, use GridLayer instead')();\n }\n super.initializeAggregationLayer({\n dimensions: DIMENSIONS\n });\n this.setState({\n gpuAggregation: true,\n projectPoints: false, // aggregation in world space\n isSupported,\n weights: {\n color: {\n needMin: true,\n needMax: true,\n combineMaxMin: true,\n maxMinBuffer: new Buffer(gl, {\n byteLength: 4 * 4,\n accessor: {size: 4, type: GL.FLOAT, divisor: 1}\n })\n },\n elevation: {\n needMin: true,\n needMax: true,\n combineMaxMin: true,\n maxMinBuffer: new Buffer(gl, {\n byteLength: 4 * 4,\n accessor: {size: 4, type: GL.FLOAT, divisor: 1}\n })\n }\n },\n positionAttributeName: 'positions'\n });\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n color: {size: 3, accessor: 'getColorWeight'},\n elevation: {size: 3, accessor: 'getElevationWeight'}\n });\n }\n\n updateState(opts) {\n if (this.state.isSupported === false) {\n // Skip update, layer not supported\n return;\n }\n super.updateState(opts);\n const {aggregationDirty} = this.state;\n if (aggregationDirty) {\n // reset cached CPU Aggregation results (used for picking)\n this.setState({\n gridHash: null\n });\n }\n }\n\n getHashKeyForIndex(index: number): string {\n const {numRow, numCol, boundingBox, gridOffset} = this.state;\n const gridSize = [numCol, numRow];\n const gridOrigin = [boundingBox.xMin, boundingBox.yMin];\n const cellSize = [gridOffset.xOffset, gridOffset.yOffset];\n\n const yIndex = Math.floor(index / gridSize[0]);\n const xIndex = index - yIndex * gridSize[0];\n // This will match the index to the hash-key to access aggregation data from CPU aggregation results.\n const latIdx = Math.floor(\n (yIndex * cellSize[1] + gridOrigin[1] + 90 + cellSize[1] / 2) / cellSize[1]\n );\n const lonIdx = Math.floor(\n (xIndex * cellSize[0] + gridOrigin[0] + 180 + cellSize[0] / 2) / cellSize[0]\n );\n return `${latIdx}-${lonIdx}`;\n }\n\n getPositionForIndex(index: number): Position {\n const {numRow, numCol, boundingBox, gridOffset} = this.state;\n const gridSize = [numCol, numRow];\n const gridOrigin = [boundingBox.xMin, boundingBox.yMin];\n const cellSize = [gridOffset.xOffset, gridOffset.yOffset];\n\n const yIndex = Math.floor(index / gridSize[0]);\n const xIndex = index - yIndex * gridSize[0];\n const yPos = yIndex * cellSize[1] + gridOrigin[1];\n const xPos = xIndex * cellSize[0] + gridOrigin[0];\n return [xPos, yPos];\n }\n\n getPickingInfo({info, mode}: GetPickingInfoParams): PickingInfo {\n const {index} = info;\n let object: any = null;\n if (index >= 0) {\n const {gpuGridAggregator} = this.state;\n const position = this.getPositionForIndex(index);\n const colorInfo = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...gpuGridAggregator.getData('color')\n });\n const elevationInfo = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...gpuGridAggregator.getData('elevation')\n });\n\n object = {\n colorValue: colorInfo.cellWeight,\n elevationValue: elevationInfo.cellWeight,\n count: colorInfo.cellCount || elevationInfo.cellCount,\n position,\n totalCount: colorInfo.totalCount || elevationInfo.totalCount\n };\n if (mode !== 'hover') {\n // perform CPU aggregation for full list of points for each cell\n const {props} = this;\n let {gridHash} = this.state;\n if (!gridHash) {\n const {gridOffset, translation, boundingBox} = this.state;\n const {viewport} = this.context;\n const attributes = this.getAttributes();\n const cpuAggregation = pointToDensityGridDataCPU(props as any, {\n gridOffset,\n attributes,\n viewport,\n translation,\n boundingBox\n });\n gridHash = cpuAggregation.gridHash;\n this.setState({gridHash});\n }\n const key = this.getHashKeyForIndex(index);\n const cpuAggregationData = gridHash[key];\n Object.assign(object, cpuAggregationData);\n }\n }\n\n // override object with picked cell\n info.picked = Boolean(object);\n info.object = object;\n\n return info;\n }\n\n renderLayers() {\n if (!this.state.isSupported) {\n return null;\n }\n const {\n elevationScale,\n extruded,\n cellSize: cellSizeMeters,\n coverage,\n material,\n elevationRange,\n colorDomain,\n elevationDomain\n } = this.props;\n\n const {weights, numRow, numCol, gridOrigin, gridOffset} = this.state;\n const {color, elevation} = weights;\n const colorRange = colorRangeToFlatArray(this.props.colorRange);\n\n const SubLayerClass = this.getSubLayerClass('gpu-grid-cell', GPUGridCellLayer);\n\n return new SubLayerClass(\n {\n gridSize: [numCol, numRow],\n gridOrigin,\n gridOffset: [gridOffset.xOffset, gridOffset.yOffset],\n colorRange,\n elevationRange,\n colorDomain,\n elevationDomain,\n\n cellSize: cellSizeMeters,\n coverage,\n material,\n elevationScale,\n extruded\n },\n this.getSubLayerProps({\n id: 'gpu-grid-cell'\n }),\n {\n data: {\n attributes: {\n colors: color.aggregationBuffer,\n elevations: elevation.aggregationBuffer\n }\n },\n colorMaxMinBuffer: color.maxMinBuffer,\n elevationMaxMinBuffer: elevation.maxMinBuffer,\n numInstances: numCol * numRow\n }\n );\n }\n\n finalizeState(context: LayerContext) {\n const {color, elevation} = this.state.weights;\n [color, elevation].forEach(weight => {\n const {aggregationBuffer, maxMinBuffer} = weight;\n maxMinBuffer.delete();\n aggregationBuffer?.delete();\n });\n super.finalizeState(context);\n }\n\n // Aggregation Overrides\n\n updateAggregationState(opts) {\n const {props, oldProps} = opts;\n const {cellSize, coordinateSystem} = props;\n const {viewport} = this.context;\n const cellSizeChanged = oldProps.cellSize !== cellSize;\n const {dimensions} = this.state;\n\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n // any attribute changed\n const attributesChanged = positionsChanged || this.isAttributeChanged();\n\n let {boundingBox} = this.state;\n if (positionsChanged) {\n boundingBox = getBoundingBox(this.getAttributes(), this.getNumInstances());\n this.setState({boundingBox});\n }\n if (positionsChanged || cellSizeChanged) {\n const {gridOffset, translation, width, height, numCol, numRow} = getGridParams(\n boundingBox,\n cellSize,\n viewport,\n coordinateSystem\n );\n this.allocateResources(numRow, numCol);\n this.setState({\n gridOffset,\n translation,\n gridOrigin: [-1 * translation[0], -1 * translation[1]],\n width,\n height,\n numCol,\n numRow\n });\n }\n\n const aggregationDataDirty =\n attributesChanged 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1
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {Buffer} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport {\n Accessor,\n AccessorFunction,\n Color,\n Material,\n GetPickingInfoParams,\n LayerContext,\n log,\n PickingInfo,\n Position,\n DefaultProps\n} from '@deck.gl/core';\n\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION} from '../utils/aggregation-operation-utils';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport GPUGridCellLayer from './gpu-grid-cell-layer';\nimport {pointToDensityGridDataCPU} from './../cpu-grid-layer/grid-aggregator';\nimport GridAggregationLayer, {GridAggregationLayerProps} from '../grid-aggregation-layer';\nimport {getBoundingBox, getGridParams} from '../utils/grid-aggregation-utils';\n\nconst defaultProps: DefaultProps<GPUGridLayerProps> = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationScale: {type: 'number', min: 0, value: 1},\n\n // grid\n cellSize: {type: 'number', min: 1, max: 1000, value: 1000},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n getPosition: {type: 'accessor', value: x => x.position},\n extruded: false,\n\n // Optional material for 'lighting' shader module\n material: true\n};\n\n// This layer only perform GPU aggregation, no need to seperate data and weight props\n// aggregation will be dirty when any of the props are changed.\n\nconst DIMENSIONS = {\n data: {\n props: ['cellSize', 'colorAggregation', 'elevationAggregation']\n }\n // rest of the changes are detected by `state.attributesChanged`\n};\nconst POSITION_ATTRIBUTE_NAME = 'positions';\n\n/** All properties supported by GPUGridLayer. */\nexport type GPUGridLayerProps<DataT = any> = _GPUGridLayerProps<DataT> &\n GridAggregationLayerProps<DataT>;\n\n/** Properties added by GPUGridLayer. */\nexport type _GPUGridLayerProps<DataT> = {\n /**\n * Size of each cell in meters.\n * @default 1000\n */\n cellSize?: number;\n\n /**\n * Color scale domain, default is set to the extent of aggregated weights in each cell.\n * @default [min(colorWeight), max(colorWeight)]\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Default: [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6) `6-class YlOrRd`\n */\n colorRange?: Color[];\n\n /**\n * Cell size multiplier, clamped between 0 - 1.\n * @default 1\n */\n coverage?: number;\n\n /**\n * Elevation scale input domain, default is set to between 0 and the max of aggregated weights in each cell.\n * @default [0, max(elevationWeight)]\n */\n elevationDomain?: [number, number] | null;\n\n /**\n * Elevation scale output range.\n * @default [0, 1000]\n */\n elevationRange?: [number, number];\n\n /**\n * Cell elevation multiplier.\n * @default 1\n */\n elevationScale?: number;\n\n /**\n * Whether to enable cell elevation. If set to false, all cell will be flat.\n * @default true\n */\n extruded?: boolean;\n\n /**\n * Material settings for lighting effect. Applies if `extruded: true`.\n *\n * @default true\n * @see https://deck.gl/docs/developer-guide/using-lighting\n */\n material?: Material;\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's color value.\n * @default 'SUM'\n */\n colorAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's elevation value.\n * @default 'SUM'\n */\n elevationAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Method called to retrieve the position of each object.\n * @default object => object.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of a data object used to calculate the color value for a cell.\n * @default 1\n */\n getColorWeight?: Accessor<DataT, number>;\n\n /**\n * The weight of a data object used to calculate the elevation value for a cell.\n * @default 1\n */\n getElevationWeight?: Accessor<DataT, number>;\n};\n\n/** Aggregate data into a grid-based heatmap. Aggregation is performed on GPU (WebGL2 only). */\nexport default class GPUGridLayer<\n DataT = any,\n ExtraPropsT extends {} = {}\n> extends GridAggregationLayer<DataT, ExtraPropsT & Required<_GPUGridLayerProps<DataT>>> {\n static layerName = 'GPUGridLayer';\n static defaultProps = defaultProps;\n\n initializeState({gl}: LayerContext): void {\n const isSupported = GPUGridAggregator.isSupported(gl);\n if (!isSupported) {\n log.error('GPUGridLayer is not supported on this browser, use GridLayer instead')();\n }\n super.initializeAggregationLayer({\n dimensions: DIMENSIONS\n });\n this.setState({\n gpuAggregation: true,\n projectPoints: false, // aggregation in world space\n isSupported,\n weights: {\n color: {\n needMin: true,\n needMax: true,\n combineMaxMin: true,\n maxMinBuffer: new Buffer(gl, {\n byteLength: 4 * 4,\n accessor: {size: 4, type: GL.FLOAT, divisor: 1}\n })\n },\n elevation: {\n needMin: true,\n needMax: true,\n combineMaxMin: true,\n maxMinBuffer: new Buffer(gl, {\n byteLength: 4 * 4,\n accessor: {size: 4, type: GL.FLOAT, divisor: 1}\n })\n }\n },\n positionAttributeName: 'positions'\n });\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n color: {size: 3, accessor: 'getColorWeight'},\n elevation: {size: 3, accessor: 'getElevationWeight'}\n });\n }\n\n updateState(opts) {\n if (this.state.isSupported === false) {\n // Skip update, layer not supported\n return;\n }\n super.updateState(opts);\n const {aggregationDirty} = this.state;\n if (aggregationDirty) {\n // reset cached CPU Aggregation results (used for picking)\n this.setState({\n gridHash: null\n });\n }\n }\n\n getHashKeyForIndex(index: number): string {\n const {numRow, numCol, boundingBox, gridOffset} = this.state;\n const gridSize = [numCol, numRow];\n const gridOrigin = [boundingBox.xMin, boundingBox.yMin];\n const cellSize = [gridOffset.xOffset, gridOffset.yOffset];\n\n const yIndex = Math.floor(index / gridSize[0]);\n const xIndex = index - yIndex * gridSize[0];\n // This will match the index to the hash-key to access aggregation data from CPU aggregation results.\n const latIdx = Math.floor(\n (yIndex * cellSize[1] + gridOrigin[1] + 90 + cellSize[1] / 2) / cellSize[1]\n );\n const lonIdx = Math.floor(\n (xIndex * cellSize[0] + gridOrigin[0] + 180 + cellSize[0] / 2) / cellSize[0]\n );\n return `${latIdx}-${lonIdx}`;\n }\n\n getPositionForIndex(index: number): Position {\n const {numRow, numCol, boundingBox, gridOffset} = this.state;\n const gridSize = [numCol, numRow];\n const gridOrigin = [boundingBox.xMin, boundingBox.yMin];\n const cellSize = [gridOffset.xOffset, gridOffset.yOffset];\n\n const yIndex = Math.floor(index / gridSize[0]);\n const xIndex = index - yIndex * gridSize[0];\n const yPos = yIndex * cellSize[1] + gridOrigin[1];\n const xPos = xIndex * cellSize[0] + gridOrigin[0];\n return [xPos, yPos];\n }\n\n getPickingInfo({info, mode}: GetPickingInfoParams): PickingInfo {\n const {index} = info;\n let object: any = null;\n if (index >= 0) {\n const {gpuGridAggregator} = this.state;\n const position = this.getPositionForIndex(index);\n const colorInfo = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...gpuGridAggregator.getData('color')\n });\n const elevationInfo = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...gpuGridAggregator.getData('elevation')\n });\n\n object = {\n colorValue: colorInfo.cellWeight,\n elevationValue: elevationInfo.cellWeight,\n count: colorInfo.cellCount || elevationInfo.cellCount,\n position,\n totalCount: colorInfo.totalCount || elevationInfo.totalCount\n };\n if (mode !== 'hover') {\n // perform CPU aggregation for full list of points for each cell\n const {props} = this;\n let {gridHash} = this.state;\n if (!gridHash) {\n const {gridOffset, translation, boundingBox} = this.state;\n const {viewport} = this.context;\n const attributes = this.getAttributes();\n const cpuAggregation = pointToDensityGridDataCPU(props as any, {\n gridOffset,\n attributes,\n viewport,\n translation,\n boundingBox\n });\n gridHash = cpuAggregation.gridHash;\n this.setState({gridHash});\n }\n const key = this.getHashKeyForIndex(index);\n const cpuAggregationData = gridHash[key];\n Object.assign(object, cpuAggregationData);\n }\n }\n\n // override object with picked cell\n info.picked = Boolean(object);\n info.object = object;\n\n return info;\n }\n\n renderLayers() {\n if (!this.state.isSupported) {\n return null;\n }\n const {\n elevationScale,\n extruded,\n cellSize: cellSizeMeters,\n coverage,\n material,\n elevationRange,\n colorDomain,\n elevationDomain\n } = this.props;\n\n const {weights, numRow, numCol, gridOrigin, gridOffset} = this.state;\n const {color, elevation} = weights;\n const colorRange = colorRangeToFlatArray(this.props.colorRange);\n\n const SubLayerClass = this.getSubLayerClass('gpu-grid-cell', GPUGridCellLayer);\n\n return new SubLayerClass(\n {\n gridSize: [numCol, numRow],\n gridOrigin,\n gridOffset: [gridOffset.xOffset, gridOffset.yOffset],\n colorRange,\n elevationRange,\n colorDomain,\n elevationDomain,\n\n cellSize: cellSizeMeters,\n coverage,\n material,\n elevationScale,\n extruded\n },\n this.getSubLayerProps({\n id: 'gpu-grid-cell'\n }),\n {\n data: {\n attributes: {\n colors: color.aggregationBuffer,\n elevations: elevation.aggregationBuffer\n }\n },\n colorMaxMinBuffer: color.maxMinBuffer,\n elevationMaxMinBuffer: elevation.maxMinBuffer,\n numInstances: numCol * numRow\n }\n );\n }\n\n finalizeState(context: LayerContext) {\n const {color, elevation} = this.state.weights;\n [color, elevation].forEach(weight => {\n const {aggregationBuffer, maxMinBuffer} = weight;\n maxMinBuffer.delete();\n aggregationBuffer?.delete();\n });\n super.finalizeState(context);\n }\n\n // Aggregation Overrides\n\n updateAggregationState(opts) {\n const {props, oldProps} = opts;\n const {cellSize, coordinateSystem} = props;\n const {viewport} = this.context;\n const cellSizeChanged = oldProps.cellSize !== cellSize;\n const {dimensions} = this.state;\n\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n // any attribute changed\n const attributesChanged = positionsChanged || this.isAttributeChanged();\n\n let {boundingBox} = this.state;\n if (positionsChanged) {\n boundingBox = getBoundingBox(this.getAttributes(), this.getNumInstances());\n this.setState({boundingBox});\n }\n if (positionsChanged || cellSizeChanged) {\n const {gridOffset, translation, width, height, numCol, numRow} = getGridParams(\n boundingBox,\n cellSize,\n viewport,\n coordinateSystem\n );\n this.allocateResources(numRow, numCol);\n this.setState({\n gridOffset,\n translation,\n gridOrigin: [-1 * translation[0], -1 * translation[1]],\n width,\n height,\n numCol,\n numRow\n });\n }\n\n const aggregationDataDirty =\n attributesChanged ||\n this.isAggregationDirty(opts, {\n dimension: dimensions.data,\n compareAll: true\n });\n\n if (aggregationDataDirty) {\n this._updateAccessors(opts);\n }\n this.setState({\n aggregationDataDirty\n });\n }\n\n // Private\n\n _updateAccessors(opts) {\n const {colorAggregation, elevationAggregation} = opts.props;\n const {color, elevation} = this.state.weights;\n color.operation = AGGREGATION_OPERATION[colorAggregation];\n elevation.operation = AGGREGATION_OPERATION[elevationAggregation];\n }\n}\n"],"file":"gpu-grid-layer.js"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import AggregationLayer from './aggregation-layer';
3
2
  import GPUGridAggregator from './utils/gpu-grid-aggregation/gpu-grid-aggregator';
4
3
  import { Buffer } from '@luma.gl/core';
@@ -8,8 +7,7 @@ import { pointToDensityGridDataCPU } from './cpu-grid-layer/grid-aggregator';
8
7
  export default class GridAggregationLayer extends AggregationLayer {
9
8
  constructor(...args) {
10
9
  super(...args);
11
-
12
- _defineProperty(this, "state", void 0);
10
+ this.state = void 0;
13
11
  }
14
12
 
15
13
  initializeAggregationLayer({
@@ -22,7 +20,7 @@ export default class GridAggregationLayer extends AggregationLayer {
22
20
  this.setState({
23
21
  layerData: {},
24
22
  gpuGridAggregator: new GPUGridAggregator(gl, {
25
- id: "".concat(this.id, "-gpu-aggregator")
23
+ id: `${this.id}-gpu-aggregator`
26
24
  }),
27
25
  cpuGridAggregator: pointToDensityGridDataCPU
28
26
  });
@@ -242,6 +240,5 @@ export default class GridAggregationLayer extends AggregationLayer {
242
240
  }
243
241
 
244
242
  }
245
-
246
- _defineProperty(GridAggregationLayer, "layerName", 'GridAggregationLayer');
243
+ GridAggregationLayer.layerName = 'GridAggregationLayer';
247
244
  //# sourceMappingURL=grid-aggregation-layer.js.map
@@ -1 +1 @@
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport AggregationLayer, {AggregationLayerProps} from './aggregation-layer';\nimport GPUGridAggregator from './utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {Buffer} from '@luma.gl/core';\nimport {LayerContext, log, UpdateParameters} from '@deck.gl/core';\nimport GL from '@luma.gl/constants';\nimport BinSorter from './utils/bin-sorter';\nimport {pointToDensityGridDataCPU} from './cpu-grid-layer/grid-aggregator';\n\nexport type GridAggregationLayerProps<DataT> = AggregationLayerProps<DataT>;\n\nexport default abstract class GridAggregationLayer<\n DataT,\n ExtraPropsT extends {} = {}\n> extends AggregationLayer<DataT, ExtraPropsT> {\n static layerName = 'GridAggregationLayer';\n\n state!: AggregationLayer<DataT>['state'] & {\n aggregationDataDirty?: any;\n aggregationWeightsDirty?: any;\n gpuAggregation?: any;\n getValue?: () => any;\n sortedBins?: BinSorter;\n };\n\n initializeAggregationLayer({dimensions}) {\n const {gl} = this.context;\n super.initializeAggregationLayer(dimensions);\n this.setState({\n // CPU aggregation results\n layerData: {},\n gpuGridAggregator: new GPUGridAggregator(gl, {id: `${this.id}-gpu-aggregator`}),\n cpuGridAggregator: pointToDensityGridDataCPU\n });\n }\n\n updateState(opts: UpdateParameters<this>) {\n // get current attributes\n super.updateState(opts);\n\n this.updateAggregationState(opts);\n\n const {aggregationDataDirty, aggregationWeightsDirty, gpuAggregation} = this.state;\n if (this.getNumInstances() <= 0) {\n return;\n }\n let aggregationDirty = false;\n // CPU aggregation is two steps\n // 1. Create bins (based on cellSize and position) 2. Aggregate weights for each bin\n // For GPU aggregation both above steps are combined into one step\n\n // step-1\n if (aggregationDataDirty || (gpuAggregation && aggregationWeightsDirty)) {\n this._updateAggregation(opts);\n aggregationDirty = true;\n }\n // step-2 (Applicalbe for CPU aggregation only)\n if (!gpuAggregation && (aggregationDataDirty || aggregationWeightsDirty)) {\n this._updateWeightBins();\n this._uploadAggregationResults();\n aggregationDirty = true;\n }\n\n this.setState({aggregationDirty});\n }\n\n finalizeState(context: LayerContext) {\n const {count} = this.state.weights;\n if (count && count.aggregationBuffer) {\n count.aggregationBuffer.delete();\n }\n this.state.gpuGridAggregator?.delete();\n super.finalizeState(context);\n }\n\n updateShaders(shaders: any): void {\n if (this.state.gpuAggregation) {\n this.state.gpuGridAggregator.updateShaders(shaders);\n }\n }\n\n // Methods that can be overriden by subclasses for customizations\n\n updateAggregationState(opts) {\n // Sublayers should implement this method.\n log.assert(false);\n }\n\n allocateResources(numRow, numCol) {\n if (this.state.numRow !== numRow || this.state.numCol !== numCol) {\n const dataBytes = numCol * numRow * 4 * 4;\n const gl = this.context.gl;\n const {weights} = this.state;\n for (const name in weights) {\n const weight = weights[name];\n if (weight.aggregationBuffer) {\n weight.aggregationBuffer.delete();\n }\n weight.aggregationBuffer = new Buffer(gl, {\n byteLength: dataBytes,\n accessor: {\n size: 4,\n type: GL.FLOAT,\n divisor: 1\n }\n });\n }\n }\n }\n\n updateResults({aggregationData, maxMinData, maxData, minData}) {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = aggregationData;\n count.maxMinData = maxMinData;\n count.maxData = maxData;\n count.minData = minData;\n }\n }\n\n // Private\n\n _updateAggregation(opts) {\n const {\n cpuGridAggregator,\n gpuGridAggregator,\n gridOffset,\n posOffset,\n translation = [0, 0],\n scaling = [0, 0, 0],\n boundingBox,\n projectPoints,\n gpuAggregation,\n numCol,\n numRow\n } = this.state;\n const {props} = opts;\n const {viewport} = this.context;\n const attributes = this.getAttributes();\n const vertexCount = this.getNumInstances();\n\n if (!gpuAggregation) {\n const result = cpuGridAggregator(props, {\n gridOffset,\n projectPoints,\n attributes,\n viewport,\n posOffset,\n boundingBox\n });\n this.setState({\n layerData: result\n });\n } else {\n const {weights} = this.state;\n gpuGridAggregator.run({\n weights,\n cellSize: [gridOffset.xOffset, gridOffset.yOffset],\n numCol,\n numRow,\n translation,\n scaling,\n vertexCount,\n projectPoints,\n attributes,\n moduleSettings: this.getModuleSettings()\n });\n }\n }\n\n _updateWeightBins() {\n const {getValue} = this.state;\n\n const sortedBins = new BinSorter(this.state.layerData.data || [], {getValue});\n this.setState({sortedBins});\n }\n\n _uploadAggregationResults(): void {\n const {numCol, numRow} = this.state;\n const {data} = this.state.layerData;\n const {aggregatedBins, minValue, maxValue, totalCount} = this.state.sortedBins!;\n\n const ELEMENTCOUNT = 4;\n const aggregationSize = numCol * numRow * ELEMENTCOUNT;\n const aggregationData = new Float32Array(aggregationSize).fill(0);\n for (const bin of aggregatedBins) {\n const {lonIdx, latIdx} = data[bin.i];\n const {value, counts} = bin;\n const cellIndex = (lonIdx + latIdx * numCol) * ELEMENTCOUNT;\n aggregationData[cellIndex] = value;\n aggregationData[cellIndex + ELEMENTCOUNT - 1] = counts;\n }\n const maxMinData = new Float32Array([maxValue, 0, 0, minValue]);\n const maxData = new Float32Array([maxValue, 0, 0, totalCount]);\n const minData = new Float32Array([minValue, 0, 0, totalCount]);\n this.updateResults({aggregationData, maxMinData, maxData, minData});\n }\n}\n"],"file":"grid-aggregation-layer.js"}
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport AggregationLayer, {AggregationLayerProps} from './aggregation-layer';\nimport GPUGridAggregator from './utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {Buffer} from '@luma.gl/core';\nimport {LayerContext, log, UpdateParameters} from '@deck.gl/core';\nimport GL from '@luma.gl/constants';\nimport BinSorter from './utils/bin-sorter';\nimport {pointToDensityGridDataCPU} from './cpu-grid-layer/grid-aggregator';\n\nexport type GridAggregationLayerProps<DataT> = AggregationLayerProps<DataT>;\n\nexport default abstract class GridAggregationLayer<\n DataT,\n ExtraPropsT extends {} = {}\n> extends AggregationLayer<DataT, ExtraPropsT> {\n static layerName = 'GridAggregationLayer';\n\n state!: AggregationLayer<DataT>['state'] & {\n aggregationDataDirty?: any;\n aggregationWeightsDirty?: any;\n gpuAggregation?: any;\n getValue?: () => any;\n sortedBins?: BinSorter;\n };\n\n initializeAggregationLayer({dimensions}) {\n const {gl} = this.context;\n super.initializeAggregationLayer(dimensions);\n this.setState({\n // CPU aggregation results\n layerData: {},\n gpuGridAggregator: new GPUGridAggregator(gl, {id: `${this.id}-gpu-aggregator`}),\n cpuGridAggregator: pointToDensityGridDataCPU\n });\n }\n\n updateState(opts: UpdateParameters<this>) {\n // get current attributes\n super.updateState(opts);\n\n this.updateAggregationState(opts);\n\n const {aggregationDataDirty, aggregationWeightsDirty, gpuAggregation} = this.state;\n if (this.getNumInstances() <= 0) {\n return;\n }\n let aggregationDirty = false;\n // CPU aggregation is two steps\n // 1. Create bins (based on cellSize and position) 2. Aggregate weights for each bin\n // For GPU aggregation both above steps are combined into one step\n\n // step-1\n if (aggregationDataDirty || (gpuAggregation && aggregationWeightsDirty)) {\n this._updateAggregation(opts);\n aggregationDirty = true;\n }\n // step-2 (Applicalbe for CPU aggregation only)\n if (!gpuAggregation && (aggregationDataDirty || aggregationWeightsDirty)) {\n this._updateWeightBins();\n this._uploadAggregationResults();\n aggregationDirty = true;\n }\n\n this.setState({aggregationDirty});\n }\n\n finalizeState(context: LayerContext) {\n const {count} = this.state.weights;\n if (count && count.aggregationBuffer) {\n count.aggregationBuffer.delete();\n }\n this.state.gpuGridAggregator?.delete();\n super.finalizeState(context);\n }\n\n updateShaders(shaders: any): void {\n if (this.state.gpuAggregation) {\n this.state.gpuGridAggregator.updateShaders(shaders);\n }\n }\n\n // Methods that can be overriden by subclasses for customizations\n\n updateAggregationState(opts) {\n // Sublayers should implement this method.\n log.assert(false);\n }\n\n allocateResources(numRow, numCol) {\n if (this.state.numRow !== numRow || this.state.numCol !== numCol) {\n const dataBytes = numCol * numRow * 4 * 4;\n const gl = this.context.gl;\n const {weights} = this.state;\n for (const name in weights) {\n const weight = weights[name];\n if (weight.aggregationBuffer) {\n weight.aggregationBuffer.delete();\n }\n weight.aggregationBuffer = new Buffer(gl, {\n byteLength: dataBytes,\n accessor: {\n size: 4,\n type: GL.FLOAT,\n divisor: 1\n }\n });\n }\n }\n }\n\n updateResults({aggregationData, maxMinData, maxData, minData}) {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = aggregationData;\n count.maxMinData = maxMinData;\n count.maxData = maxData;\n count.minData = minData;\n }\n }\n\n // Private\n\n _updateAggregation(opts) {\n const {\n cpuGridAggregator,\n gpuGridAggregator,\n gridOffset,\n posOffset,\n translation = [0, 0],\n scaling = [0, 0, 0],\n boundingBox,\n projectPoints,\n gpuAggregation,\n numCol,\n numRow\n } = this.state;\n const {props} = opts;\n const {viewport} = this.context;\n const attributes = this.getAttributes();\n const vertexCount = this.getNumInstances();\n\n if (!gpuAggregation) {\n const result = cpuGridAggregator(props, {\n gridOffset,\n projectPoints,\n attributes,\n viewport,\n posOffset,\n boundingBox\n });\n this.setState({\n layerData: result\n });\n } else {\n const {weights} = this.state;\n gpuGridAggregator.run({\n weights,\n cellSize: [gridOffset.xOffset, gridOffset.yOffset],\n numCol,\n numRow,\n translation,\n scaling,\n vertexCount,\n projectPoints,\n attributes,\n moduleSettings: this.getModuleSettings()\n });\n }\n }\n\n _updateWeightBins() {\n const {getValue} = this.state;\n\n const sortedBins = new BinSorter(this.state.layerData.data || [], {getValue});\n this.setState({sortedBins});\n }\n\n _uploadAggregationResults(): void {\n const {numCol, numRow} = this.state;\n const {data} = this.state.layerData;\n const {aggregatedBins, minValue, maxValue, totalCount} = this.state.sortedBins!;\n\n const ELEMENTCOUNT = 4;\n const aggregationSize = numCol * numRow * ELEMENTCOUNT;\n const aggregationData = new Float32Array(aggregationSize).fill(0);\n for (const bin of aggregatedBins) {\n const {lonIdx, latIdx} = data[bin.i];\n const {value, counts} = bin;\n const cellIndex = (lonIdx + latIdx * numCol) * ELEMENTCOUNT;\n aggregationData[cellIndex] = value;\n aggregationData[cellIndex + ELEMENTCOUNT - 1] = counts;\n }\n const maxMinData = new Float32Array([maxValue, 0, 0, minValue]);\n const maxData = new Float32Array([maxValue, 0, 0, totalCount]);\n const minData = new Float32Array([minValue, 0, 0, totalCount]);\n this.updateResults({aggregationData, maxMinData, maxData, minData});\n }\n}\n"],"file":"grid-aggregation-layer.js"}