@deck.gl/aggregation-layers 8.10.0-alpha.4 → 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 (95) hide show
  1. package/dist/dist.dev.js +58 -709
  2. package/dist/es5/aggregation-layer.js +120 -134
  3. package/dist/es5/aggregation-layer.js.map +1 -1
  4. package/dist/es5/contour-layer/contour-layer.js +225 -234
  5. package/dist/es5/contour-layer/contour-layer.js.map +1 -1
  6. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js +90 -100
  7. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  8. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js +131 -140
  9. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  10. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js +285 -295
  11. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  12. package/dist/es5/grid-aggregation-layer.js +194 -209
  13. package/dist/es5/grid-aggregation-layer.js.map +1 -1
  14. package/dist/es5/grid-layer/grid-layer.js +59 -66
  15. package/dist/es5/grid-layer/grid-layer.js.map +1 -1
  16. package/dist/es5/heatmap-layer/heatmap-layer.js +471 -497
  17. package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
  18. package/dist/es5/heatmap-layer/triangle-layer.js +64 -69
  19. package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
  20. package/dist/es5/hexagon-layer/hexagon-layer.js +129 -140
  21. package/dist/es5/hexagon-layer/hexagon-layer.js.map +1 -1
  22. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js +153 -166
  23. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  24. package/dist/es5/screen-grid-layer/screen-grid-layer.js +207 -220
  25. package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
  26. package/dist/es5/utils/bin-sorter.js +163 -173
  27. package/dist/es5/utils/bin-sorter.js.map +1 -1
  28. package/dist/es5/utils/cpu-aggregator.js +300 -323
  29. package/dist/es5/utils/cpu-aggregator.js.map +1 -1
  30. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +483 -504
  31. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  32. package/dist/esm/aggregation-layer.js +2 -5
  33. package/dist/esm/aggregation-layer.js.map +1 -1
  34. package/dist/esm/contour-layer/contour-layer.js +2 -5
  35. package/dist/esm/contour-layer/contour-layer.js.map +1 -1
  36. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js +2 -5
  37. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  38. package/dist/esm/cpu-grid-layer/grid-aggregator.js +1 -1
  39. package/dist/esm/cpu-grid-layer/grid-aggregator.js.map +1 -1
  40. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js +15 -1
  41. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js.map +1 -1
  42. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +121 -1
  43. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js.map +1 -1
  44. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js +2 -5
  45. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  46. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js +3 -6
  47. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  48. package/dist/esm/grid-aggregation-layer.js +3 -6
  49. package/dist/esm/grid-aggregation-layer.js.map +1 -1
  50. package/dist/esm/grid-layer/grid-layer.js +3 -7
  51. package/dist/esm/grid-layer/grid-layer.js.map +1 -1
  52. package/dist/esm/heatmap-layer/heatmap-layer.js +7 -11
  53. package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
  54. package/dist/esm/heatmap-layer/max-fs.glsl.js +7 -1
  55. package/dist/esm/heatmap-layer/max-fs.glsl.js.map +1 -1
  56. package/dist/esm/heatmap-layer/max-vs.glsl.js +12 -1
  57. package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
  58. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +39 -1
  59. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
  60. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js +31 -1
  61. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js.map +1 -1
  62. package/dist/esm/heatmap-layer/triangle-layer.js +1 -3
  63. package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
  64. package/dist/esm/heatmap-layer/weights-fs.glsl.js +19 -1
  65. package/dist/esm/heatmap-layer/weights-fs.glsl.js.map +1 -1
  66. package/dist/esm/heatmap-layer/weights-vs.glsl.js +23 -1
  67. package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
  68. package/dist/esm/hexagon-layer/hexagon-layer.js +3 -7
  69. package/dist/esm/hexagon-layer/hexagon-layer.js.map +1 -1
  70. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js +3 -7
  71. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  72. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js +17 -1
  73. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js.map +1 -1
  74. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js +64 -1
  75. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js.map +1 -1
  76. package/dist/esm/screen-grid-layer/screen-grid-layer.js +5 -9
  77. package/dist/esm/screen-grid-layer/screen-grid-layer.js.map +1 -1
  78. package/dist/esm/utils/bin-sorter.js +7 -16
  79. package/dist/esm/utils/bin-sorter.js.map +1 -1
  80. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js +20 -1
  81. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js.map +1 -1
  82. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js +34 -1
  83. package/dist/esm/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js.map +1 -1
  84. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +12 -1
  85. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js.map +1 -1
  86. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +58 -1
  87. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js.map +1 -1
  88. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +14 -14
  89. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  90. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +17 -1
  91. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js.map +1 -1
  92. package/dist/esm/utils/scale-utils.js +2 -2
  93. package/dist/esm/utils/scale-utils.js.map +1 -1
  94. package/dist.min.js +30 -27
  95. package/package.json +2 -2
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2018 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-aggregation-all-fs\n\nprecision highp float;\n\nin vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform bool combineMaxMin;\nout vec4 fragColor;\nvoid main(void) {\n vec4 textureColor = texture(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));\n if (textureColor.a == 0.) {\n discard;\n }\n fragColor.rgb = textureColor.rgb;\n // if combineMinMax is true, use Alpha channel for first weights min value.\n fragColor.a = combineMaxMin ? textureColor.r : textureColor.a;\n}\n`;\n"],"file":"aggregate-all-fs.glsl.js"}
1
+ {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAnBA","sourcesContent":["// Copyright (c) 2015 - 2018 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-aggregation-all-fs\n\nprecision highp float;\n\nin vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform bool combineMaxMin;\nout vec4 fragColor;\nvoid main(void) {\n vec4 textureColor = texture(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));\n if (textureColor.a == 0.) {\n discard;\n }\n fragColor.rgb = textureColor.rgb;\n // if combineMinMax is true, use Alpha channel for first weights min value.\n fragColor.a = combineMaxMin ? textureColor.r : textureColor.a;\n}\n`;\n"],"file":"aggregate-all-fs.glsl.js"}
@@ -1,2 +1,35 @@
1
- export default "#version 300 es\n#define SHADER_NAME gpu-aggregation-all-vs-64\n\nin vec2 position;\nuniform ivec2 gridSize;\nout vec2 vTextureCoord;\n\nvoid main(void) {\n vec2 pos = vec2(-1.0, -1.0);\n vec2 offset = 1.0 / vec2(gridSize);\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n\n int yIndex = gl_InstanceID / gridSize[0];\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 yIndexFP64 = vec2(float(yIndex), 0.);\n vec2 xIndexFP64 = vec2(float(xIndex), 0.);\n vec2 gridSizeYFP64 = vec2(gridSize[1], 0.);\n vec2 gridSizeXFP64 = vec2(gridSize[0], 0.);\n\n vec2 texCoordXFP64 = div_fp64(yIndexFP64, gridSizeYFP64);\n vec2 texCoordYFP64 = div_fp64(xIndexFP64, gridSizeXFP64);\n\n vTextureCoord = vec2(texCoordYFP64.x, texCoordXFP64.x);\n gl_PointSize = 1.0;\n}\n";
1
+ export default `\
2
+ #version 300 es
3
+ #define SHADER_NAME gpu-aggregation-all-vs-64
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+
5
+ in vec2 position;
6
+ uniform ivec2 gridSize;
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+ out vec2 vTextureCoord;
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+
9
+ void main(void) {
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+ // Map each position to single pixel
11
+ vec2 pos = vec2(-1.0, -1.0);
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+
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+ // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize
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+ vec2 offset = 1.0 / vec2(gridSize);
15
+ pos = pos + offset;
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+
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+ gl_Position = vec4(pos, 0.0, 1.0);
18
+
19
+ int yIndex = gl_InstanceID / gridSize[0];
20
+ int xIndex = gl_InstanceID - (yIndex * gridSize[0]);
21
+
22
+ vec2 yIndexFP64 = vec2(float(yIndex), 0.);
23
+ vec2 xIndexFP64 = vec2(float(xIndex), 0.);
24
+ vec2 gridSizeYFP64 = vec2(gridSize[1], 0.);
25
+ vec2 gridSizeXFP64 = vec2(gridSize[0], 0.);
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+
27
+ vec2 texCoordXFP64 = div_fp64(yIndexFP64, gridSizeYFP64);
28
+ vec2 texCoordYFP64 = div_fp64(xIndexFP64, gridSizeXFP64);
29
+
30
+ vTextureCoord = vec2(texCoordYFP64.x, texCoordXFP64.x);
31
+ // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)
32
+ gl_PointSize = 1.0;
33
+ }
34
+ `;
2
35
  //# sourceMappingURL=aggregate-all-vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2018 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-aggregation-all-vs-64\n\nin vec2 position;\nuniform ivec2 gridSize;\nout vec2 vTextureCoord;\n\nvoid main(void) {\n // Map each position to single pixel\n vec2 pos = vec2(-1.0, -1.0);\n\n // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize\n vec2 offset = 1.0 / vec2(gridSize);\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n\n int yIndex = gl_InstanceID / gridSize[0];\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 yIndexFP64 = vec2(float(yIndex), 0.);\n vec2 xIndexFP64 = vec2(float(xIndex), 0.);\n vec2 gridSizeYFP64 = vec2(gridSize[1], 0.);\n vec2 gridSizeXFP64 = vec2(gridSize[0], 0.);\n\n vec2 texCoordXFP64 = div_fp64(yIndexFP64, gridSizeYFP64);\n vec2 texCoordYFP64 = div_fp64(xIndexFP64, gridSizeXFP64);\n\n vTextureCoord = vec2(texCoordYFP64.x, texCoordXFP64.x);\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"aggregate-all-vs.glsl.js"}
1
+ {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js"],"names":[],"mappings":"AAoBA,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,CAjCA","sourcesContent":["// Copyright (c) 2015 - 2018 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-aggregation-all-vs-64\n\nin vec2 position;\nuniform ivec2 gridSize;\nout vec2 vTextureCoord;\n\nvoid main(void) {\n // Map each position to single pixel\n vec2 pos = vec2(-1.0, -1.0);\n\n // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize\n vec2 offset = 1.0 / vec2(gridSize);\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n\n int yIndex = gl_InstanceID / gridSize[0];\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 yIndexFP64 = vec2(float(yIndex), 0.);\n vec2 xIndexFP64 = vec2(float(xIndex), 0.);\n vec2 gridSizeYFP64 = vec2(gridSize[1], 0.);\n vec2 gridSizeXFP64 = vec2(gridSize[0], 0.);\n\n vec2 texCoordXFP64 = div_fp64(yIndexFP64, gridSizeYFP64);\n vec2 texCoordYFP64 = div_fp64(xIndexFP64, gridSizeXFP64);\n\n vTextureCoord = vec2(texCoordYFP64.x, texCoordXFP64.x);\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"aggregate-all-vs.glsl.js"}
@@ -1,2 +1,13 @@
1
- export default "#define SHADER_NAME gpu-aggregation-to-grid-fs\n\nprecision highp float;\n\nvarying vec3 vWeights;\n\nvoid main(void) {\n gl_FragColor = vec4(vWeights, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
1
+ export default `\
2
+ #define SHADER_NAME gpu-aggregation-to-grid-fs
3
+
4
+ precision highp float;
5
+
6
+ varying vec3 vWeights;
7
+
8
+ void main(void) {
9
+ gl_FragColor = vec4(vWeights, 1.0);
10
+ DECKGL_FILTER_COLOR(gl_FragColor, geometry);
11
+ }
12
+ `;
2
13
  //# sourceMappingURL=aggregate-to-grid-fs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-to-grid-fs\n\nprecision highp float;\n\nvarying vec3 vWeights;\n\nvoid main(void) {\n gl_FragColor = vec4(vWeights, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n`;\n"],"file":"aggregate-to-grid-fs.glsl.js"}
1
+ {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAXA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-to-grid-fs\n\nprecision highp float;\n\nvarying vec3 vWeights;\n\nvoid main(void) {\n gl_FragColor = vec4(vWeights, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n`;\n"],"file":"aggregate-to-grid-fs.glsl.js"}
@@ -1,2 +1,59 @@
1
- export default "#define SHADER_NAME gpu-aggregation-to-grid-vs\n\nattribute vec3 positions;\nattribute vec3 positions64Low;\nattribute vec3 weights;\nuniform vec2 cellSize;\nuniform vec2 gridSize;\nuniform bool projectPoints;\nuniform vec2 translation;\nuniform vec3 scaling;\n\nvarying vec3 vWeights;\n\nvec2 project_to_pixel(vec4 pos) {\n vec4 result;\n pos.xy = pos.xy/pos.w;\n result = pos + vec4(translation, 0., 0.);\n result.xy = scaling.z > 0. ? result.xy * scaling.xy : result.xy;\n return result.xy;\n}\n\nvoid main(void) {\n\n vWeights = weights;\n\n vec4 windowPos = vec4(positions, 1.);\n if (projectPoints) {\n windowPos = project_position_to_clipspace(positions, positions64Low, vec3(0));\n }\n\n vec2 pos = project_to_pixel(windowPos);\n\n vec2 pixelXY64[2];\n pixelXY64[0] = vec2(pos.x, 0.);\n pixelXY64[1] = vec2(pos.y, 0.);\n vec2 gridXY64[2];\n gridXY64[0] = div_fp64(pixelXY64[0], vec2(cellSize.x, 0));\n gridXY64[1] = div_fp64(pixelXY64[1], vec2(cellSize.y, 0));\n float x = floor(gridXY64[0].x);\n float y = floor(gridXY64[1].x);\n pos = vec2(x, y);\n pos = (pos * (2., 2.) / (gridSize)) - (1., 1.);\n vec2 offset = 1.0 / gridSize;\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n gl_PointSize = 1.0;\n}\n";
1
+ export default `\
2
+ #define SHADER_NAME gpu-aggregation-to-grid-vs
3
+
4
+ attribute vec3 positions;
5
+ attribute vec3 positions64Low;
6
+ attribute vec3 weights;
7
+ uniform vec2 cellSize;
8
+ uniform vec2 gridSize;
9
+ uniform bool projectPoints;
10
+ uniform vec2 translation;
11
+ uniform vec3 scaling;
12
+
13
+ varying vec3 vWeights;
14
+
15
+ vec2 project_to_pixel(vec4 pos) {
16
+ vec4 result;
17
+ pos.xy = pos.xy/pos.w;
18
+ result = pos + vec4(translation, 0., 0.);
19
+ result.xy = scaling.z > 0. ? result.xy * scaling.xy : result.xy;
20
+ return result.xy;
21
+ }
22
+
23
+ void main(void) {
24
+
25
+ vWeights = weights;
26
+
27
+ vec4 windowPos = vec4(positions, 1.);
28
+ if (projectPoints) {
29
+ windowPos = project_position_to_clipspace(positions, positions64Low, vec3(0));
30
+ }
31
+
32
+ vec2 pos = project_to_pixel(windowPos);
33
+
34
+ vec2 pixelXY64[2];
35
+ pixelXY64[0] = vec2(pos.x, 0.);
36
+ pixelXY64[1] = vec2(pos.y, 0.);
37
+
38
+ // Transform (0,0):windowSize -> (0, 0): gridSize
39
+ vec2 gridXY64[2];
40
+ gridXY64[0] = div_fp64(pixelXY64[0], vec2(cellSize.x, 0));
41
+ gridXY64[1] = div_fp64(pixelXY64[1], vec2(cellSize.y, 0));
42
+ float x = floor(gridXY64[0].x);
43
+ float y = floor(gridXY64[1].x);
44
+ pos = vec2(x, y);
45
+
46
+ // Transform (0,0):gridSize -> (-1, -1):(1,1)
47
+ pos = (pos * (2., 2.) / (gridSize)) - (1., 1.);
48
+
49
+ // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize
50
+ vec2 offset = 1.0 / gridSize;
51
+ pos = pos + offset;
52
+
53
+ gl_Position = vec4(pos, 0.0, 1.0);
54
+
55
+ // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)
56
+ gl_PointSize = 1.0;
57
+ }
58
+ `;
2
59
  //# sourceMappingURL=aggregate-to-grid-vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-to-grid-vs\n\nattribute vec3 positions;\nattribute vec3 positions64Low;\nattribute vec3 weights;\nuniform vec2 cellSize;\nuniform vec2 gridSize;\nuniform bool projectPoints;\nuniform vec2 translation;\nuniform vec3 scaling;\n\nvarying vec3 vWeights;\n\nvec2 project_to_pixel(vec4 pos) {\n vec4 result;\n pos.xy = pos.xy/pos.w;\n result = pos + vec4(translation, 0., 0.);\n result.xy = scaling.z > 0. ? result.xy * scaling.xy : result.xy;\n return result.xy;\n}\n\nvoid main(void) {\n\n vWeights = weights;\n\n vec4 windowPos = vec4(positions, 1.);\n if (projectPoints) {\n windowPos = project_position_to_clipspace(positions, positions64Low, vec3(0));\n }\n\n vec2 pos = project_to_pixel(windowPos);\n\n vec2 pixelXY64[2];\n pixelXY64[0] = vec2(pos.x, 0.);\n pixelXY64[1] = vec2(pos.y, 0.);\n\n // Transform (0,0):windowSize -> (0, 0): gridSize\n vec2 gridXY64[2];\n gridXY64[0] = div_fp64(pixelXY64[0], vec2(cellSize.x, 0));\n gridXY64[1] = div_fp64(pixelXY64[1], vec2(cellSize.y, 0));\n float x = floor(gridXY64[0].x);\n float y = floor(gridXY64[1].x);\n pos = vec2(x, y);\n\n // Transform (0,0):gridSize -> (-1, -1):(1,1)\n pos = (pos * (2., 2.) / (gridSize)) - (1., 1.);\n\n // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize\n vec2 offset = 1.0 / gridSize;\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"aggregate-to-grid-vs.glsl.js"}
1
+ {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js"],"names":[],"mappings":"AAoBA,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,CAzDA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-to-grid-vs\n\nattribute vec3 positions;\nattribute vec3 positions64Low;\nattribute vec3 weights;\nuniform vec2 cellSize;\nuniform vec2 gridSize;\nuniform bool projectPoints;\nuniform vec2 translation;\nuniform vec3 scaling;\n\nvarying vec3 vWeights;\n\nvec2 project_to_pixel(vec4 pos) {\n vec4 result;\n pos.xy = pos.xy/pos.w;\n result = pos + vec4(translation, 0., 0.);\n result.xy = scaling.z > 0. ? result.xy * scaling.xy : result.xy;\n return result.xy;\n}\n\nvoid main(void) {\n\n vWeights = weights;\n\n vec4 windowPos = vec4(positions, 1.);\n if (projectPoints) {\n windowPos = project_position_to_clipspace(positions, positions64Low, vec3(0));\n }\n\n vec2 pos = project_to_pixel(windowPos);\n\n vec2 pixelXY64[2];\n pixelXY64[0] = vec2(pos.x, 0.);\n pixelXY64[1] = vec2(pos.y, 0.);\n\n // Transform (0,0):windowSize -> (0, 0): gridSize\n vec2 gridXY64[2];\n gridXY64[0] = div_fp64(pixelXY64[0], vec2(cellSize.x, 0));\n gridXY64[1] = div_fp64(pixelXY64[1], vec2(cellSize.y, 0));\n float x = floor(gridXY64[0].x);\n float y = floor(gridXY64[1].x);\n pos = vec2(x, y);\n\n // Transform (0,0):gridSize -> (-1, -1):(1,1)\n pos = (pos * (2., 2.) / (gridSize)) - (1., 1.);\n\n // Move to pixel center, pixel-size in screen sapce (2/gridSize) * 0.5 => 1/gridSize\n vec2 offset = 1.0 / gridSize;\n pos = pos + offset;\n\n gl_Position = vec4(pos, 0.0, 1.0);\n\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"aggregate-to-grid-vs.glsl.js"}
@@ -214,14 +214,14 @@ export default class GPUGridAggregator {
214
214
  target: weights[id].maxMinBuffer,
215
215
  sourceType: 5126
216
216
  });
217
- results[id].maxMinTexture = resources["".concat(id, "-maxMinTexture")];
217
+ results[id].maxMinTexture = resources[`${id}-maxMinTexture`];
218
218
  } else {
219
219
  if (needMin) {
220
220
  results[id].minBuffer = readPixelsToBuffer(minFramebuffers[id], {
221
221
  target: weights[id].minBuffer,
222
222
  sourceType: 5126
223
223
  });
224
- results[id].minTexture = resources["".concat(id, "-minTexture")];
224
+ results[id].minTexture = resources[`${id}-minTexture`];
225
225
  }
226
226
 
227
227
  if (needMax) {
@@ -229,7 +229,7 @@ export default class GPUGridAggregator {
229
229
  target: weights[id].maxBuffer,
230
230
  sourceType: 5126
231
231
  });
232
- results[id].maxTexture = resources["".concat(id, "-maxTexture")];
232
+ results[id].maxTexture = resources[`${id}-maxTexture`];
233
233
  }
234
234
  }
235
235
  }
@@ -483,7 +483,7 @@ export default class GPUGridAggregator {
483
483
  operation
484
484
  } = weights[id];
485
485
  textures[id] = weights[id].aggregationTexture || textures[id] || getFloatTexture(this.gl, {
486
- id: "".concat(id, "-texture"),
486
+ id: `${id}-texture`,
487
487
  width: numCol,
488
488
  height: numRow
489
489
  });
@@ -492,7 +492,7 @@ export default class GPUGridAggregator {
492
492
 
493
493
  if (operation === AGGREGATION_OPERATION.MEAN) {
494
494
  meanTextures[id] = meanTextures[id] || getFloatTexture(this.gl, {
495
- id: "".concat(id, "-mean-texture"),
495
+ id: `${id}-mean-texture`,
496
496
  width: numCol,
497
497
  height: numRow
498
498
  });
@@ -506,7 +506,7 @@ export default class GPUGridAggregator {
506
506
  });
507
507
  } else {
508
508
  framebuffers[id] = getFramebuffer(this.gl, {
509
- id: "".concat(id, "-fb"),
509
+ id: `${id}-fb`,
510
510
  width: numCol,
511
511
  height: numRow,
512
512
  texture
@@ -519,18 +519,18 @@ export default class GPUGridAggregator {
519
519
  if (needMin || needMax) {
520
520
  if (needMin && needMax && combineMaxMin) {
521
521
  if (!maxMinFramebuffers[id]) {
522
- texture = weights[id].maxMinTexture || this._getMinMaxTexture("".concat(id, "-maxMinTexture"));
522
+ texture = weights[id].maxMinTexture || this._getMinMaxTexture(`${id}-maxMinTexture`);
523
523
  maxMinFramebuffers[id] = getFramebuffer(this.gl, {
524
- id: "".concat(id, "-maxMinFb"),
524
+ id: `${id}-maxMinFb`,
525
525
  texture
526
526
  });
527
527
  }
528
528
  } else {
529
529
  if (needMin) {
530
530
  if (!minFramebuffers[id]) {
531
- texture = weights[id].minTexture || this._getMinMaxTexture("".concat(id, "-minTexture"));
531
+ texture = weights[id].minTexture || this._getMinMaxTexture(`${id}-minTexture`);
532
532
  minFramebuffers[id] = getFramebuffer(this.gl, {
533
- id: "".concat(id, "-minFb"),
533
+ id: `${id}-minFb`,
534
534
  texture
535
535
  });
536
536
  }
@@ -538,9 +538,9 @@ export default class GPUGridAggregator {
538
538
 
539
539
  if (needMax) {
540
540
  if (!maxFramebuffers[id]) {
541
- texture = weights[id].maxTexture || this._getMinMaxTexture("".concat(id, "-maxTexture"));
541
+ texture = weights[id].maxTexture || this._getMinMaxTexture(`${id}-maxTexture`);
542
542
  maxFramebuffers[id] = getFramebuffer(this.gl, {
543
- id: "".concat(id, "-maxFb"),
543
+ id: `${id}-maxFb`,
544
544
  texture
545
545
  });
546
546
  }
@@ -557,7 +557,7 @@ export default class GPUGridAggregator {
557
557
 
558
558
  if (!resources[name]) {
559
559
  resources[name] = getFloatTexture(this.gl, {
560
- id: "resourceName"
560
+ id: `resourceName`
561
561
  });
562
562
  }
563
563
 
@@ -607,7 +607,7 @@ export default class GPUGridAggregator {
607
607
  if (results[id]) {
608
608
  for (const bufferName of BUFFER_NAMES) {
609
609
  if (results[id][bufferName] && weights[id][bufferName] !== results[id][bufferName]) {
610
- const name = "gpu-result-".concat(id, "-").concat(bufferName);
610
+ const name = `gpu-result-${id}-${bufferName}`;
611
611
 
612
612
  if (resources[name]) {
613
613
  resources[name].delete();
@@ -1 +1 @@
1
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Copyright (c) 2015 - 2018 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 GL from '@luma.gl/constants';\nimport {\n Model,\n Transform,\n FEATURES,\n hasFeatures,\n isWebGL2,\n readPixelsToBuffer,\n withParameters\n} from '@luma.gl/core';\nimport {fp64arithmetic} from '@luma.gl/shadertools';\nimport {log, project32, _mergeShaders as mergeShaders} from '@deck.gl/core';\n\nimport {\n DEFAULT_RUN_PARAMS,\n MAX_32_BIT_FLOAT,\n MIN_BLEND_EQUATION,\n MAX_BLEND_EQUATION,\n MAX_MIN_BLEND_EQUATION,\n EQUATION_MAP,\n DEFAULT_WEIGHT_PARAMS,\n PIXEL_SIZE\n} from './gpu-grid-aggregator-constants';\nimport {AGGREGATION_OPERATION} from '../aggregation-operation-utils';\n\nimport AGGREGATE_TO_GRID_VS from './aggregate-to-grid-vs.glsl';\nimport AGGREGATE_TO_GRID_FS from './aggregate-to-grid-fs.glsl';\nimport AGGREGATE_ALL_VS from './aggregate-all-vs.glsl';\nimport AGGREGATE_ALL_FS from './aggregate-all-fs.glsl';\nimport TRANSFORM_MEAN_VS from './transform-mean-vs.glsl';\nimport {getFloatTexture, getFramebuffer} from './../resource-utils.js';\n\nconst BUFFER_NAMES = ['aggregationBuffer', 'maxMinBuffer', 'minBuffer', 'maxBuffer'];\nconst ARRAY_BUFFER_MAP = {\n maxData: 'maxBuffer',\n minData: 'minBuffer',\n maxMinData: 'maxMinBuffer'\n};\n\nconst REQUIRED_FEATURES = [\n FEATURES.WEBGL2, // TODO: Remove after trannsform refactor\n FEATURES.COLOR_ATTACHMENT_RGBA32F,\n FEATURES.BLEND_EQUATION_MINMAX,\n FEATURES.FLOAT_BLEND,\n FEATURES.TEXTURE_FLOAT\n];\n\nexport default class GPUGridAggregator {\n // Decode and return aggregation data of given pixel.\n static getAggregationData({aggregationData, maxData, minData, maxMinData, pixelIndex}) {\n const index = pixelIndex * PIXEL_SIZE;\n const results = {};\n if (aggregationData) {\n results.cellCount = aggregationData[index + 3];\n results.cellWeight = aggregationData[index];\n }\n if (maxMinData) {\n results.maxCellWieght = maxMinData[0];\n results.minCellWeight = maxMinData[3];\n } else {\n if (maxData) {\n results.maxCellWieght = maxData[0];\n results.totalCount = maxData[3];\n }\n if (minData) {\n results.minCellWeight = minData[0];\n results.totalCount = maxData[3];\n }\n }\n return results;\n }\n\n // Decodes and retuns counts and weights of all cells\n static getCellData({countsData, size = 1}) {\n const numCells = countsData.length / 4;\n const cellWeights = new Float32Array(numCells * size);\n const cellCounts = new Uint32Array(numCells);\n for (let i = 0; i < numCells; i++) {\n // weights in RGB channels\n for (let sizeIndex = 0; sizeIndex < size; sizeIndex++) {\n cellWeights[i * size + sizeIndex] = countsData[i * 4 + sizeIndex];\n }\n // count in Alpha channel\n cellCounts[i] = countsData[i * 4 + 3];\n }\n return {cellCounts, cellWeights};\n }\n\n static isSupported(gl) {\n return hasFeatures(gl, REQUIRED_FEATURES);\n }\n\n // DEBUG ONLY\n // static logData({aggregationBuffer, minBuffer, maxBuffer, maxMinBuffer, limit = 10}) {\n // if (aggregationBuffer) {\n // console.log('Aggregation Data:');\n // const agrData = aggregationBuffer.getData();\n // for (let index = 0; index < agrData.length && limit > 0; index += 4) {\n // if (agrData[index + 3] > 0) {\n // console.log(\n // `index: ${index} weights: ${agrData[index]} ${agrData[index + 1]} ${\n // agrData[index + 2]\n // } count: ${agrData[index + 3]}`\n // );\n // limit--;\n // }\n // }\n // }\n // const obj = {minBuffer, maxBuffer, maxMinBuffer};\n // for (const key in obj) {\n // if (obj[key]) {\n // const data = obj[key].getData();\n // console.log(`${key} data : R: ${data[0]} G: ${data[1]} B: ${data[2]} A: ${data[3]}`);\n // }\n // }\n // }\n\n constructor(gl, opts = {}) {\n this.id = opts.id || 'gpu-grid-aggregator';\n this.gl = gl;\n this.state = {\n // per weight GPU resources\n weightAttributes: {},\n textures: {},\n meanTextures: {},\n buffers: {},\n framebuffers: {},\n maxMinFramebuffers: {},\n minFramebuffers: {},\n maxFramebuffers: {},\n equations: {},\n\n // common resources to be deleted\n resources: {},\n\n // results\n results: {}\n };\n this._hasGPUSupport =\n isWebGL2(gl) && // gl_InstanceID usage in min/max calculation shaders\n hasFeatures(\n this.gl,\n FEATURES.BLEND_EQUATION_MINMAX, // set min/max blend modes\n FEATURES.COLOR_ATTACHMENT_RGBA32F, // render to float texture\n FEATURES.TEXTURE_FLOAT // sample from a float texture\n );\n if (this._hasGPUSupport) {\n this._setupModels();\n }\n }\n\n // Delete owned resources.\n delete() {\n const {gridAggregationModel, allAggregationModel, meanTransform} = this;\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n resources\n } = this.state;\n\n gridAggregationModel?.delete();\n allAggregationModel?.delete();\n meanTransform?.delete();\n\n deleteResources([\n framebuffers,\n textures,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n resources\n ]);\n }\n\n // Perform aggregation and retun the results\n run(opts = {}) {\n // reset results\n this.setState({results: {}});\n const aggregationParams = this._normalizeAggregationParams(opts);\n if (!this._hasGPUSupport) {\n log.log(1, 'GPUGridAggregator: not supported')();\n }\n return this._runAggregation(aggregationParams);\n }\n\n // Reads aggregation data into JS Array object\n // For WebGL1, data is available in JS Array objects already.\n // For WebGL2, data is read from Buffer objects and cached for subsequent queries.\n getData(weightId) {\n const data = {};\n const results = this.state.results;\n if (!results[weightId].aggregationData) {\n // cache the results if reading from the buffer (WebGL2 path)\n results[weightId].aggregationData = results[weightId].aggregationBuffer.getData();\n }\n data.aggregationData = results[weightId].aggregationData;\n\n // Check for optional results\n for (const arrayName in ARRAY_BUFFER_MAP) {\n const bufferName = ARRAY_BUFFER_MAP[arrayName];\n\n if (results[weightId][arrayName] || results[weightId][bufferName]) {\n // cache the result\n results[weightId][arrayName] =\n results[weightId][arrayName] || results[weightId][bufferName].getData();\n data[arrayName] = results[weightId][arrayName];\n }\n }\n return data;\n }\n\n updateShaders(shaderOptions = {}) {\n this.setState({shaderOptions, modelDirty: true});\n }\n\n // PRIVATE\n\n _normalizeAggregationParams(opts) {\n const aggregationParams = {...DEFAULT_RUN_PARAMS, ...opts};\n const {weights} = aggregationParams;\n if (weights) {\n aggregationParams.weights = normalizeWeightParams(weights);\n }\n return aggregationParams;\n }\n\n // Update priveate state\n setState(updateObject) {\n Object.assign(this.state, updateObject);\n }\n\n // GPU Aggregation methods\n\n _getAggregateData(opts) {\n const results = {};\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n resources\n } = this.state;\n const {weights} = opts;\n\n for (const id in weights) {\n results[id] = {};\n const {needMin, needMax, combineMaxMin} = weights[id];\n results[id].aggregationTexture = textures[id];\n results[id].aggregationBuffer = readPixelsToBuffer(framebuffers[id], {\n target: weights[id].aggregationBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n if (needMin && needMax && combineMaxMin) {\n results[id].maxMinBuffer = readPixelsToBuffer(maxMinFramebuffers[id], {\n target: weights[id].maxMinBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].maxMinTexture = resources[`${id}-maxMinTexture`];\n } else {\n if (needMin) {\n results[id].minBuffer = readPixelsToBuffer(minFramebuffers[id], {\n target: weights[id].minBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].minTexture = resources[`${id}-minTexture`];\n }\n if (needMax) {\n results[id].maxBuffer = readPixelsToBuffer(maxFramebuffers[id], {\n target: weights[id].maxBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].maxTexture = resources[`${id}-maxTexture`];\n }\n }\n }\n this._trackGPUResultBuffers(results, weights);\n return results;\n }\n\n _renderAggregateData(opts) {\n const {\n cellSize,\n projectPoints,\n attributes,\n moduleSettings,\n numCol,\n numRow,\n weights,\n translation,\n scaling\n } = opts;\n const {maxMinFramebuffers, minFramebuffers, maxFramebuffers} = this.state;\n\n const gridSize = [numCol, numRow];\n const parameters = {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE]\n };\n const uniforms = {\n cellSize,\n gridSize,\n projectPoints,\n translation,\n scaling\n };\n\n for (const id in weights) {\n const {needMin, needMax} = weights[id];\n const combineMaxMin = needMin && needMax && weights[id].combineMaxMin;\n this._renderToWeightsTexture({\n id,\n parameters,\n moduleSettings,\n uniforms,\n gridSize,\n attributes,\n weights\n });\n if (combineMaxMin) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MAX_MIN_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: maxMinFramebuffers[id],\n clearParams: {clearColor: [0, 0, 0, MAX_32_BIT_FLOAT]},\n combineMaxMin\n });\n } else {\n if (needMin) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MIN_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: minFramebuffers[id],\n clearParams: {clearColor: [MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, 0]},\n combineMaxMin\n });\n }\n if (needMax) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MAX_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: maxFramebuffers[id],\n clearParams: {clearColor: [0, 0, 0, 0]},\n combineMaxMin\n });\n }\n }\n }\n }\n\n // render all aggregated grid-cells to generate Min, Max or MaxMin data texture\n _renderToMaxMinTexture(opts) {\n const {id, parameters, gridSize, minOrMaxFb, combineMaxMin, clearParams = {}} = opts;\n const {framebuffers} = this.state;\n const {gl, allAggregationModel} = this;\n\n withParameters(\n gl,\n {\n ...clearParams,\n framebuffer: minOrMaxFb,\n viewport: [0, 0, gridSize[0], gridSize[1]]\n },\n () => {\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n allAggregationModel.draw({\n parameters,\n uniforms: {\n uSampler: framebuffers[id].texture,\n gridSize,\n combineMaxMin\n }\n });\n }\n );\n }\n\n // render all data points to aggregate weights\n _renderToWeightsTexture(opts) {\n const {id, parameters, moduleSettings, uniforms, gridSize, weights} = opts;\n const {framebuffers, equations, weightAttributes} = this.state;\n const {gl, gridAggregationModel} = this;\n const {operation} = weights[id];\n\n const clearColor =\n operation === AGGREGATION_OPERATION.MIN\n ? [MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, 0]\n : [0, 0, 0, 0];\n withParameters(\n gl,\n {\n framebuffer: framebuffers[id],\n viewport: [0, 0, gridSize[0], gridSize[1]],\n clearColor\n },\n () => {\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n const attributes = {weights: weightAttributes[id]};\n gridAggregationModel.draw({\n parameters: {...parameters, blendEquation: equations[id]},\n moduleSettings,\n uniforms,\n attributes\n });\n }\n );\n\n if (operation === AGGREGATION_OPERATION.MEAN) {\n const {meanTextures, textures} = this.state;\n const transformOptions = {\n _sourceTextures: {aggregationValues: meanTextures[id]}, // contains aggregated data\n _targetTexture: textures[id], // store mean values,\n elementCount: textures[id].width * textures[id].height\n };\n if (this.meanTransform) {\n this.meanTransform.update(transformOptions);\n } else {\n this.meanTransform = getMeanTransform(gl, transformOptions);\n }\n this.meanTransform.run({\n parameters: {\n blend: false,\n depthTest: false\n }\n });\n\n // update framebuffer with mean results so readPixelsToBuffer returns mean values\n framebuffers[id].attach({[GL.COLOR_ATTACHMENT0]: textures[id]});\n }\n }\n\n _runAggregation(opts) {\n this._updateModels(opts);\n this._setupFramebuffers(opts);\n this._renderAggregateData(opts);\n const results = this._getAggregateData(opts);\n this.setState({results});\n return results;\n }\n\n // set up framebuffer for each weight\n /* eslint-disable complexity, max-depth, max-statements*/\n _setupFramebuffers(opts) {\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n equations\n } = this.state;\n const {weights} = opts;\n const {numCol, numRow} = opts;\n const framebufferSize = {width: numCol, height: numRow};\n for (const id in weights) {\n const {needMin, needMax, combineMaxMin, operation} = weights[id];\n textures[id] =\n weights[id].aggregationTexture ||\n textures[id] ||\n getFloatTexture(this.gl, {id: `${id}-texture`, width: numCol, height: numRow});\n textures[id].resize(framebufferSize);\n let texture = textures[id];\n if (operation === AGGREGATION_OPERATION.MEAN) {\n // For MEAN, we first aggregatet into a temp texture\n meanTextures[id] =\n meanTextures[id] ||\n getFloatTexture(this.gl, {id: `${id}-mean-texture`, width: numCol, height: numRow});\n meanTextures[id].resize(framebufferSize);\n texture = meanTextures[id];\n }\n if (framebuffers[id]) {\n framebuffers[id].attach({[GL.COLOR_ATTACHMENT0]: texture});\n } else {\n framebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-fb`,\n width: numCol,\n height: numRow,\n texture\n });\n }\n framebuffers[id].resize(framebufferSize);\n equations[id] = EQUATION_MAP[operation] || EQUATION_MAP.SUM;\n // For min/max framebuffers will use default size 1X1\n if (needMin || needMax) {\n if (needMin && needMax && combineMaxMin) {\n if (!maxMinFramebuffers[id]) {\n texture = weights[id].maxMinTexture || this._getMinMaxTexture(`${id}-maxMinTexture`);\n maxMinFramebuffers[id] = getFramebuffer(this.gl, {id: `${id}-maxMinFb`, texture});\n }\n } else {\n if (needMin) {\n if (!minFramebuffers[id]) {\n texture = weights[id].minTexture || this._getMinMaxTexture(`${id}-minTexture`);\n minFramebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-minFb`,\n texture\n });\n }\n }\n if (needMax) {\n if (!maxFramebuffers[id]) {\n texture = weights[id].maxTexture || this._getMinMaxTexture(`${id}-maxTexture`);\n maxFramebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-maxFb`,\n texture\n });\n }\n }\n }\n }\n }\n }\n /* eslint-enable complexity, max-depth, max-statements */\n\n _getMinMaxTexture(name) {\n const {resources} = this.state;\n if (!resources[name]) {\n resources[name] = getFloatTexture(this.gl, {id: `resourceName`});\n }\n return resources[name];\n }\n\n _setupModels({numCol = 0, numRow = 0} = {}) {\n const {gl} = this;\n const {shaderOptions} = this.state;\n this.gridAggregationModel?.delete();\n this.gridAggregationModel = getAggregationModel(gl, shaderOptions);\n if (!this.allAggregationModel) {\n const instanceCount = numCol * numRow;\n this.allAggregationModel = getAllAggregationModel(gl, instanceCount);\n }\n }\n\n // set up buffers for all weights\n _setupWeightAttributes(opts) {\n const {weightAttributes} = this.state;\n const {weights} = opts;\n for (const id in weights) {\n weightAttributes[id] = opts.attributes[id];\n }\n }\n\n // GPU Aggregation results are provided in Buffers, if new Buffer objects are created track them for later deletion.\n /* eslint-disable max-depth */\n _trackGPUResultBuffers(results, weights) {\n const {resources} = this.state;\n for (const id in results) {\n if (results[id]) {\n for (const bufferName of BUFFER_NAMES) {\n if (results[id][bufferName] && weights[id][bufferName] !== results[id][bufferName]) {\n // No result buffer is provided in weights object, `readPixelsToBuffer` has created a new Buffer object\n // collect the new buffer for garabge collection\n const name = `gpu-result-${id}-${bufferName}`;\n if (resources[name]) {\n resources[name].delete();\n }\n resources[name] = results[id][bufferName];\n }\n }\n }\n }\n }\n /* eslint-enable max-depth */\n\n _updateModels(opts) {\n const {vertexCount, attributes, numCol, numRow} = opts;\n const {modelDirty} = this.state;\n\n if (modelDirty) {\n this._setupModels(opts);\n this.setState({modelDirty: false});\n }\n\n // this maps color/elevation to weight name.\n this._setupWeightAttributes(opts);\n\n this.gridAggregationModel.setVertexCount(vertexCount);\n this.gridAggregationModel.setAttributes(attributes);\n\n this.allAggregationModel.setInstanceCount(numCol * numRow);\n }\n}\n\n// HELPER METHODS\n\nfunction normalizeWeightParams(weights) {\n const result = {};\n for (const id in weights) {\n result[id] = {...DEFAULT_WEIGHT_PARAMS, ...weights[id]};\n }\n return result;\n}\n\nfunction deleteResources(resources) {\n resources = Array.isArray(resources) ? resources : [resources];\n resources.forEach(obj => {\n for (const name in obj) {\n obj[name].delete();\n }\n });\n}\n\nfunction getAggregationModel(gl, shaderOptions) {\n const shaders = mergeShaders(\n {\n vs: AGGREGATE_TO_GRID_VS,\n fs: AGGREGATE_TO_GRID_FS,\n modules: [fp64arithmetic, project32]\n },\n shaderOptions\n );\n\n return new Model(gl, {\n id: 'Gird-Aggregation-Model',\n vertexCount: 1,\n drawMode: GL.POINTS,\n ...shaders\n });\n}\n\nfunction getAllAggregationModel(gl, instanceCount) {\n return new Model(gl, {\n id: 'All-Aggregation-Model',\n vs: AGGREGATE_ALL_VS,\n fs: AGGREGATE_ALL_FS,\n modules: [fp64arithmetic],\n vertexCount: 1,\n drawMode: GL.POINTS,\n isInstanced: true,\n instanceCount,\n attributes: {\n position: [0, 0]\n }\n });\n}\n\nfunction getMeanTransform(gl, opts) {\n return new Transform(gl, {\n vs: TRANSFORM_MEAN_VS,\n _targetTextureVarying: 'meanValues',\n ...opts\n });\n}\n"],"file":"gpu-grid-aggregator.js"}
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Copyright (c) 2015 - 2018 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 GL from '@luma.gl/constants';\nimport {\n Model,\n Transform,\n FEATURES,\n hasFeatures,\n isWebGL2,\n readPixelsToBuffer,\n withParameters\n} from '@luma.gl/core';\nimport {fp64arithmetic} from '@luma.gl/shadertools';\nimport {log, project32, _mergeShaders as mergeShaders} from '@deck.gl/core';\n\nimport {\n DEFAULT_RUN_PARAMS,\n MAX_32_BIT_FLOAT,\n MIN_BLEND_EQUATION,\n MAX_BLEND_EQUATION,\n MAX_MIN_BLEND_EQUATION,\n EQUATION_MAP,\n DEFAULT_WEIGHT_PARAMS,\n PIXEL_SIZE\n} from './gpu-grid-aggregator-constants';\nimport {AGGREGATION_OPERATION} from '../aggregation-operation-utils';\n\nimport AGGREGATE_TO_GRID_VS from './aggregate-to-grid-vs.glsl';\nimport AGGREGATE_TO_GRID_FS from './aggregate-to-grid-fs.glsl';\nimport AGGREGATE_ALL_VS from './aggregate-all-vs.glsl';\nimport AGGREGATE_ALL_FS from './aggregate-all-fs.glsl';\nimport TRANSFORM_MEAN_VS from './transform-mean-vs.glsl';\nimport {getFloatTexture, getFramebuffer} from './../resource-utils.js';\n\nconst BUFFER_NAMES = ['aggregationBuffer', 'maxMinBuffer', 'minBuffer', 'maxBuffer'];\nconst ARRAY_BUFFER_MAP = {\n maxData: 'maxBuffer',\n minData: 'minBuffer',\n maxMinData: 'maxMinBuffer'\n};\n\nconst REQUIRED_FEATURES = [\n FEATURES.WEBGL2, // TODO: Remove after trannsform refactor\n FEATURES.COLOR_ATTACHMENT_RGBA32F,\n FEATURES.BLEND_EQUATION_MINMAX,\n FEATURES.FLOAT_BLEND,\n FEATURES.TEXTURE_FLOAT\n];\n\nexport default class GPUGridAggregator {\n // Decode and return aggregation data of given pixel.\n static getAggregationData({aggregationData, maxData, minData, maxMinData, pixelIndex}) {\n const index = pixelIndex * PIXEL_SIZE;\n const results = {};\n if (aggregationData) {\n results.cellCount = aggregationData[index + 3];\n results.cellWeight = aggregationData[index];\n }\n if (maxMinData) {\n results.maxCellWieght = maxMinData[0];\n results.minCellWeight = maxMinData[3];\n } else {\n if (maxData) {\n results.maxCellWieght = maxData[0];\n results.totalCount = maxData[3];\n }\n if (minData) {\n results.minCellWeight = minData[0];\n results.totalCount = maxData[3];\n }\n }\n return results;\n }\n\n // Decodes and retuns counts and weights of all cells\n static getCellData({countsData, size = 1}) {\n const numCells = countsData.length / 4;\n const cellWeights = new Float32Array(numCells * size);\n const cellCounts = new Uint32Array(numCells);\n for (let i = 0; i < numCells; i++) {\n // weights in RGB channels\n for (let sizeIndex = 0; sizeIndex < size; sizeIndex++) {\n cellWeights[i * size + sizeIndex] = countsData[i * 4 + sizeIndex];\n }\n // count in Alpha channel\n cellCounts[i] = countsData[i * 4 + 3];\n }\n return {cellCounts, cellWeights};\n }\n\n static isSupported(gl) {\n return hasFeatures(gl, REQUIRED_FEATURES);\n }\n\n // DEBUG ONLY\n // static logData({aggregationBuffer, minBuffer, maxBuffer, maxMinBuffer, limit = 10}) {\n // if (aggregationBuffer) {\n // console.log('Aggregation Data:');\n // const agrData = aggregationBuffer.getData();\n // for (let index = 0; index < agrData.length && limit > 0; index += 4) {\n // if (agrData[index + 3] > 0) {\n // console.log(\n // `index: ${index} weights: ${agrData[index]} ${agrData[index + 1]} ${\n // agrData[index + 2]\n // } count: ${agrData[index + 3]}`\n // );\n // limit--;\n // }\n // }\n // }\n // const obj = {minBuffer, maxBuffer, maxMinBuffer};\n // for (const key in obj) {\n // if (obj[key]) {\n // const data = obj[key].getData();\n // console.log(`${key} data : R: ${data[0]} G: ${data[1]} B: ${data[2]} A: ${data[3]}`);\n // }\n // }\n // }\n\n constructor(gl, opts = {}) {\n this.id = opts.id || 'gpu-grid-aggregator';\n this.gl = gl;\n this.state = {\n // per weight GPU resources\n weightAttributes: {},\n textures: {},\n meanTextures: {},\n buffers: {},\n framebuffers: {},\n maxMinFramebuffers: {},\n minFramebuffers: {},\n maxFramebuffers: {},\n equations: {},\n\n // common resources to be deleted\n resources: {},\n\n // results\n results: {}\n };\n this._hasGPUSupport =\n isWebGL2(gl) && // gl_InstanceID usage in min/max calculation shaders\n hasFeatures(\n this.gl,\n FEATURES.BLEND_EQUATION_MINMAX, // set min/max blend modes\n FEATURES.COLOR_ATTACHMENT_RGBA32F, // render to float texture\n FEATURES.TEXTURE_FLOAT // sample from a float texture\n );\n if (this._hasGPUSupport) {\n this._setupModels();\n }\n }\n\n // Delete owned resources.\n delete() {\n const {gridAggregationModel, allAggregationModel, meanTransform} = this;\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n resources\n } = this.state;\n\n gridAggregationModel?.delete();\n allAggregationModel?.delete();\n meanTransform?.delete();\n\n deleteResources([\n framebuffers,\n textures,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n resources\n ]);\n }\n\n // Perform aggregation and retun the results\n run(opts = {}) {\n // reset results\n this.setState({results: {}});\n const aggregationParams = this._normalizeAggregationParams(opts);\n if (!this._hasGPUSupport) {\n log.log(1, 'GPUGridAggregator: not supported')();\n }\n return this._runAggregation(aggregationParams);\n }\n\n // Reads aggregation data into JS Array object\n // For WebGL1, data is available in JS Array objects already.\n // For WebGL2, data is read from Buffer objects and cached for subsequent queries.\n getData(weightId) {\n const data = {};\n const results = this.state.results;\n if (!results[weightId].aggregationData) {\n // cache the results if reading from the buffer (WebGL2 path)\n results[weightId].aggregationData = results[weightId].aggregationBuffer.getData();\n }\n data.aggregationData = results[weightId].aggregationData;\n\n // Check for optional results\n for (const arrayName in ARRAY_BUFFER_MAP) {\n const bufferName = ARRAY_BUFFER_MAP[arrayName];\n\n if (results[weightId][arrayName] || results[weightId][bufferName]) {\n // cache the result\n results[weightId][arrayName] =\n results[weightId][arrayName] || results[weightId][bufferName].getData();\n data[arrayName] = results[weightId][arrayName];\n }\n }\n return data;\n }\n\n updateShaders(shaderOptions = {}) {\n this.setState({shaderOptions, modelDirty: true});\n }\n\n // PRIVATE\n\n _normalizeAggregationParams(opts) {\n const aggregationParams = {...DEFAULT_RUN_PARAMS, ...opts};\n const {weights} = aggregationParams;\n if (weights) {\n aggregationParams.weights = normalizeWeightParams(weights);\n }\n return aggregationParams;\n }\n\n // Update priveate state\n setState(updateObject) {\n Object.assign(this.state, updateObject);\n }\n\n // GPU Aggregation methods\n\n _getAggregateData(opts) {\n const results = {};\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n resources\n } = this.state;\n const {weights} = opts;\n\n for (const id in weights) {\n results[id] = {};\n const {needMin, needMax, combineMaxMin} = weights[id];\n results[id].aggregationTexture = textures[id];\n results[id].aggregationBuffer = readPixelsToBuffer(framebuffers[id], {\n target: weights[id].aggregationBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n if (needMin && needMax && combineMaxMin) {\n results[id].maxMinBuffer = readPixelsToBuffer(maxMinFramebuffers[id], {\n target: weights[id].maxMinBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].maxMinTexture = resources[`${id}-maxMinTexture`];\n } else {\n if (needMin) {\n results[id].minBuffer = readPixelsToBuffer(minFramebuffers[id], {\n target: weights[id].minBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].minTexture = resources[`${id}-minTexture`];\n }\n if (needMax) {\n results[id].maxBuffer = readPixelsToBuffer(maxFramebuffers[id], {\n target: weights[id].maxBuffer, // update if a buffer is provided\n sourceType: GL.FLOAT\n });\n results[id].maxTexture = resources[`${id}-maxTexture`];\n }\n }\n }\n this._trackGPUResultBuffers(results, weights);\n return results;\n }\n\n _renderAggregateData(opts) {\n const {\n cellSize,\n projectPoints,\n attributes,\n moduleSettings,\n numCol,\n numRow,\n weights,\n translation,\n scaling\n } = opts;\n const {maxMinFramebuffers, minFramebuffers, maxFramebuffers} = this.state;\n\n const gridSize = [numCol, numRow];\n const parameters = {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE]\n };\n const uniforms = {\n cellSize,\n gridSize,\n projectPoints,\n translation,\n scaling\n };\n\n for (const id in weights) {\n const {needMin, needMax} = weights[id];\n const combineMaxMin = needMin && needMax && weights[id].combineMaxMin;\n this._renderToWeightsTexture({\n id,\n parameters,\n moduleSettings,\n uniforms,\n gridSize,\n attributes,\n weights\n });\n if (combineMaxMin) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MAX_MIN_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: maxMinFramebuffers[id],\n clearParams: {clearColor: [0, 0, 0, MAX_32_BIT_FLOAT]},\n combineMaxMin\n });\n } else {\n if (needMin) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MIN_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: minFramebuffers[id],\n clearParams: {clearColor: [MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, 0]},\n combineMaxMin\n });\n }\n if (needMax) {\n this._renderToMaxMinTexture({\n id,\n parameters: {...parameters, blendEquation: MAX_BLEND_EQUATION},\n gridSize,\n minOrMaxFb: maxFramebuffers[id],\n clearParams: {clearColor: [0, 0, 0, 0]},\n combineMaxMin\n });\n }\n }\n }\n }\n\n // render all aggregated grid-cells to generate Min, Max or MaxMin data texture\n _renderToMaxMinTexture(opts) {\n const {id, parameters, gridSize, minOrMaxFb, combineMaxMin, clearParams = {}} = opts;\n const {framebuffers} = this.state;\n const {gl, allAggregationModel} = this;\n\n withParameters(\n gl,\n {\n ...clearParams,\n framebuffer: minOrMaxFb,\n viewport: [0, 0, gridSize[0], gridSize[1]]\n },\n () => {\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n allAggregationModel.draw({\n parameters,\n uniforms: {\n uSampler: framebuffers[id].texture,\n gridSize,\n combineMaxMin\n }\n });\n }\n );\n }\n\n // render all data points to aggregate weights\n _renderToWeightsTexture(opts) {\n const {id, parameters, moduleSettings, uniforms, gridSize, weights} = opts;\n const {framebuffers, equations, weightAttributes} = this.state;\n const {gl, gridAggregationModel} = this;\n const {operation} = weights[id];\n\n const clearColor =\n operation === AGGREGATION_OPERATION.MIN\n ? [MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, MAX_32_BIT_FLOAT, 0]\n : [0, 0, 0, 0];\n withParameters(\n gl,\n {\n framebuffer: framebuffers[id],\n viewport: [0, 0, gridSize[0], gridSize[1]],\n clearColor\n },\n () => {\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n const attributes = {weights: weightAttributes[id]};\n gridAggregationModel.draw({\n parameters: {...parameters, blendEquation: equations[id]},\n moduleSettings,\n uniforms,\n attributes\n });\n }\n );\n\n if (operation === AGGREGATION_OPERATION.MEAN) {\n const {meanTextures, textures} = this.state;\n const transformOptions = {\n _sourceTextures: {aggregationValues: meanTextures[id]}, // contains aggregated data\n _targetTexture: textures[id], // store mean values,\n elementCount: textures[id].width * textures[id].height\n };\n if (this.meanTransform) {\n this.meanTransform.update(transformOptions);\n } else {\n this.meanTransform = getMeanTransform(gl, transformOptions);\n }\n this.meanTransform.run({\n parameters: {\n blend: false,\n depthTest: false\n }\n });\n\n // update framebuffer with mean results so readPixelsToBuffer returns mean values\n framebuffers[id].attach({[GL.COLOR_ATTACHMENT0]: textures[id]});\n }\n }\n\n _runAggregation(opts) {\n this._updateModels(opts);\n this._setupFramebuffers(opts);\n this._renderAggregateData(opts);\n const results = this._getAggregateData(opts);\n this.setState({results});\n return results;\n }\n\n // set up framebuffer for each weight\n /* eslint-disable complexity, max-depth, max-statements*/\n _setupFramebuffers(opts) {\n const {\n textures,\n framebuffers,\n maxMinFramebuffers,\n minFramebuffers,\n maxFramebuffers,\n meanTextures,\n equations\n } = this.state;\n const {weights} = opts;\n const {numCol, numRow} = opts;\n const framebufferSize = {width: numCol, height: numRow};\n for (const id in weights) {\n const {needMin, needMax, combineMaxMin, operation} = weights[id];\n textures[id] =\n weights[id].aggregationTexture ||\n textures[id] ||\n getFloatTexture(this.gl, {id: `${id}-texture`, width: numCol, height: numRow});\n textures[id].resize(framebufferSize);\n let texture = textures[id];\n if (operation === AGGREGATION_OPERATION.MEAN) {\n // For MEAN, we first aggregatet into a temp texture\n meanTextures[id] =\n meanTextures[id] ||\n getFloatTexture(this.gl, {id: `${id}-mean-texture`, width: numCol, height: numRow});\n meanTextures[id].resize(framebufferSize);\n texture = meanTextures[id];\n }\n if (framebuffers[id]) {\n framebuffers[id].attach({[GL.COLOR_ATTACHMENT0]: texture});\n } else {\n framebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-fb`,\n width: numCol,\n height: numRow,\n texture\n });\n }\n framebuffers[id].resize(framebufferSize);\n equations[id] = EQUATION_MAP[operation] || EQUATION_MAP.SUM;\n // For min/max framebuffers will use default size 1X1\n if (needMin || needMax) {\n if (needMin && needMax && combineMaxMin) {\n if (!maxMinFramebuffers[id]) {\n texture = weights[id].maxMinTexture || this._getMinMaxTexture(`${id}-maxMinTexture`);\n maxMinFramebuffers[id] = getFramebuffer(this.gl, {id: `${id}-maxMinFb`, texture});\n }\n } else {\n if (needMin) {\n if (!minFramebuffers[id]) {\n texture = weights[id].minTexture || this._getMinMaxTexture(`${id}-minTexture`);\n minFramebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-minFb`,\n texture\n });\n }\n }\n if (needMax) {\n if (!maxFramebuffers[id]) {\n texture = weights[id].maxTexture || this._getMinMaxTexture(`${id}-maxTexture`);\n maxFramebuffers[id] = getFramebuffer(this.gl, {\n id: `${id}-maxFb`,\n texture\n });\n }\n }\n }\n }\n }\n }\n /* eslint-enable complexity, max-depth, max-statements */\n\n _getMinMaxTexture(name) {\n const {resources} = this.state;\n if (!resources[name]) {\n resources[name] = getFloatTexture(this.gl, {id: `resourceName`});\n }\n return resources[name];\n }\n\n _setupModels({numCol = 0, numRow = 0} = {}) {\n const {gl} = this;\n const {shaderOptions} = this.state;\n this.gridAggregationModel?.delete();\n this.gridAggregationModel = getAggregationModel(gl, shaderOptions);\n if (!this.allAggregationModel) {\n const instanceCount = numCol * numRow;\n this.allAggregationModel = getAllAggregationModel(gl, instanceCount);\n }\n }\n\n // set up buffers for all weights\n _setupWeightAttributes(opts) {\n const {weightAttributes} = this.state;\n const {weights} = opts;\n for (const id in weights) {\n weightAttributes[id] = opts.attributes[id];\n }\n }\n\n // GPU Aggregation results are provided in Buffers, if new Buffer objects are created track them for later deletion.\n /* eslint-disable max-depth */\n _trackGPUResultBuffers(results, weights) {\n const {resources} = this.state;\n for (const id in results) {\n if (results[id]) {\n for (const bufferName of BUFFER_NAMES) {\n if (results[id][bufferName] && weights[id][bufferName] !== results[id][bufferName]) {\n // No result buffer is provided in weights object, `readPixelsToBuffer` has created a new Buffer object\n // collect the new buffer for garabge collection\n const name = `gpu-result-${id}-${bufferName}`;\n if (resources[name]) {\n resources[name].delete();\n }\n resources[name] = results[id][bufferName];\n }\n }\n }\n }\n }\n /* eslint-enable max-depth */\n\n _updateModels(opts) {\n const {vertexCount, attributes, numCol, numRow} = opts;\n const {modelDirty} = this.state;\n\n if (modelDirty) {\n this._setupModels(opts);\n this.setState({modelDirty: false});\n }\n\n // this maps color/elevation to weight name.\n this._setupWeightAttributes(opts);\n\n this.gridAggregationModel.setVertexCount(vertexCount);\n this.gridAggregationModel.setAttributes(attributes);\n\n this.allAggregationModel.setInstanceCount(numCol * numRow);\n }\n}\n\n// HELPER METHODS\n\nfunction normalizeWeightParams(weights) {\n const result = {};\n for (const id in weights) {\n result[id] = {...DEFAULT_WEIGHT_PARAMS, ...weights[id]};\n }\n return result;\n}\n\nfunction deleteResources(resources) {\n resources = Array.isArray(resources) ? resources : [resources];\n resources.forEach(obj => {\n for (const name in obj) {\n obj[name].delete();\n }\n });\n}\n\nfunction getAggregationModel(gl, shaderOptions) {\n const shaders = mergeShaders(\n {\n vs: AGGREGATE_TO_GRID_VS,\n fs: AGGREGATE_TO_GRID_FS,\n modules: [fp64arithmetic, project32]\n },\n shaderOptions\n );\n\n return new Model(gl, {\n id: 'Gird-Aggregation-Model',\n vertexCount: 1,\n drawMode: GL.POINTS,\n ...shaders\n });\n}\n\nfunction getAllAggregationModel(gl, instanceCount) {\n return new Model(gl, {\n id: 'All-Aggregation-Model',\n vs: AGGREGATE_ALL_VS,\n fs: AGGREGATE_ALL_FS,\n modules: [fp64arithmetic],\n vertexCount: 1,\n drawMode: GL.POINTS,\n isInstanced: true,\n instanceCount,\n attributes: {\n position: [0, 0]\n }\n });\n}\n\nfunction getMeanTransform(gl, opts) {\n return new Transform(gl, {\n vs: TRANSFORM_MEAN_VS,\n _targetTextureVarying: 'meanValues',\n ...opts\n });\n}\n"],"file":"gpu-grid-aggregator.js"}
@@ -1,2 +1,18 @@
1
- export default "#define SHADER_NAME gpu-aggregation-transform-mean-vs\nattribute vec4 aggregationValues;\nvarying vec4 meanValues;\n\nvoid main()\n{\n bool isCellValid = bool(aggregationValues.w > 0.);\n meanValues.xyz = isCellValid ? aggregationValues.xyz/aggregationValues.w : vec3(0, 0, 0);\n meanValues.w = aggregationValues.w;\n gl_PointSize = 1.0;\n}\n";
1
+ export default `\
2
+ #define SHADER_NAME gpu-aggregation-transform-mean-vs
3
+ attribute vec4 aggregationValues;
4
+ varying vec4 meanValues;
5
+
6
+ void main()
7
+ {
8
+ // TODO: Use 64-bit division ?? not needed given this is aggregation ??
9
+ bool isCellValid = bool(aggregationValues.w > 0.);
10
+ // aggregationValues: XYZ contain aggregated values, W contains count
11
+ meanValues.xyz = isCellValid ? aggregationValues.xyz/aggregationValues.w : vec3(0, 0, 0);
12
+ meanValues.w = aggregationValues.w;
13
+
14
+ // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)
15
+ gl_PointSize = 1.0;
16
+ }
17
+ `;
2
18
  //# sourceMappingURL=transform-mean-vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-transform-mean-vs\nattribute vec4 aggregationValues;\nvarying vec4 meanValues;\n\nvoid main()\n{\n // TODO: Use 64-bit division ?? not needed given this is aggregation ??\n bool isCellValid = bool(aggregationValues.w > 0.);\n // aggregationValues: XYZ contain aggregated values, W contains count\n meanValues.xyz = isCellValid ? aggregationValues.xyz/aggregationValues.w : vec3(0, 0, 0);\n meanValues.w = aggregationValues.w;\n\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"transform-mean-vs.glsl.js"}
1
+ {"version":3,"sources":["../../../../src/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAhBA","sourcesContent":["// Copyright (c) 2015 - 2018 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#define SHADER_NAME gpu-aggregation-transform-mean-vs\nattribute vec4 aggregationValues;\nvarying vec4 meanValues;\n\nvoid main()\n{\n // TODO: Use 64-bit division ?? not needed given this is aggregation ??\n bool isCellValid = bool(aggregationValues.w > 0.);\n // aggregationValues: XYZ contain aggregated values, W contains count\n meanValues.xyz = isCellValid ? aggregationValues.xyz/aggregationValues.w : vec3(0, 0, 0);\n meanValues.w = aggregationValues.w;\n\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"transform-mean-vs.glsl.js"}
@@ -79,7 +79,7 @@ function thresholdsScale(thresholds, range, value) {
79
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  }
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  function ordinalScale(domain, domainMap, range, value) {
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- const key = "".concat(value);
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+ const key = `${value}`;
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  let d = domainMap.get(key);
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  if (d === undefined) {
@@ -95,7 +95,7 @@ export function getOrdinalScale(domain, range) {
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  const uniqueDomain = [];
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  for (const d of domain) {
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- const key = "".concat(d);
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+ const key = `${d}`;
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  if (!domainMap.has(key)) {
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  domainMap.set(key, uniqueDomain.push(d));