@deck.gl/aggregation-layers 8.6.0-alpha.1 → 8.6.0-beta.1

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.
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
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  value: true
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  });
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  exports.default = void 0;
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- var _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\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 vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n picking_setPickingColor(instancePickingColors);\n\n vec4 position_commonspace;\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, position_commonspace);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, position_commonspace.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";
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+ var _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 vec4 position_commonspace;\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, position_commonspace);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, position_commonspace.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";
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  exports.default = _default;
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  //# sourceMappingURL=gpu-grid-cell-layer-vertex.glsl.js.map
@@ -54,8 +54,6 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }
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  var RESOLUTION = 2;
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- var SIZE_2K = 2048;
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- var ZOOM_DEBOUNCE = 500;
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  var TEXTURE_OPTIONS = {
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  mipmaps: false,
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  parameters: (_parameters = {}, (0, _defineProperty2.default)(_parameters, 10240, 9729), (0, _defineProperty2.default)(_parameters, 10241, 9729), (0, _defineProperty2.default)(_parameters, 10242, 33071), (0, _defineProperty2.default)(_parameters, 10243, 33071), _parameters),
@@ -100,7 +98,19 @@ var defaultProps = {
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  value: null,
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  optional: true
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  },
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- aggregation: 'SUM'
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+ aggregation: 'SUM',
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+ weightsTextureSize: {
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+ type: 'number',
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+ min: 128,
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+ max: 2048,
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+ value: 2048
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+ },
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+ debounceTimeout: {
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+ type: 'number',
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+ min: 0,
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+ max: 1000,
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+ value: 500
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+ }
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  };
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  var REQUIRED_FEATURES = [_core.FEATURES.BLEND_EQUATION_MINMAX, _core.FEATURES.TEXTURE_FLOAT];
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  var DIMENSIONS = {
@@ -160,13 +170,19 @@ var HeatmapLayer = function (_AggregationLayer) {
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  }
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  (0, _get2.default)((0, _getPrototypeOf2.default)(HeatmapLayer.prototype), "updateState", this).call(this, opts);
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+
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+ this._updateHeatmapState(opts);
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+ }
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+ }, {
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+ key: "_updateHeatmapState",
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+ value: function _updateHeatmapState(opts) {
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  var props = opts.props,
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  oldProps = opts.oldProps;
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  var changeFlags = this._getChangeFlags(opts);
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- if (changeFlags.viewportChanged) {
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- changeFlags.boundsChanged = this._updateBounds();
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+ if (changeFlags.dataChanged || changeFlags.viewportChanged) {
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+ changeFlags.boundsChanged = this._updateBounds(changeFlags.dataChanged);
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  this._updateTextureRenderingBounds();
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  }
@@ -325,7 +341,8 @@ var HeatmapLayer = function (_AggregationLayer) {
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  key: "_setupTextureParams",
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  value: function _setupTextureParams() {
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  var gl = this.context.gl;
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- var textureSize = Math.min(SIZE_2K, (0, _core.getParameters)(gl, 3379));
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+ var weightsTextureSize = this.props.weightsTextureSize;
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+ var textureSize = Math.min(weightsTextureSize, (0, _core.getParameters)(gl, 3379));
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  var floatTargetSupport = (0, _core.hasFeatures)(gl, _core.FEATURES.COLOR_ATTACHMENT_RGBA32F);
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  var _getTextureParams = (0, _heatmapLayerUtils.getTextureParams)({
@@ -347,20 +364,27 @@ var HeatmapLayer = function (_AggregationLayer) {
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  _core2.log.warn("HeatmapLayer: ".concat(this.id, " rendering to float texture not supported, fallingback to low precession format"))();
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  }
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  }
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+ }, {
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+ key: "getShaders",
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+ value: function getShaders(type) {
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+ return (0, _get2.default)((0, _getPrototypeOf2.default)(HeatmapLayer.prototype), "getShaders", this).call(this, type === 'max-weights-transform' ? {
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+ vs: _maxVs.default,
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+ _fs: _maxFs.default
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+ } : {
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+ vs: _weightsVs.default,
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+ _fs: _weightsFs.default
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+ });
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+ }
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  }, {
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  key: "_createWeightsTransform",
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  value: function _createWeightsTransform() {
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  var _weightsTransform;
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- var shaderOptions = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
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+ var shaders = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
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  var gl = this.context.gl;
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  var weightsTransform = this.state.weightsTransform;
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  var weightsTexture = this.state.weightsTexture;
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  (_weightsTransform = weightsTransform) === null || _weightsTransform === void 0 ? void 0 : _weightsTransform.delete();
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- var shaders = (0, _core2._mergeShaders)({
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- vs: _weightsVs.default,
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- _fs: _weightsFs.default
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- }, shaderOptions);
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  weightsTransform = new _core.Transform(gl, _objectSpread({
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  id: "".concat(this.id, "-weights-transform"),
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  elementCount: 1,
@@ -382,20 +406,21 @@ var HeatmapLayer = function (_AggregationLayer) {
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  textureSize = _this$state4.textureSize,
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  weightsTexture = _this$state4.weightsTexture,
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  maxWeightsTexture = _this$state4.maxWeightsTexture;
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+ var weightsTransformShaders = this.getShaders('weights-transform');
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- this._createWeightsTransform();
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+ this._createWeightsTransform(weightsTransformShaders);
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- var maxWeightTransform = new _core.Transform(gl, {
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+ var maxWeightsTransformShaders = this.getShaders('max-weights-transform');
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+ var maxWeightTransform = new _core.Transform(gl, _objectSpread(_objectSpread({
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  id: "".concat(this.id, "-max-weights-transform"),
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  _sourceTextures: {
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  inTexture: weightsTexture
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  },
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  _targetTexture: maxWeightsTexture,
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- _targetTextureVarying: 'outTexture',
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- vs: _maxVs.default,
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- _fs: _maxFs.default,
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+ _targetTextureVarying: 'outTexture'
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+ }, maxWeightsTransformShaders), {}, {
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  elementCount: textureSize * textureSize
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- });
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+ }));
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  this.setState({
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  weightsTexture: weightsTexture,
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  maxWeightsTexture: maxWeightsTexture,
@@ -571,6 +596,7 @@ var HeatmapLayer = function (_AggregationLayer) {
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  value: function _debouncedUpdateWeightmap() {
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  var fromTimer = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
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  var updateTimer = this.state.updateTimer;
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+ var debounceTimeout = this.props.debounceTimeout;
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  if (fromTimer) {
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  updateTimer = null;
@@ -587,7 +613,7 @@ var HeatmapLayer = function (_AggregationLayer) {
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  isWeightMapDirty: false
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  });
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  clearTimeout(updateTimer);
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- updateTimer = setTimeout(this._debouncedUpdateWeightmap.bind(this, true), ZOOM_DEBOUNCE);
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+ updateTimer = setTimeout(this._debouncedUpdateWeightmap.bind(this, true), debounceTimeout);
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  }
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  this.setState({
@@ -1 +1 @@
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Copyright (c) 2015 - 2019 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/* global setTimeout clearTimeout */\nimport GL from '@luma.gl/constants';\nimport {\n getBounds,\n boundsContain,\n packVertices,\n scaleToAspectRatio,\n getTextureCoordinates,\n getTextureParams\n} from './heatmap-layer-utils';\nimport {Buffer, Texture2D, Transform, getParameters, FEATURES, hasFeatures} from '@luma.gl/core';\nimport {\n AttributeManager,\n COORDINATE_SYSTEM,\n log,\n _mergeShaders as mergeShaders\n} from '@deck.gl/core';\nimport TriangleLayer from './triangle-layer';\nimport AggregationLayer from '../aggregation-layer';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport weights_vs from './weights-vs.glsl';\nimport weights_fs from './weights-fs.glsl';\nimport vs_max from './max-vs.glsl';\nimport fs_max from './max-fs.glsl';\n\nconst RESOLUTION = 2; // (number of common space pixels) / (number texels)\nconst SIZE_2K = 2048;\nconst ZOOM_DEBOUNCE = 500; // milliseconds\nconst TEXTURE_OPTIONS = {\n mipmaps: false,\n parameters: {\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n },\n dataFormat: GL.RGBA\n};\nconst DEFAULT_COLOR_DOMAIN = [0, 0];\nconst AGGREGATION_MODE = {\n SUM: 0,\n MEAN: 1\n};\n\nconst defaultProps = {\n getPosition: {type: 'accessor', value: x => x.position},\n getWeight: {type: 'accessor', value: 1},\n intensity: {type: 'number', min: 0, value: 1},\n radiusPixels: {type: 'number', min: 1, max: 100, value: 50},\n colorRange: defaultColorRange,\n threshold: {type: 'number', min: 0, max: 1, value: 0.05},\n colorDomain: {type: 'array', value: null, optional: true},\n // 'SUM' or 'MEAN'\n aggregation: 'SUM'\n};\n\nconst 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colorTexture,\n colorDomain\n } = this.state;\n const {updateTriggers, intensity, threshold, aggregation} = this.props;\n\n const TriangleLayerClass = this.getSubLayerClass('triangle', TriangleLayer);\n\n return new TriangleLayerClass(\n this.getSubLayerProps({\n id: 'triangle-layer',\n updateTriggers\n }),\n {\n // position buffer is filled with world coordinates generated from viewport.unproject\n // i.e. LNGLAT if geospatial, CARTESIAN otherwise\n coordinateSystem: COORDINATE_SYSTEM.DEFAULT,\n data: {\n attributes: {\n positions: triPositionBuffer,\n texCoords: triTexCoordBuffer\n }\n },\n vertexCount: 4,\n maxTexture: maxWeightsTexture,\n colorTexture,\n aggregationMode: AGGREGATION_MODE[aggregation] || 0,\n texture: weightsTexture,\n intensity,\n threshold,\n colorDomain\n }\n );\n }\n\n finalizeState() {\n super.finalizeState();\n const {\n weightsTransform,\n weightsTexture,\n maxWeightTransform,\n maxWeightsTexture,\n triPositionBuffer,\n triTexCoordBuffer,\n colorTexture,\n updateTimer\n } = this.state;\n weightsTransform?.delete();\n weightsTexture?.delete();\n maxWeightTransform?.delete();\n maxWeightsTexture?.delete();\n triPositionBuffer?.delete();\n triTexCoordBuffer?.delete();\n colorTexture?.delete();\n updateTimer && clearTimeout(updateTimer);\n }\n\n // PRIVATE\n\n // override Composite layer private method to create AttributeManager instance\n _getAttributeManager() {\n return new AttributeManager(this.context.gl, {\n id: this.props.id,\n stats: this.context.stats\n });\n }\n\n _getChangeFlags(opts) {\n const changeFlags = {};\n const {dimensions} = this.state;\n changeFlags.dataChanged =\n this.isAttributeChanged() || // if any attribute is changed\n this.isAggregationDirty(opts, {\n compareAll: true,\n dimension: dimensions.data\n });\n changeFlags.viewportChanged = opts.changeFlags.viewportChanged;\n\n const {zoom} = this.state;\n if (!opts.context.viewport || opts.context.viewport.zoom !== zoom) {\n changeFlags.viewportZoomChanged = true;\n }\n\n return changeFlags;\n }\n\n _createTextures() {\n const {gl} = this.context;\n const {textureSize, format, type} = this.state;\n\n this.setState({\n weightsTexture: new Texture2D(gl, {\n width: textureSize,\n height: textureSize,\n format,\n type,\n ...TEXTURE_OPTIONS\n }),\n maxWeightsTexture: new Texture2D(gl, {format, type, ...TEXTURE_OPTIONS}) // 1 X 1 texture,\n });\n }\n\n _setupAttributes() {\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n positions: {size: 3, type: GL.DOUBLE, accessor: 'getPosition'},\n weights: {size: 1, accessor: 'getWeight'}\n });\n this.setState({positionAttributeName: 'positions'});\n }\n\n _setupTextureParams() {\n const {gl} = this.context;\n const textureSize = Math.min(SIZE_2K, getParameters(gl, gl.MAX_TEXTURE_SIZE));\n const floatTargetSupport = hasFeatures(gl, FEATURES.COLOR_ATTACHMENT_RGBA32F);\n const {format, type} = getTextureParams({gl, floatTargetSupport});\n const weightsScale = floatTargetSupport ? 1 : 1 / 255;\n this.setState({textureSize, format, type, weightsScale});\n if (!floatTargetSupport) {\n log.warn(\n `HeatmapLayer: ${\n this.id\n } rendering to float texture not supported, fallingback to low precession format`\n )();\n }\n }\n\n _createWeightsTransform(shaderOptions = {}) {\n const {gl} = this.context;\n let {weightsTransform} = this.state;\n const {weightsTexture} = this.state;\n weightsTransform?.delete();\n const shaders = mergeShaders(\n {\n vs: weights_vs,\n _fs: weights_fs\n },\n shaderOptions\n );\n\n weightsTransform = new Transform(gl, {\n id: `${this.id}-weights-transform`,\n elementCount: 1,\n _targetTexture: weightsTexture,\n _targetTextureVarying: 'weightsTexture',\n ...shaders\n });\n this.setState({weightsTransform});\n }\n\n _setupResources() {\n const {gl} = this.context;\n this._createTextures();\n const {textureSize, weightsTexture, maxWeightsTexture} = this.state;\n this._createWeightsTransform();\n const maxWeightTransform = new Transform(gl, {\n id: `${this.id}-max-weights-transform`,\n _sourceTextures: {\n inTexture: weightsTexture\n },\n _targetTexture: maxWeightsTexture,\n _targetTextureVarying: 'outTexture',\n vs: vs_max,\n _fs: fs_max,\n elementCount: textureSize * textureSize\n });\n\n this.setState({\n weightsTexture,\n maxWeightsTexture,\n maxWeightTransform,\n zoom: null,\n triPositionBuffer: new Buffer(gl, {\n byteLength: 48,\n accessor: {size: 3}\n }),\n triTexCoordBuffer: new Buffer(gl, {\n byteLength: 48,\n accessor: {size: 2}\n })\n });\n }\n\n // overwrite super class method to update transform model\n updateShaders(shaderOptions) {\n // sahder params (modules, injects) changed, update model object\n this._createWeightsTransform(shaderOptions);\n }\n\n _updateMaxWeightValue() {\n const {maxWeightTransform} = this.state;\n maxWeightTransform.run({\n parameters: {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX\n }\n });\n }\n\n // Computes world bounds area that needs to be processed for generate heatmap\n _updateBounds(forceUpdate = false) {\n const {viewport} = this.context;\n\n // Unproject all 4 corners of the current screen coordinates into world coordinates (lng/lat)\n // Takes care of viewport has non zero bearing/pitch (i.e axis not aligned with world coordiante system)\n const viewportCorners = [\n viewport.unproject([0, 0]),\n viewport.unproject([viewport.width, 0]),\n viewport.unproject([viewport.width, viewport.height]),\n viewport.unproject([0, viewport.height])\n ].map(p => p.map(Math.fround));\n\n // #1: get world bounds for current viewport extends\n const visibleWorldBounds = getBounds(viewportCorners); // TODO: Change to visible bounds\n\n const newState = {visibleWorldBounds, viewportCorners};\n let boundsChanged = false;\n\n if (\n forceUpdate ||\n !this.state.worldBounds ||\n !boundsContain(this.state.worldBounds, visibleWorldBounds)\n ) {\n // #2 : convert world bounds to common (Flat) bounds\n // #3 : extend common bounds to match aspect ratio with viewport\n const scaledCommonBounds = this._worldToCommonBounds(visibleWorldBounds);\n\n // #4 :convert aligned common bounds to world bounds\n const worldBounds = this._commonToWorldBounds(scaledCommonBounds);\n\n // Clip webmercator projection limits\n if (this.props.coordinateSystem === COORDINATE_SYSTEM.LNGLAT) {\n worldBounds[1] = Math.max(worldBounds[1], -85.051129);\n worldBounds[3] = Math.min(worldBounds[3], 85.051129);\n worldBounds[0] = Math.max(worldBounds[0], -360);\n worldBounds[2] = Math.min(worldBounds[2], 360);\n }\n\n // #5: now convert world bounds to common using Layer's coordiante system and origin\n const normalizedCommonBounds = this._worldToCommonBounds(worldBounds);\n\n newState.worldBounds = worldBounds;\n newState.normalizedCommonBounds = normalizedCommonBounds;\n\n boundsChanged = true;\n }\n this.setState(newState);\n return boundsChanged;\n }\n\n _updateTextureRenderingBounds() {\n // Just render visible portion of the texture\n const {\n triPositionBuffer,\n triTexCoordBuffer,\n normalizedCommonBounds,\n viewportCorners\n } = this.state;\n\n const {viewport} = this.context;\n\n triPositionBuffer.subData(packVertices(viewportCorners, 3));\n\n const textureBounds = viewportCorners.map(p =>\n getTextureCoordinates(viewport.projectPosition(p), normalizedCommonBounds)\n );\n triTexCoordBuffer.subData(packVertices(textureBounds, 2));\n }\n\n _updateColorTexture(opts) {\n const {colorRange} = opts.props;\n let {colorTexture} = this.state;\n const colors = colorRangeToFlatArray(colorRange, false, Uint8Array);\n\n if (colorTexture) {\n colorTexture.setImageData({\n data: colors,\n width: colorRange.length\n });\n } else {\n colorTexture = new Texture2D(this.context.gl, {\n data: colors,\n width: colorRange.length,\n height: 1,\n ...TEXTURE_OPTIONS\n });\n }\n this.setState({colorTexture});\n }\n\n _updateWeightmap() {\n const {radiusPixels, colorDomain, aggregation} = this.props;\n const {weightsTransform, worldBounds, textureSize, weightsTexture, weightsScale} = this.state;\n this.state.isWeightMapDirty = false;\n\n // convert world bounds to common using Layer's coordiante system and origin\n const commonBounds = this._worldToCommonBounds(worldBounds, {\n useLayerCoordinateSystem: true\n });\n\n if (colorDomain && aggregation === 'SUM') {\n // scale color domain to weight per pixel\n const {viewport} = this.context;\n const metersPerPixel =\n (viewport.distanceScales.metersPerUnit[2] * (commonBounds[2] - commonBounds[0])) /\n textureSize;\n this.state.colorDomain = colorDomain.map(x => x * metersPerPixel * weightsScale);\n } else {\n this.state.colorDomain = colorDomain || DEFAULT_COLOR_DOMAIN;\n }\n\n const uniforms = {\n radiusPixels,\n commonBounds,\n textureWidth: textureSize,\n weightsScale\n };\n // Attribute manager sets data array count as instaceCount on model\n // we need to set that as elementCount on 'weightsTransform'\n weightsTransform.update({\n elementCount: this.getNumInstances()\n });\n weightsTransform.run({\n uniforms,\n parameters: {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.FUNC_ADD\n },\n clearRenderTarget: true,\n attributes: this.getAttributes(),\n moduleSettings: this.getModuleSettings()\n });\n this._updateMaxWeightValue();\n\n // reset filtering parameters (TODO: remove once luma issue#1193 is fixed)\n weightsTexture.setParameters({\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR\n });\n }\n\n _debouncedUpdateWeightmap(fromTimer = false) {\n let {updateTimer} = this.state;\n\n if (fromTimer) {\n updateTimer = null;\n // update\n this._updateBounds(true);\n this._updateTextureRenderingBounds();\n this.setState({isWeightMapDirty: true});\n } else {\n this.setState({isWeightMapDirty: false});\n clearTimeout(updateTimer);\n updateTimer = setTimeout(this._debouncedUpdateWeightmap.bind(this, true), ZOOM_DEBOUNCE);\n }\n\n this.setState({updateTimer});\n }\n\n // input: worldBounds: [minLong, minLat, maxLong, maxLat]\n // input: opts.useLayerCoordinateSystem : layers coordiante system is used\n // optput: commonBounds: [minX, minY, maxX, maxY] scaled to fit the current texture\n _worldToCommonBounds(worldBounds, opts = {}) {\n const {useLayerCoordinateSystem = false} = opts;\n const [minLong, minLat, maxLong, maxLat] = worldBounds;\n const {viewport} = this.context;\n const {textureSize} = this.state;\n const {coordinateSystem} = this.props;\n\n const offsetMode =\n useLayerCoordinateSystem &&\n (coordinateSystem === COORDINATE_SYSTEM.LNGLAT_OFFSETS ||\n coordinateSystem === COORDINATE_SYSTEM.METER_OFFSETS);\n const offsetOriginCommon = offsetMode\n ? viewport.projectPosition(this.props.coordinateOrigin)\n : [0, 0];\n const size = (textureSize * RESOLUTION) / viewport.scale;\n\n let bottomLeftCommon;\n let topRightCommon;\n\n // Y-axis is flipped between World and Common bounds\n if (useLayerCoordinateSystem && !offsetMode) {\n bottomLeftCommon = this.projectPosition([minLong, minLat, 0]);\n topRightCommon = this.projectPosition([maxLong, maxLat, 0]);\n } else {\n bottomLeftCommon = viewport.projectPosition([minLong, minLat, 0]);\n topRightCommon = viewport.projectPosition([maxLong, maxLat, 0]);\n }\n // Ignore z component\n return scaleToAspectRatio(\n [\n bottomLeftCommon[0] - offsetOriginCommon[0],\n bottomLeftCommon[1] - offsetOriginCommon[1],\n topRightCommon[0] - offsetOriginCommon[0],\n topRightCommon[1] - offsetOriginCommon[1]\n ],\n size,\n size\n );\n }\n\n // input commonBounds: [xMin, yMin, xMax, yMax]\n // output worldBounds: [minLong, minLat, maxLong, maxLat]\n _commonToWorldBounds(commonBounds) {\n const [xMin, yMin, xMax, yMax] = commonBounds;\n const {viewport} = this.context;\n const bottomLeftWorld = viewport.unprojectPosition([xMin, yMin]);\n const topRightWorld = viewport.unprojectPosition([xMax, yMax]);\n\n return bottomLeftWorld.slice(0, 2).concat(topRightWorld.slice(0, 2));\n }\n}\n\nHeatmapLayer.layerName = 'HeatmapLayer';\nHeatmapLayer.defaultProps = defaultProps;\n"],"file":"heatmap-layer.js"}
1
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Copyright (c) 2015 - 2019 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/* global setTimeout clearTimeout */\nimport GL from '@luma.gl/constants';\nimport {\n getBounds,\n boundsContain,\n packVertices,\n scaleToAspectRatio,\n getTextureCoordinates,\n getTextureParams\n} from './heatmap-layer-utils';\nimport {Buffer, Texture2D, Transform, getParameters, FEATURES, hasFeatures} from '@luma.gl/core';\nimport {AttributeManager, COORDINATE_SYSTEM, log} from '@deck.gl/core';\nimport TriangleLayer from './triangle-layer';\nimport AggregationLayer from '../aggregation-layer';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport weights_vs from './weights-vs.glsl';\nimport weights_fs from './weights-fs.glsl';\nimport vs_max from './max-vs.glsl';\nimport fs_max from './max-fs.glsl';\n\nconst RESOLUTION = 2; // (number of common space pixels) / (number texels)\nconst TEXTURE_OPTIONS = {\n mipmaps: false,\n parameters: {\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n },\n dataFormat: GL.RGBA\n};\nconst DEFAULT_COLOR_DOMAIN = [0, 0];\nconst AGGREGATION_MODE = {\n SUM: 0,\n MEAN: 1\n};\n\nconst defaultProps = {\n getPosition: {type: 'accessor', value: x => x.position},\n getWeight: {type: 'accessor', value: 1},\n intensity: {type: 'number', min: 0, value: 1},\n radiusPixels: {type: 'number', min: 1, max: 100, value: 50},\n colorRange: defaultColorRange,\n threshold: {type: 'number', min: 0, max: 1, value: 0.05},\n colorDomain: {type: 'array', value: null, optional: true},\n // 'SUM' or 'MEAN'\n aggregation: 'SUM',\n weightsTextureSize: {type: 'number', min: 128, max: 2048, value: 2048},\n debounceTimeout: {type: 'number', min: 0, max: 1000, value: 500}\n};\n\nconst REQUIRED_FEATURES = [\n FEATURES.BLEND_EQUATION_MINMAX, // max weight calculation\n FEATURES.TEXTURE_FLOAT // weight-map as texture\n // FEATURES.FLOAT_BLEND, // implictly supported when TEXTURE_FLOAT is supported\n];\n\nconst DIMENSIONS = {\n data: {\n props: ['radiusPixels']\n }\n};\n\nexport default class HeatmapLayer extends AggregationLayer {\n initializeState() {\n const {gl} = this.context;\n if (!hasFeatures(gl, REQUIRED_FEATURES)) {\n this.setState({supported: false});\n log.error(`HeatmapLayer: ${this.id} is not supported on this browser`)();\n return;\n }\n super.initializeState(DIMENSIONS);\n this.setState({supported: true, colorDomain: DEFAULT_COLOR_DOMAIN});\n this._setupTextureParams();\n this._setupAttributes();\n this._setupResources();\n }\n\n shouldUpdateState({changeFlags}) {\n // Need to be updated when viewport changes\n return changeFlags.somethingChanged;\n }\n\n /* eslint-disable max-statements,complexity */\n updateState(opts) {\n if (!this.state.supported) {\n return;\n }\n super.updateState(opts);\n this._updateHeatmapState(opts);\n }\n\n _updateHeatmapState(opts) {\n const {props, oldProps} = opts;\n const changeFlags = this._getChangeFlags(opts);\n\n if (changeFlags.dataChanged || changeFlags.viewportChanged) {\n // if data is changed, do not debounce and immediately update the weight map\n changeFlags.boundsChanged = this._updateBounds(changeFlags.dataChanged);\n this._updateTextureRenderingBounds();\n }\n\n if (changeFlags.dataChanged || changeFlags.boundsChanged) {\n // Update weight map immediately\n clearTimeout(this.state.updateTimer);\n this.setState({isWeightMapDirty: true});\n } else if (changeFlags.viewportZoomChanged) {\n // Update weight map when zoom stops\n this._debouncedUpdateWeightmap();\n }\n\n if (props.colorRange !== oldProps.colorRange) {\n this._updateColorTexture(opts);\n }\n\n if (this.state.isWeightMapDirty) {\n this._updateWeightmap();\n }\n\n this.setState({zoom: opts.context.viewport.zoom});\n }\n\n renderLayers() {\n if (!this.state.supported) {\n return [];\n }\n const {\n weightsTexture,\n triPositionBuffer,\n triTexCoordBuffer,\n maxWeightsTexture,\n colorTexture,\n colorDomain\n } = this.state;\n const {updateTriggers, intensity, threshold, aggregation} = this.props;\n\n const TriangleLayerClass = this.getSubLayerClass('triangle', TriangleLayer);\n\n return new TriangleLayerClass(\n this.getSubLayerProps({\n id: 'triangle-layer',\n updateTriggers\n }),\n {\n // position buffer is filled with world coordinates generated from viewport.unproject\n // i.e. LNGLAT if geospatial, CARTESIAN otherwise\n coordinateSystem: COORDINATE_SYSTEM.DEFAULT,\n data: {\n attributes: {\n positions: triPositionBuffer,\n texCoords: triTexCoordBuffer\n }\n },\n vertexCount: 4,\n maxTexture: maxWeightsTexture,\n colorTexture,\n aggregationMode: AGGREGATION_MODE[aggregation] || 0,\n texture: weightsTexture,\n intensity,\n threshold,\n colorDomain\n }\n );\n }\n\n finalizeState() {\n super.finalizeState();\n const {\n weightsTransform,\n weightsTexture,\n maxWeightTransform,\n maxWeightsTexture,\n triPositionBuffer,\n triTexCoordBuffer,\n colorTexture,\n updateTimer\n } = this.state;\n weightsTransform?.delete();\n weightsTexture?.delete();\n maxWeightTransform?.delete();\n maxWeightsTexture?.delete();\n triPositionBuffer?.delete();\n triTexCoordBuffer?.delete();\n colorTexture?.delete();\n updateTimer && clearTimeout(updateTimer);\n }\n\n // PRIVATE\n\n // override Composite layer private method to create AttributeManager instance\n _getAttributeManager() {\n return new AttributeManager(this.context.gl, {\n id: this.props.id,\n stats: this.context.stats\n });\n }\n\n _getChangeFlags(opts) {\n const changeFlags = {};\n const {dimensions} = this.state;\n changeFlags.dataChanged =\n this.isAttributeChanged() || // if any attribute is changed\n this.isAggregationDirty(opts, {\n compareAll: true,\n dimension: dimensions.data\n });\n changeFlags.viewportChanged = opts.changeFlags.viewportChanged;\n\n const {zoom} = this.state;\n if (!opts.context.viewport || opts.context.viewport.zoom !== zoom) {\n changeFlags.viewportZoomChanged = true;\n }\n\n return changeFlags;\n }\n\n _createTextures() {\n const {gl} = this.context;\n const {textureSize, format, type} = this.state;\n\n this.setState({\n weightsTexture: new Texture2D(gl, {\n width: textureSize,\n height: textureSize,\n format,\n type,\n ...TEXTURE_OPTIONS\n }),\n maxWeightsTexture: new Texture2D(gl, {format, type, ...TEXTURE_OPTIONS}) // 1 X 1 texture,\n });\n }\n\n _setupAttributes() {\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n positions: {size: 3, type: GL.DOUBLE, accessor: 'getPosition'},\n weights: {size: 1, accessor: 'getWeight'}\n });\n this.setState({positionAttributeName: 'positions'});\n }\n\n _setupTextureParams() {\n const {gl} = this.context;\n const {weightsTextureSize} = this.props;\n\n const textureSize = Math.min(weightsTextureSize, getParameters(gl, gl.MAX_TEXTURE_SIZE));\n const floatTargetSupport = hasFeatures(gl, FEATURES.COLOR_ATTACHMENT_RGBA32F);\n const {format, type} = getTextureParams({gl, floatTargetSupport});\n const weightsScale = floatTargetSupport ? 1 : 1 / 255;\n this.setState({textureSize, format, type, weightsScale});\n if (!floatTargetSupport) {\n log.warn(\n `HeatmapLayer: ${\n this.id\n } rendering to float texture not supported, fallingback to low precession format`\n )();\n }\n }\n\n getShaders(type) {\n return super.getShaders(\n type === 'max-weights-transform'\n ? {\n vs: vs_max,\n _fs: fs_max\n }\n : {\n vs: weights_vs,\n _fs: weights_fs\n }\n );\n }\n\n _createWeightsTransform(shaders = {}) {\n const {gl} = this.context;\n let {weightsTransform} = this.state;\n const {weightsTexture} = this.state;\n weightsTransform?.delete();\n\n weightsTransform = new Transform(gl, {\n id: `${this.id}-weights-transform`,\n elementCount: 1,\n _targetTexture: weightsTexture,\n _targetTextureVarying: 'weightsTexture',\n ...shaders\n });\n this.setState({weightsTransform});\n }\n\n _setupResources() {\n const {gl} = this.context;\n this._createTextures();\n const {textureSize, weightsTexture, maxWeightsTexture} = this.state;\n\n const weightsTransformShaders = this.getShaders('weights-transform');\n this._createWeightsTransform(weightsTransformShaders);\n\n const maxWeightsTransformShaders = this.getShaders('max-weights-transform');\n const maxWeightTransform = new Transform(gl, {\n id: `${this.id}-max-weights-transform`,\n _sourceTextures: {\n inTexture: weightsTexture\n },\n _targetTexture: maxWeightsTexture,\n _targetTextureVarying: 'outTexture',\n ...maxWeightsTransformShaders,\n elementCount: textureSize * textureSize\n });\n\n this.setState({\n weightsTexture,\n maxWeightsTexture,\n maxWeightTransform,\n zoom: null,\n triPositionBuffer: new Buffer(gl, {\n byteLength: 48,\n accessor: {size: 3}\n }),\n triTexCoordBuffer: new Buffer(gl, {\n byteLength: 48,\n accessor: {size: 2}\n })\n });\n }\n\n // overwrite super class method to update transform model\n updateShaders(shaderOptions) {\n // sahder params (modules, injects) changed, update model object\n this._createWeightsTransform(shaderOptions);\n }\n\n _updateMaxWeightValue() {\n const {maxWeightTransform} = this.state;\n maxWeightTransform.run({\n parameters: {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX\n }\n });\n }\n\n // Computes world bounds area that needs to be processed for generate heatmap\n _updateBounds(forceUpdate = false) {\n const {viewport} = this.context;\n\n // Unproject all 4 corners of the current screen coordinates into world coordinates (lng/lat)\n // Takes care of viewport has non zero bearing/pitch (i.e axis not aligned with world coordiante system)\n const viewportCorners = [\n viewport.unproject([0, 0]),\n viewport.unproject([viewport.width, 0]),\n viewport.unproject([viewport.width, viewport.height]),\n viewport.unproject([0, viewport.height])\n ].map(p => p.map(Math.fround));\n\n // #1: get world bounds for current viewport extends\n const visibleWorldBounds = getBounds(viewportCorners); // TODO: Change to visible bounds\n\n const newState = {visibleWorldBounds, viewportCorners};\n let boundsChanged = false;\n\n if (\n forceUpdate ||\n !this.state.worldBounds ||\n !boundsContain(this.state.worldBounds, visibleWorldBounds)\n ) {\n // #2 : convert world bounds to common (Flat) bounds\n // #3 : extend common bounds to match aspect ratio with viewport\n const scaledCommonBounds = this._worldToCommonBounds(visibleWorldBounds);\n\n // #4 :convert aligned common bounds to world bounds\n const worldBounds = this._commonToWorldBounds(scaledCommonBounds);\n\n // Clip webmercator projection limits\n if (this.props.coordinateSystem === COORDINATE_SYSTEM.LNGLAT) {\n worldBounds[1] = Math.max(worldBounds[1], -85.051129);\n worldBounds[3] = Math.min(worldBounds[3], 85.051129);\n worldBounds[0] = Math.max(worldBounds[0], -360);\n worldBounds[2] = Math.min(worldBounds[2], 360);\n }\n\n // #5: now convert world bounds to common using Layer's coordiante system and origin\n const normalizedCommonBounds = this._worldToCommonBounds(worldBounds);\n\n newState.worldBounds = worldBounds;\n newState.normalizedCommonBounds = normalizedCommonBounds;\n\n boundsChanged = true;\n }\n this.setState(newState);\n return boundsChanged;\n }\n\n _updateTextureRenderingBounds() {\n // Just render visible portion of the texture\n const {\n triPositionBuffer,\n triTexCoordBuffer,\n normalizedCommonBounds,\n viewportCorners\n } = this.state;\n\n const {viewport} = this.context;\n\n triPositionBuffer.subData(packVertices(viewportCorners, 3));\n\n const textureBounds = viewportCorners.map(p =>\n getTextureCoordinates(viewport.projectPosition(p), normalizedCommonBounds)\n );\n triTexCoordBuffer.subData(packVertices(textureBounds, 2));\n }\n\n _updateColorTexture(opts) {\n const {colorRange} = opts.props;\n let {colorTexture} = this.state;\n const colors = colorRangeToFlatArray(colorRange, false, Uint8Array);\n\n if (colorTexture) {\n colorTexture.setImageData({\n data: colors,\n width: colorRange.length\n });\n } else {\n colorTexture = new Texture2D(this.context.gl, {\n data: colors,\n width: colorRange.length,\n height: 1,\n ...TEXTURE_OPTIONS\n });\n }\n this.setState({colorTexture});\n }\n\n _updateWeightmap() {\n const {radiusPixels, colorDomain, aggregation} = this.props;\n const {weightsTransform, worldBounds, textureSize, weightsTexture, weightsScale} = this.state;\n this.state.isWeightMapDirty = false;\n\n // convert world bounds to common using Layer's coordiante system and origin\n const commonBounds = this._worldToCommonBounds(worldBounds, {\n useLayerCoordinateSystem: true\n });\n\n if (colorDomain && aggregation === 'SUM') {\n // scale color domain to weight per pixel\n const {viewport} = this.context;\n const metersPerPixel =\n (viewport.distanceScales.metersPerUnit[2] * (commonBounds[2] - commonBounds[0])) /\n textureSize;\n this.state.colorDomain = colorDomain.map(x => x * metersPerPixel * weightsScale);\n } else {\n this.state.colorDomain = colorDomain || DEFAULT_COLOR_DOMAIN;\n }\n\n const uniforms = {\n radiusPixels,\n commonBounds,\n textureWidth: textureSize,\n weightsScale\n };\n // Attribute manager sets data array count as instaceCount on model\n // we need to set that as elementCount on 'weightsTransform'\n weightsTransform.update({\n elementCount: this.getNumInstances()\n });\n weightsTransform.run({\n uniforms,\n parameters: {\n blend: true,\n depthTest: false,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.FUNC_ADD\n },\n clearRenderTarget: true,\n attributes: this.getAttributes(),\n moduleSettings: this.getModuleSettings()\n });\n this._updateMaxWeightValue();\n\n // reset filtering parameters (TODO: remove once luma issue#1193 is fixed)\n weightsTexture.setParameters({\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR\n });\n }\n\n _debouncedUpdateWeightmap(fromTimer = false) {\n let {updateTimer} = this.state;\n const {debounceTimeout} = this.props;\n\n if (fromTimer) {\n updateTimer = null;\n // update\n this._updateBounds(true);\n this._updateTextureRenderingBounds();\n this.setState({isWeightMapDirty: true});\n } else {\n this.setState({isWeightMapDirty: false});\n clearTimeout(updateTimer);\n updateTimer = setTimeout(this._debouncedUpdateWeightmap.bind(this, true), debounceTimeout);\n }\n\n this.setState({updateTimer});\n }\n\n // input: worldBounds: [minLong, minLat, maxLong, maxLat]\n // input: opts.useLayerCoordinateSystem : layers coordiante system is used\n // optput: commonBounds: [minX, minY, maxX, maxY] scaled to fit the current texture\n _worldToCommonBounds(worldBounds, opts = {}) {\n const {useLayerCoordinateSystem = false} = opts;\n const [minLong, minLat, maxLong, maxLat] = worldBounds;\n const {viewport} = this.context;\n const {textureSize} = this.state;\n const {coordinateSystem} = this.props;\n\n const offsetMode =\n useLayerCoordinateSystem &&\n (coordinateSystem === COORDINATE_SYSTEM.LNGLAT_OFFSETS ||\n coordinateSystem === COORDINATE_SYSTEM.METER_OFFSETS);\n const offsetOriginCommon = offsetMode\n ? viewport.projectPosition(this.props.coordinateOrigin)\n : [0, 0];\n const size = (textureSize * RESOLUTION) / viewport.scale;\n\n let bottomLeftCommon;\n let topRightCommon;\n\n // Y-axis is flipped between World and Common bounds\n if (useLayerCoordinateSystem && !offsetMode) {\n bottomLeftCommon = this.projectPosition([minLong, minLat, 0]);\n topRightCommon = this.projectPosition([maxLong, maxLat, 0]);\n } else {\n bottomLeftCommon = viewport.projectPosition([minLong, minLat, 0]);\n topRightCommon = viewport.projectPosition([maxLong, maxLat, 0]);\n }\n // Ignore z component\n return scaleToAspectRatio(\n [\n bottomLeftCommon[0] - offsetOriginCommon[0],\n bottomLeftCommon[1] - offsetOriginCommon[1],\n topRightCommon[0] - offsetOriginCommon[0],\n topRightCommon[1] - offsetOriginCommon[1]\n ],\n size,\n size\n );\n }\n\n // input commonBounds: [xMin, yMin, xMax, yMax]\n // output worldBounds: [minLong, minLat, maxLong, maxLat]\n _commonToWorldBounds(commonBounds) {\n const [xMin, yMin, xMax, yMax] = commonBounds;\n const {viewport} = this.context;\n const bottomLeftWorld = viewport.unprojectPosition([xMin, yMin]);\n const topRightWorld = viewport.unprojectPosition([xMax, yMax]);\n\n return bottomLeftWorld.slice(0, 2).concat(topRightWorld.slice(0, 2));\n }\n}\n\nHeatmapLayer.layerName = 'HeatmapLayer';\nHeatmapLayer.defaultProps = defaultProps;\n"],"file":"heatmap-layer.js"}
@@ -137,12 +137,6 @@ var HexagonLayer = function (_AggregationLayer) {
137
137
  }
138
138
 
139
139
  (0, _createClass2.default)(HexagonLayer, [{
140
- key: "shouldUpdateState",
141
- value: function shouldUpdateState(_ref) {
142
- var changeFlags = _ref.changeFlags;
143
- return changeFlags.somethingChanged;
144
- }
145
- }, {
146
140
  key: "initializeState",
147
141
  value: function initializeState() {
148
142
  var cpuAggregator = new _cpuAggregator.default({
@@ -156,7 +150,7 @@ var HexagonLayer = function (_AggregationLayer) {
156
150
  this.state = {
157
151
  cpuAggregator: cpuAggregator,
158
152
  aggregatorState: cpuAggregator.state,
159
- hexagonVertices: null
153
+ vertices: null
160
154
  };
161
155
  var attributeManager = this.getAttributeManager();
162
156
  attributeManager.add({
@@ -170,51 +164,24 @@ var HexagonLayer = function (_AggregationLayer) {
170
164
  key: "updateState",
171
165
  value: function updateState(opts) {
172
166
  (0, _get2.default)((0, _getPrototypeOf2.default)(HexagonLayer.prototype), "updateState", this).call(this, opts);
173
- var _this$state = this.state,
174
- cpuAggregator = _this$state.cpuAggregator,
175
- oldVertices = _this$state.hexagonVertices;
176
167
 
177
168
  if (opts.changeFlags.propsOrDataChanged) {
178
- this.setState({
179
- aggregatorState: cpuAggregator.updateState(opts, {
180
- viewport: this.context.viewport,
181
- attributes: this.getAttributes()
182
- })
169
+ var aggregatorState = this.state.cpuAggregator.updateState(opts, {
170
+ viewport: this.context.viewport,
171
+ attributes: this.getAttributes()
183
172
  });
184
- }
185
-
186
- var _ref2 = cpuAggregator.state.layerData || {},
187
- hexagonVertices = _ref2.hexagonVertices;
188
173
 
189
- if (hexagonVertices && oldVertices !== hexagonVertices) {
190
- var vertices = this.convertLatLngToMeterOffset(hexagonVertices);
174
+ if (this.state.aggregatorState.layerData !== aggregatorState.layerData) {
175
+ var _ref = aggregatorState.layerData || {},
176
+ hexagonVertices = _ref.hexagonVertices;
191
177
 
192
- if (vertices) {
193
178
  this.setState({
194
- hexagonVertices: hexagonVertices,
195
- vertices: vertices
179
+ vertices: hexagonVertices && this.convertLatLngToMeterOffset(hexagonVertices)
196
180
  });
197
181
  }
198
- } else {
199
- this.updateRadiusAngle();
200
- }
201
- }
202
- }, {
203
- key: "updateRadiusAngle",
204
- value: function updateRadiusAngle(vertices) {
205
- var viewport = this.context.viewport;
206
182
 
207
- var _viewport$getDistance = viewport.getDistanceScales(),
208
- unitsPerMeter = _viewport$getDistance.unitsPerMeter;
209
-
210
- var cpuAggregator = this.state.cpuAggregator;
211
-
212
- if (cpuAggregator.state.layerData && cpuAggregator.state.layerData.radiusCommon) {
213
- var radiusCommon = cpuAggregator.state.layerData.radiusCommon;
214
- var radius = radiusCommon / unitsPerMeter[0];
215
183
  this.setState({
216
- angle: 90,
217
- radius: radius
184
+ aggregatorState: aggregatorState
218
185
  });
219
186
  }
220
187
  }
@@ -229,8 +196,8 @@ var HexagonLayer = function (_AggregationLayer) {
229
196
  var centroid = [(vertex0[0] + vertex3[0]) / 2, (vertex0[1] + vertex3[1]) / 2];
230
197
  var centroidFlat = viewport.projectFlat(centroid);
231
198
 
232
- var _viewport$getDistance2 = viewport.getDistanceScales(centroid),
233
- metersPerUnit = _viewport$getDistance2.metersPerUnit;
199
+ var _viewport$getDistance = viewport.getDistanceScales(centroid),
200
+ metersPerUnit = _viewport$getDistance.metersPerUnit;
234
201
 
235
202
  var vertices = hexagonVertices.map(function (vt) {
236
203
  var vtFlat = viewport.projectFlat(vt);
@@ -245,8 +212,8 @@ var HexagonLayer = function (_AggregationLayer) {
245
212
  }
246
213
  }, {
247
214
  key: "getPickingInfo",
248
- value: function getPickingInfo(_ref3) {
249
- var info = _ref3.info;
215
+ value: function getPickingInfo(_ref2) {
216
+ var info = _ref2.info;
250
217
  return this.state.cpuAggregator.getPickingInfo({
251
218
  info: info
252
219
  });
@@ -275,21 +242,20 @@ var HexagonLayer = function (_AggregationLayer) {
275
242
  coverage = _this$props.coverage,
276
243
  material = _this$props.material,
277
244
  transitions = _this$props.transitions;
278
- var _this$state2 = this.state,
279
- angle = _this$state2.angle,
280
- radius = _this$state2.radius,
281
- cpuAggregator = _this$state2.cpuAggregator,
282
- vertices = _this$state2.vertices;
245
+ var _this$state = this.state,
246
+ aggregatorState = _this$state.aggregatorState,
247
+ vertices = _this$state.vertices;
283
248
  var SubLayerClass = this.getSubLayerClass('hexagon-cell', _layers.ColumnLayer);
284
249
 
285
250
  var updateTriggers = this._getSublayerUpdateTriggers();
286
251
 
287
- var geometry = vertices && vertices.length ? {
252
+ var geometry = vertices ? {
288
253
  vertices: vertices,
289
254
  radius: 1
290
255
  } : {
291
- radius: radius,
292
- angle: angle
256
+ radius: aggregatorState.layerData.radiusCommon || 1,
257
+ radiusUnits: 'common',
258
+ angle: 90
293
259
  };
294
260
  return new SubLayerClass(_objectSpread(_objectSpread({}, geometry), {}, {
295
261
  diskResolution: 6,
@@ -307,7 +273,7 @@ var HexagonLayer = function (_AggregationLayer) {
307
273
  id: 'hexagon-cell',
308
274
  updateTriggers: updateTriggers
309
275
  }), {
310
- data: cpuAggregator.state.layerData.data
276
+ data: aggregatorState.layerData.data
311
277
  });
312
278
  }
313
279
  }]);
@@ -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 {log} from '@deck.gl/core';\nimport {ColumnLayer} from '@deck.gl/layers';\n\nimport {defaultColorRange} from '../utils/color-utils';\n\nimport {pointToHexbin} from './hexagon-aggregator';\nimport CPUAggregator from '../utils/cpu-aggregator';\nimport AggregationLayer from '../aggregation-layer';\n\nfunction nop() {}\n\nconst defaultProps = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorValue: {type: 'accessor', value: null}, // default value is calcuated from `getColorWeight` and `colorAggregation`\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n lowerPercentile: {type: 'number', value: 0, min: 0, max: 100},\n upperPercentile: {type: 'number', value: 100, min: 0, max: 100},\n colorScaleType: 'quantize',\n onSetColorDomain: nop,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationValue: {type: 'accessor', value: null}, // default value is calcuated from `getElevationWeight` and `elevationAggregation`\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationLowerPercentile: {type: 'number', value: 0, min: 0, max: 100},\n elevationUpperPercentile: {type: 'number', value: 100, min: 0, max: 100},\n elevationScale: {type: 'number', min: 0, value: 1},\n elevationScaleType: 'linear',\n onSetElevationDomain: nop,\n\n radius: {type: 'number', value: 1000, min: 1},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n extruded: false,\n hexagonAggregator: pointToHexbin,\n getPosition: {type: 'accessor', value: x => x.position},\n // Optional material for 'lighting' shader module\n material: true,\n\n // data filter\n _filterData: {type: 'function', value: null, optional: true}\n};\n\nexport default class HexagonLayer extends AggregationLayer {\n shouldUpdateState({changeFlags}) {\n return changeFlags.somethingChanged;\n }\n initializeState() {\n const cpuAggregator = new CPUAggregator({\n getAggregator: props => props.hexagonAggregator,\n getCellSize: props => props.radius\n });\n\n this.state = {\n cpuAggregator,\n aggregatorState: cpuAggregator.state,\n hexagonVertices: null\n };\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n positions: {size: 3, accessor: 'getPosition'}\n });\n // color and elevation attributes can't be added as attributes\n // they are calculated using 'getValue' accessor that takes an array of pints.\n }\n\n updateState(opts) {\n super.updateState(opts);\n const {cpuAggregator, hexagonVertices: oldVertices} = this.state;\n\n if (opts.changeFlags.propsOrDataChanged) {\n this.setState({\n // make a copy of the internal state of cpuAggregator for testing\n aggregatorState: cpuAggregator.updateState(opts, {\n viewport: this.context.viewport,\n attributes: this.getAttributes()\n })\n });\n }\n\n // if user provided custom aggregator and returns hexagonVertices,\n // Need to recalculate radius and angle based on vertices\n const {hexagonVertices} = cpuAggregator.state.layerData || {};\n\n if (hexagonVertices && oldVertices !== hexagonVertices) {\n const vertices = this.convertLatLngToMeterOffset(hexagonVertices);\n if (vertices) {\n this.setState({\n hexagonVertices,\n vertices\n });\n }\n } else {\n // update radius angle by viewport\n this.updateRadiusAngle();\n }\n }\n\n updateRadiusAngle(vertices) {\n const {viewport} = this.context;\n const {unitsPerMeter} = viewport.getDistanceScales();\n const {cpuAggregator} = this.state;\n\n if (cpuAggregator.state.layerData && cpuAggregator.state.layerData.radiusCommon) {\n const {radiusCommon} = cpuAggregator.state.layerData;\n const radius = radiusCommon / unitsPerMeter[0];\n\n // convert radius in common to meter\n this.setState({angle: 90, radius});\n }\n }\n\n convertLatLngToMeterOffset(hexagonVertices) {\n const {viewport} = this.context;\n if (Array.isArray(hexagonVertices) && hexagonVertices.length === 6) {\n // get centroid of hexagons\n const vertex0 = hexagonVertices[0];\n const vertex3 = hexagonVertices[3];\n\n const centroid = [(vertex0[0] + vertex3[0]) / 2, (vertex0[1] + vertex3[1]) / 2];\n const centroidFlat = viewport.projectFlat(centroid);\n\n const {metersPerUnit} = viewport.getDistanceScales(centroid);\n\n // offset all points by centroid to meter offset\n const vertices = hexagonVertices.map(vt => {\n const vtFlat = viewport.projectFlat(vt);\n\n return [\n (vtFlat[0] - 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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 {log} from '@deck.gl/core';\nimport {ColumnLayer} from '@deck.gl/layers';\n\nimport {defaultColorRange} from '../utils/color-utils';\n\nimport {pointToHexbin} from './hexagon-aggregator';\nimport CPUAggregator from '../utils/cpu-aggregator';\nimport AggregationLayer from '../aggregation-layer';\n\nfunction nop() {}\n\nconst defaultProps = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorValue: {type: 'accessor', value: null}, // default value is calcuated from `getColorWeight` and `colorAggregation`\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n lowerPercentile: {type: 'number', value: 0, min: 0, max: 100},\n upperPercentile: {type: 'number', value: 100, min: 0, max: 100},\n colorScaleType: 'quantize',\n onSetColorDomain: nop,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationValue: {type: 'accessor', value: null}, // default value is calcuated from `getElevationWeight` and `elevationAggregation`\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationLowerPercentile: {type: 'number', value: 0, min: 0, max: 100},\n elevationUpperPercentile: {type: 'number', value: 100, min: 0, max: 100},\n elevationScale: {type: 'number', min: 0, value: 1},\n elevationScaleType: 'linear',\n onSetElevationDomain: nop,\n\n radius: {type: 'number', value: 1000, min: 1},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n extruded: false,\n hexagonAggregator: pointToHexbin,\n getPosition: {type: 'accessor', value: x => x.position},\n // Optional material for 'lighting' shader module\n material: true,\n\n // data filter\n _filterData: {type: 'function', value: null, optional: true}\n};\n\nexport default class HexagonLayer extends AggregationLayer {\n initializeState() {\n const cpuAggregator = new CPUAggregator({\n getAggregator: props => props.hexagonAggregator,\n getCellSize: props => props.radius\n });\n\n this.state = {\n cpuAggregator,\n aggregatorState: cpuAggregator.state,\n vertices: null\n };\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n positions: {size: 3, accessor: 'getPosition'}\n });\n // color and elevation attributes can't be added as attributes\n // they are calculated using 'getValue' accessor that takes an array of pints.\n }\n\n updateState(opts) {\n super.updateState(opts);\n\n if (opts.changeFlags.propsOrDataChanged) {\n const aggregatorState = this.state.cpuAggregator.updateState(opts, {\n viewport: this.context.viewport,\n attributes: this.getAttributes()\n });\n if (this.state.aggregatorState.layerData !== aggregatorState.layerData) {\n // if user provided custom aggregator and returns hexagonVertices,\n // Need to recalculate radius and angle based on vertices\n const {hexagonVertices} = aggregatorState.layerData || {};\n this.setState({\n vertices: hexagonVertices && this.convertLatLngToMeterOffset(hexagonVertices)\n });\n }\n\n this.setState({\n // make a copy of the internal state of cpuAggregator for testing\n aggregatorState\n });\n }\n }\n\n convertLatLngToMeterOffset(hexagonVertices) {\n const {viewport} = this.context;\n if (Array.isArray(hexagonVertices) && hexagonVertices.length === 6) {\n // get centroid of hexagons\n const vertex0 = hexagonVertices[0];\n const vertex3 = hexagonVertices[3];\n\n const centroid = [(vertex0[0] + vertex3[0]) / 2, (vertex0[1] + vertex3[1]) / 2];\n const centroidFlat = viewport.projectFlat(centroid);\n\n const {metersPerUnit} = viewport.getDistanceScales(centroid);\n\n // offset all points by centroid to meter offset\n const vertices = hexagonVertices.map(vt => {\n const vtFlat = viewport.projectFlat(vt);\n\n return [\n (vtFlat[0] - centroidFlat[0]) * metersPerUnit[0],\n (vtFlat[1] - centroidFlat[1]) * metersPerUnit[1]\n ];\n });\n\n return vertices;\n }\n\n log.error('HexagonLayer: hexagonVertices needs to be an array of 6 points')();\n return null;\n }\n\n getPickingInfo({info}) {\n return this.state.cpuAggregator.getPickingInfo({info});\n }\n\n // create a method for testing\n _onGetSublayerColor(cell) {\n return this.state.cpuAggregator.getAccessor('fillColor')(cell);\n }\n\n // create a method for testing\n _onGetSublayerElevation(cell) {\n return this.state.cpuAggregator.getAccessor('elevation')(cell);\n }\n\n _getSublayerUpdateTriggers() {\n return this.state.cpuAggregator.getUpdateTriggers(this.props);\n }\n\n renderLayers() {\n const {elevationScale, extruded, coverage, material, transitions} = this.props;\n const {aggregatorState, vertices} = this.state;\n\n const SubLayerClass = this.getSubLayerClass('hexagon-cell', ColumnLayer);\n const updateTriggers = this._getSublayerUpdateTriggers();\n\n const geometry = vertices\n ? {vertices, radius: 1}\n : {\n // default geometry\n radius: aggregatorState.layerData.radiusCommon || 1,\n radiusUnits: 'common',\n angle: 90\n };\n return new SubLayerClass(\n {\n ...geometry,\n diskResolution: 6,\n elevationScale,\n extruded,\n coverage,\n material,\n\n getFillColor: this._onGetSublayerColor.bind(this),\n getElevation: this._onGetSublayerElevation.bind(this),\n transitions: transitions && {\n getFillColor: transitions.getColorValue || transitions.getColorWeight,\n getElevation: transitions.getElevationValue || transitions.getElevationWeight\n }\n },\n this.getSubLayerProps({\n id: 'hexagon-cell',\n updateTriggers\n }),\n {\n data: aggregatorState.layerData.data\n }\n );\n }\n}\n\nHexagonLayer.layerName = 'HexagonLayer';\nHexagonLayer.defaultProps = defaultProps;\n"],"file":"hexagon-layer.js"}
@@ -1,2 +1,2 @@
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\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 vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n picking_setPickingColor(instancePickingColors);\n\n vec4 position_commonspace;\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, position_commonspace);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, position_commonspace.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 "#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 vec4 position_commonspace;\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, position_commonspace);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, position_commonspace.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";
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