@deck.gl/aggregation-layers 8.7.0-alpha.1 → 8.7.0-alpha.8
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.
- package/dist/dist.dev.js +2511 -1726
- package/dist/es5/aggregation-layer.js +2 -2
- package/dist/es5/aggregation-layer.js.map +1 -1
- package/dist/es5/contour-layer/contour-layer.js +1 -1
- package/dist/es5/contour-layer/contour-layer.js.map +1 -1
- package/dist/es5/contour-layer/contour-utils.js +1 -1
- package/dist/es5/contour-layer/contour-utils.js.map +1 -1
- package/dist/es5/contour-layer/marching-squares-codes.js.map +1 -1
- package/dist/es5/contour-layer/marching-squares.js +1 -1
- package/dist/es5/contour-layer/marching-squares.js.map +1 -1
- package/dist/es5/cpu-grid-layer/cpu-grid-layer.js +1 -1
- package/dist/es5/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
- package/dist/es5/cpu-grid-layer/grid-aggregator.js +2 -2
- package/dist/es5/cpu-grid-layer/grid-aggregator.js.map +1 -1
- package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +1 -1
- package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js +2 -2
- package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
- package/dist/es5/gpu-grid-layer/gpu-grid-layer.js +2 -2
- package/dist/es5/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
- package/dist/es5/grid-aggregation-layer.js +2 -2
- package/dist/es5/grid-aggregation-layer.js.map +1 -1
- package/dist/es5/grid-layer/grid-layer.js +2 -2
- package/dist/es5/grid-layer/grid-layer.js.map +1 -1
- package/dist/es5/heatmap-layer/heatmap-layer-utils.js +1 -1
- package/dist/es5/heatmap-layer/heatmap-layer-utils.js.map +1 -1
- package/dist/es5/heatmap-layer/heatmap-layer.js +6 -3
- package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
- package/dist/es5/heatmap-layer/triangle-layer.js +2 -2
- package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
- package/dist/es5/hexagon-layer/hexagon-aggregator.js +1 -1
- package/dist/es5/hexagon-layer/hexagon-aggregator.js.map +1 -1
- package/dist/es5/hexagon-layer/hexagon-layer.js +2 -2
- package/dist/es5/hexagon-layer/hexagon-layer.js.map +1 -1
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js +2 -2
- package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
- package/dist/es5/screen-grid-layer/screen-grid-layer.js +2 -2
- package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
- package/dist/es5/utils/aggregation-operation-utils.js.map +1 -1
- package/dist/es5/utils/bin-sorter.js +1 -1
- package/dist/es5/utils/bin-sorter.js.map +1 -1
- package/dist/es5/utils/cpu-aggregator.js +1 -1
- package/dist/es5/utils/cpu-aggregator.js.map +1 -1
- package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +68 -70
- package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
- package/dist/es5/utils/grid-aggregation-utils.js.map +1 -1
- package/dist/es5/utils/resource-utils.js.map +1 -1
- package/dist/es5/utils/scale-utils.js +1 -1
- package/dist/esm/contour-layer/marching-squares-codes.js.map +1 -1
- package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +1 -1
- package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js.map +1 -1
- package/dist/esm/heatmap-layer/heatmap-layer.js +4 -1
- package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
- package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
- package/dist/esm/utils/aggregation-operation-utils.js.map +1 -1
- package/dist/esm/utils/cpu-aggregator.js.map +1 -1
- package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
- package/dist.min.js +1 -1
- package/package.json +3 -3
- package/src/contour-layer/marching-squares-codes.js +52 -10
- package/src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +2 -3
- package/src/heatmap-layer/heatmap-layer.js +6 -10
- package/src/heatmap-layer/triangle-layer.js +2 -9
- package/src/{index.js → index.ts} +0 -0
- package/src/utils/aggregation-operation-utils.js +4 -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) 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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 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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"}
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Math.abs(inValue) + cellSize : Math.abs(inValue);\n\n value = Math.floor(value / cellSize) * cellSize;\n\n return value * sign;\n}\n\n/**\n * Based on geometric center of sample points, calculate cellSize in lng/lat (degree) space\n * @param {object} boundingBox - {xMin, yMin, xMax, yMax} contains bounding box of data\n * @param {number} cellSize - grid cell size in meters\n * @param {boolean, optional} converToDegrees - when true offsets are converted from meters to lng/lat (degree) space\n * @returns {xOffset, yOffset} - cellSize size\n */\n\nexport function getGridOffset(boundingBox, cellSize, convertToMeters = true) {\n if (!convertToMeters) {\n return {xOffset: cellSize, yOffset: cellSize};\n }\n\n const {yMin, yMax} = boundingBox;\n const centerLat = (yMin + yMax) / 2;\n\n return calculateGridLatLonOffset(cellSize, centerLat);\n}\n\nexport function getGridParams(boundingBox, cellSize, viewport, coordinateSystem) {\n const gridOffset = getGridOffset(\n boundingBox,\n cellSize,\n coordinateSystem !== COORDINATE_SYSTEM.CARTESIAN\n );\n\n const translation = getTranslation(boundingBox, gridOffset, coordinateSystem, viewport);\n\n const {xMin, yMin, xMax, yMax} = boundingBox;\n\n const width = xMax - xMin + gridOffset.xOffset;\n const height = yMax - yMin + gridOffset.yOffset;\n\n const numCol = Math.ceil(width / gridOffset.xOffset);\n const numRow = Math.ceil(height / gridOffset.yOffset);\n return {gridOffset, translation, width, height, numCol, numRow};\n}\n\n/**\n * calculate grid layer cell size in lat lon based on world unit size\n * and current latitude\n * @param {number} cellSize\n * @param {number} latitude\n * @returns {object} - lat delta and lon delta\n */\nfunction calculateGridLatLonOffset(cellSize, latitude) {\n const yOffset = calculateLatOffset(cellSize);\n const xOffset = calculateLonOffset(latitude, cellSize);\n return {yOffset, xOffset};\n}\n\n/**\n * with a given x-km change, calculate the increment of latitude\n * based on stackoverflow http://stackoverflow.com/questions/7477003\n * @param {number} dy - change in km\n * @return {number} - increment in latitude\n */\nfunction calculateLatOffset(dy) {\n return (dy / R_EARTH) * (180 / Math.PI);\n}\n\n/**\n * with a given x-km change, and current latitude\n * calculate the increment of longitude\n * based on stackoverflow http://stackoverflow.com/questions/7477003\n * @param {number} lat - latitude of current location (based on city)\n * @param {number} dx - change in km\n * @return {number} - increment in longitude\n */\nfunction calculateLonOffset(lat, dx) {\n return ((dx / R_EARTH) * (180 / Math.PI)) / Math.cos((lat * Math.PI) / 180);\n}\n"],"file":"grid-aggregation-utils.js"}
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{"version":3,"sources":["../../../src/utils/resource-utils.js"],"names":["DEFAULT_PARAMETERS","getFloatTexture","gl","opts","width","height","data","unpackFlipY","parameters","texture","Texture2D","format","type","border","mipmaps","dataFormat","getFramebuffer","id","fb","Framebuffer","attachments","getFloatArray","array","size","fillValue","length","Float32Array","fill"],"mappings":";;;;;;;;;;;;;AACA;;;;AAEA,IAAMA,kBAAkB,oLAAxB;;AAKO,SAASC,eAAT,CAAyBC,EAAzB,EAAwC;AAAA,MAAXC,IAAW,uEAAJ,EAAI;
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{"version":3,"sources":["../../../src/utils/resource-utils.js"],"names":["DEFAULT_PARAMETERS","getFloatTexture","gl","opts","width","height","data","unpackFlipY","parameters","texture","Texture2D","format","type","border","mipmaps","dataFormat","getFramebuffer","id","fb","Framebuffer","attachments","getFloatArray","array","size","fillValue","length","Float32Array","fill"],"mappings":";;;;;;;;;;;;;AACA;;;;AAEA,IAAMA,kBAAkB,oLAAxB;;AAKO,SAASC,eAAT,CAAyBC,EAAzB,EAAwC;AAAA,MAAXC,IAAW,uEAAJ,EAAI;AAC7C,oBAMIA,IANJ,CACEC,KADF;AAAA,MACEA,KADF,4BACU,CADV;AAAA,qBAMID,IANJ,CAEEE,MAFF;AAAA,MAEEA,MAFF,6BAEW,CAFX;AAAA,mBAMIF,IANJ,CAGEG,IAHF;AAAA,MAGEA,IAHF,2BAGS,IAHT;AAAA,0BAMIH,IANJ,CAIEI,WAJF;AAAA,MAIEA,WAJF,kCAIgB,IAJhB;AAAA,yBAMIJ,IANJ,CAKEK,UALF;AAAA,MAKEA,UALF,iCAKeR,kBALf;AAOA,MAAMS,OAAO,GAAG,IAAIC,eAAJ,CAAcR,EAAd,EAAkB;AAChCI,IAAAA,IAAI,EAAJA,IADgC;AAEhCK,IAAAA,MAAM,EAAE,oBAAST,EAAT,gBAFwB;AAGhCU,IAAAA,IAAI,MAH4B;AAIhCC,IAAAA,MAAM,EAAE,CAJwB;AAKhCC,IAAAA,OAAO,EAAE,KALuB;AAMhCN,IAAAA,UAAU,EAAVA,UANgC;AAOhCO,IAAAA,UAAU,MAPsB;AAQhCX,IAAAA,KAAK,EAALA,KARgC;AAShCC,IAAAA,MAAM,EAANA,MATgC;AAUhCE,IAAAA,WAAW,EAAXA;AAVgC,GAAlB,CAAhB;AAYA,SAAOE,OAAP;AACD;;AAEM,SAASO,cAAT,CAAwBd,EAAxB,EAA4BC,IAA5B,EAAkC;AACvC,MAAOc,EAAP,GAA6Cd,IAA7C,CAAOc,EAAP;AAAA,qBAA6Cd,IAA7C,CAAWC,KAAX;AAAA,MAAWA,KAAX,6BAAmB,CAAnB;AAAA,sBAA6CD,IAA7C,CAAsBE,MAAtB;AAAA,MAAsBA,MAAtB,8BAA+B,CAA/B;AAAA,MAAkCI,OAAlC,GAA6CN,IAA7C,CAAkCM,OAAlC;AACA,MAAMS,EAAE,GAAG,IAAIC,iBAAJ,CAAgBjB,EAAhB,EAAoB;AAC7Be,IAAAA,EAAE,EAAFA,EAD6B;AAE7Bb,IAAAA,KAAK,EAALA,KAF6B;AAG7BC,IAAAA,MAAM,EAANA,MAH6B;AAI7Be,IAAAA,WAAW,2CACeX,OADf;AAJkB,GAApB,CAAX;AASA,SAAOS,EAAP;AACD;;AAEM,SAASG,aAAT,CAAuBC,KAAvB,EAA8BC,IAA9B,EAAmD;AAAA,MAAfC,SAAe,uEAAH,CAAG;;AACxD,MAAI,CAACF,KAAD,IAAUA,KAAK,CAACG,MAAN,GAAeF,IAA7B,EAAmC;AACjC,WAAO,IAAIG,YAAJ,CAAiBH,IAAjB,EAAuBI,IAAvB,CAA4BH,SAA5B,CAAP;AACD;;AACD,SAAOF,KAAP;AACD","sourcesContent":["import GL from '@luma.gl/constants';\nimport {Framebuffer, Texture2D, isWebGL2} from '@luma.gl/core';\n\nconst DEFAULT_PARAMETERS = {\n [GL.TEXTURE_MAG_FILTER]: GL.NEAREST,\n [GL.TEXTURE_MIN_FILTER]: GL.NEAREST\n};\n\nexport function getFloatTexture(gl, opts = {}) {\n const {\n width = 1,\n height = 1,\n data = null,\n unpackFlipY = true,\n parameters = DEFAULT_PARAMETERS\n } = opts;\n const texture = new Texture2D(gl, {\n data,\n format: isWebGL2(gl) ? GL.RGBA32F : GL.RGBA,\n type: GL.FLOAT,\n border: 0,\n mipmaps: false,\n parameters,\n dataFormat: GL.RGBA,\n width,\n height,\n unpackFlipY\n });\n return texture;\n}\n\nexport function getFramebuffer(gl, opts) {\n const {id, width = 1, height = 1, texture} = opts;\n const fb = new Framebuffer(gl, {\n id,\n width,\n height,\n attachments: {\n [GL.COLOR_ATTACHMENT0]: texture\n }\n });\n\n return fb;\n}\n\nexport function getFloatArray(array, size, fillValue = 0) {\n if (!array || array.length < size) {\n return new Float32Array(size).fill(fillValue);\n }\n return array;\n}\n"],"file":"resource-utils.js"}
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function _createForOfIteratorHelper(o, allowArrayLike) { var it
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function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it.return != null) it.return(); } finally { if (didErr) throw err; } } }; }
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function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
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Code to Offsets Map needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\n// Table to map code to the intersection offsets\n// All offsets are relative to the center of marching cell (which is top right corner of grid-cell, and center of marching-square)\nconst HALF = 0.5;\nconst ONE6TH = 1 / 6;\nconst OFFSET = {\n N: [0, HALF], // NORTH\n E: [HALF, 0], // EAST\n S: [0, -HALF], // SOUTH\n W: [-HALF, 0], // WEST\n\n // CORNERS\n NE: [HALF, HALF],\n NW: [-HALF, HALF],\n SE: [HALF, -HALF],\n SW: [-HALF, -HALF]\n};\n\n// NOTE: vertices are ordered in CCW direction, starting from NW corner\n\n// Triangles\nconst SW_TRIANGLE = [OFFSET.W, OFFSET.SW, OFFSET.S];\nconst SE_TRIANGLE = [OFFSET.S, OFFSET.SE, OFFSET.E];\nconst NE_TRIANGLE = [OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_TRIANGLE = [OFFSET.NW, OFFSET.W, OFFSET.N];\n\n// Trapezoids\nconst SW_TRAPEZOID = [[-HALF, ONE6TH], [-HALF, -ONE6TH], [-ONE6TH, -HALF], [ONE6TH, -HALF]];\nconst SE_TRAPEZOID = [[-ONE6TH, -HALF], [ONE6TH, -HALF], [HALF, -ONE6TH], [HALF, ONE6TH]];\nconst NE_TRAPEZOID = [[HALF, -ONE6TH], [HALF, ONE6TH], [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst NW_TRAPEZOID = [[-HALF, ONE6TH], [-HALF, -ONE6TH], [ONE6TH, HALF], [-ONE6TH, HALF]];\n\n// Rectangles\nconst S_RECTANGLE = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E];\nconst E_RECTANGLE = [OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_RECTANGLE = [OFFSET.NW, OFFSET.W, OFFSET.E, OFFSET.NE];\nconst W_RECTANGLE = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.N];\nconst EW_RECTANGEL = [[-HALF, ONE6TH], [-HALF, -ONE6TH], [HALF, -ONE6TH], [HALF, ONE6TH]];\nconst SN_RECTANGEL = [[-ONE6TH, -HALF], [ONE6TH, -HALF], [ONE6TH, HALF], [-ONE6TH, HALF]];\n\n// Square\nconst SQUARE = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.NE];\n\n// Pentagons\nconst SW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.E, OFFSET.N];\nconst SE_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst NE_PENTAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.NE];\nconst NW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE];\n\nconst NW_N_PENTAGON = [OFFSET.NW, OFFSET.W, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst NE_E_PENTAGON = [[-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_S_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.E];\nconst SW_W_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [ONE6TH, HALF], [-ONE6TH, HALF]];\n\nconst NW_W_PENTAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.N];\nconst NE_N_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_E_PENTAGON = [OFFSET.S, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst SW_S_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH]];\n\n// Hexagon\nconst S_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst E_HEXAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_HEXAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE];\nconst W_HEXAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst SW_NE_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_SE_HEXAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.E, OFFSET.N];\n\n// Heptagon (7-sided)\nconst NE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n OFFSET.E,\n OFFSET.NE,\n OFFSET.N\n];\nconst SW_HEPTAGON = [\n OFFSET.W,\n OFFSET.SW,\n OFFSET.S,\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_HEPTAGON = [\n OFFSET.NW,\n OFFSET.W,\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n OFFSET.N\n];\nconst SE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n OFFSET.S,\n OFFSET.SE,\n OFFSET.E,\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Octagon\nconst OCTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Note: above wiki page invertes white/black dots for generating the code, we don't\nexport const ISOLINES_CODE_OFFSET_MAP = {\n // key is equal to the code of 4 vertices (invert the code specified in wiki)\n // value can be an array or an Object\n // Array : [line] or [line, line], where each line is [start-point, end-point], and each point is [x, y]\n // Object : to handle saddle cases, whos output depends on mean value of all 4 corners\n // key: code of mean value (0 or 1)\n // value: Array , as above defines one or two line segments\n 0: [],\n 1: [[OFFSET.W, OFFSET.S]],\n 2: [[OFFSET.S, OFFSET.E]],\n 3: [[OFFSET.W, OFFSET.E]],\n 4: [[OFFSET.N, OFFSET.E]],\n 5: {\n 0: [[OFFSET.W, OFFSET.S], [OFFSET.N, OFFSET.E]],\n 1: [[OFFSET.W, OFFSET.N], [OFFSET.S, OFFSET.E]]\n },\n 6: [[OFFSET.N, OFFSET.S]],\n 7: [[OFFSET.W, OFFSET.N]],\n 8: [[OFFSET.W, OFFSET.N]],\n 9: [[OFFSET.N, OFFSET.S]],\n 10: {\n 0: [[OFFSET.W, OFFSET.N], [OFFSET.S, OFFSET.E]],\n 1: [[OFFSET.W, OFFSET.S], [OFFSET.N, OFFSET.E]]\n },\n 11: [[OFFSET.N, OFFSET.E]],\n 12: [[OFFSET.W, OFFSET.E]],\n 13: [[OFFSET.S, OFFSET.E]],\n 14: [[OFFSET.W, OFFSET.S]],\n 15: []\n};\n\nfunction ternaryToIndex(ternary) {\n return parseInt(ternary, 4);\n}\n\nexport const ISOBANDS_CODE_OFFSET_MAP = {\n // Below list of cases, follow the same order as in above mentioned wiki page.\n // Each case has its code on first commented line // T,TR,R,C\n // where T: Top, TR: Top-right, R: Right and C: current, each will be either 0, 1 or 2\n // final code is binary representation of above code , where takes 2 digits\n // for example: code 2-2-2-1 => 10-10-10-01 => 10101001 => 169\n\n // no contours\n [ternaryToIndex('0000')]: [],\n [ternaryToIndex('2222')]: [],\n\n // single triangle\n [ternaryToIndex('2221')]: [SW_TRIANGLE],\n [ternaryToIndex('2212')]: [SE_TRIANGLE],\n [ternaryToIndex('2122')]: [NE_TRIANGLE],\n [ternaryToIndex('1222')]: [NW_TRIANGLE],\n [ternaryToIndex('0001')]: [SW_TRIANGLE],\n [ternaryToIndex('0010')]: [SE_TRIANGLE],\n [ternaryToIndex('0100')]: [NE_TRIANGLE],\n [ternaryToIndex('1000')]: [NW_TRIANGLE],\n\n // single trapezoid\n [ternaryToIndex('2220')]: [SW_TRAPEZOID],\n [ternaryToIndex('2202')]: [SE_TRAPEZOID],\n [ternaryToIndex('2022')]: [NE_TRAPEZOID],\n [ternaryToIndex('0222')]: [NW_TRAPEZOID],\n [ternaryToIndex('0002')]: [SW_TRAPEZOID],\n [ternaryToIndex('0020')]: [SE_TRAPEZOID],\n [ternaryToIndex('0200')]: [NE_TRAPEZOID],\n [ternaryToIndex('2000')]: [NW_TRAPEZOID],\n\n // single rectangle\n [ternaryToIndex('0011')]: [S_RECTANGLE],\n [ternaryToIndex('0110')]: [E_RECTANGLE],\n [ternaryToIndex('1100')]: [N_RECTANGLE],\n [ternaryToIndex('1001')]: [W_RECTANGLE],\n [ternaryToIndex('2211')]: [S_RECTANGLE],\n [ternaryToIndex('2112')]: [E_RECTANGLE],\n [ternaryToIndex('1122')]: [N_RECTANGLE],\n [ternaryToIndex('1221')]: [W_RECTANGLE],\n [ternaryToIndex('2200')]: [EW_RECTANGEL],\n [ternaryToIndex('2002')]: [SN_RECTANGEL],\n [ternaryToIndex('0022')]: [EW_RECTANGEL],\n [ternaryToIndex('0220')]: [SN_RECTANGEL],\n\n // single square\n // 1111\n [ternaryToIndex('1111')]: [SQUARE],\n\n // single pentagon\n [ternaryToIndex('1211')]: [SW_PENTAGON],\n [ternaryToIndex('2111')]: [SE_PENTAGON],\n [ternaryToIndex('1112')]: [NE_PENTAGON],\n [ternaryToIndex('1121')]: [NW_PENTAGON],\n [ternaryToIndex('1011')]: [SW_PENTAGON],\n [ternaryToIndex('0111')]: [SE_PENTAGON],\n [ternaryToIndex('1110')]: [NE_PENTAGON],\n [ternaryToIndex('1101')]: [NW_PENTAGON],\n [ternaryToIndex('1200')]: [NW_N_PENTAGON],\n [ternaryToIndex('0120')]: [NE_E_PENTAGON],\n [ternaryToIndex('0012')]: [SE_S_PENTAGON],\n [ternaryToIndex('2001')]: [SW_W_PENTAGON],\n [ternaryToIndex('1022')]: [NW_N_PENTAGON],\n [ternaryToIndex('2102')]: [NE_E_PENTAGON],\n [ternaryToIndex('2210')]: [SE_S_PENTAGON],\n [ternaryToIndex('0221')]: [SW_W_PENTAGON],\n [ternaryToIndex('1002')]: [NW_W_PENTAGON],\n [ternaryToIndex('2100')]: [NE_N_PENTAGON],\n [ternaryToIndex('0210')]: [SE_E_PENTAGON],\n [ternaryToIndex('0021')]: [SW_S_PENTAGON],\n [ternaryToIndex('1220')]: [NW_W_PENTAGON],\n [ternaryToIndex('0122')]: [NE_N_PENTAGON],\n [ternaryToIndex('2012')]: [SE_E_PENTAGON],\n [ternaryToIndex('2201')]: [SW_S_PENTAGON],\n\n // single hexagon\n [ternaryToIndex('0211')]: [S_HEXAGON],\n [ternaryToIndex('2110')]: [E_HEXAGON],\n [ternaryToIndex('1102')]: [N_HEXAGON],\n [ternaryToIndex('1021')]: [W_HEXAGON],\n [ternaryToIndex('2011')]: [S_HEXAGON],\n [ternaryToIndex('0112')]: [E_HEXAGON],\n [ternaryToIndex('1120')]: [N_HEXAGON],\n [ternaryToIndex('1201')]: [W_HEXAGON],\n [ternaryToIndex('2101')]: [SW_NE_HEXAGON],\n [ternaryToIndex('0121')]: [SW_NE_HEXAGON],\n [ternaryToIndex('1012')]: [NW_SE_HEXAGON],\n [ternaryToIndex('1210')]: [NW_SE_HEXAGON],\n\n // 6-sided polygons based on mean weight\n // NOTE: merges mean value codes for extreme changes (as per above Wiki doc)\n [ternaryToIndex('0101')]: {\n 0: [SW_TRIANGLE, NE_TRIANGLE],\n 1: [SW_NE_HEXAGON],\n 2: [SW_NE_HEXAGON]\n },\n [ternaryToIndex('1010')]: {\n 0: [NW_TRIANGLE, SE_TRIANGLE],\n 1: [NW_SE_HEXAGON],\n 2: [NW_SE_HEXAGON]\n },\n [ternaryToIndex('2121')]: {\n 0: [SW_NE_HEXAGON],\n 1: [SW_NE_HEXAGON],\n 2: [SW_TRIANGLE, NE_TRIANGLE]\n },\n [ternaryToIndex('1212')]: {\n 0: [NW_SE_HEXAGON],\n 1: [NW_SE_HEXAGON],\n 2: [NW_TRIANGLE, SE_TRIANGLE]\n },\n\n // 7-sided polygons based on mean weight\n [ternaryToIndex('2120')]: {\n 0: [NE_HEPTAGON],\n 1: [NE_HEPTAGON],\n 2: [SW_TRAPEZOID, NE_TRIANGLE]\n },\n [ternaryToIndex('2021')]: {\n 0: [SW_HEPTAGON],\n 1: [SW_HEPTAGON],\n 2: [SW_TRIANGLE, NE_TRAPEZOID]\n },\n [ternaryToIndex('1202')]: {\n 0: [NW_HEPTAGON],\n 1: [NW_HEPTAGON],\n 2: [NW_TRIANGLE, SE_TRAPEZOID]\n },\n [ternaryToIndex('0212')]: {\n 0: [SE_HEPTAGON],\n 1: [SE_HEPTAGON],\n 2: [SE_TRIANGLE, NW_TRAPEZOID]\n },\n [ternaryToIndex('0102')]: {\n 0: [SW_TRAPEZOID, NE_TRIANGLE],\n 1: [NE_HEPTAGON],\n 2: [NE_HEPTAGON]\n },\n [ternaryToIndex('0201')]: {\n 0: [SW_TRIANGLE, NE_TRAPEZOID],\n 1: [SW_HEPTAGON],\n 2: [SW_HEPTAGON]\n },\n [ternaryToIndex('1020')]: {\n 0: [NW_TRIANGLE, SE_TRAPEZOID],\n 1: [NW_HEPTAGON],\n 2: [NW_HEPTAGON]\n },\n [ternaryToIndex('2010')]: {\n 0: [SE_TRIANGLE, NW_TRAPEZOID],\n 1: [SE_HEPTAGON],\n 2: [SE_HEPTAGON]\n },\n\n // 8-sided polygons based on mean weight\n [ternaryToIndex('2020')]: {\n 0: [NW_TRAPEZOID, SE_TRAPEZOID],\n 1: [OCTAGON],\n 2: [SW_TRAPEZOID, NE_TRAPEZOID]\n },\n [ternaryToIndex('0202')]: {\n 0: [NE_TRAPEZOID, SW_TRAPEZOID],\n 1: [OCTAGON],\n 2: [NW_TRAPEZOID, SE_TRAPEZOID]\n }\n};\n"],"file":"marching-squares-codes.js"}
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Code to Offsets Map needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\n// Table to map code to the intersection offsets\n// All offsets are relative to the center of marching cell (which is top right corner of grid-cell, and center of marching-square)\nconst HALF = 0.5;\nconst ONE6TH = 1 / 6;\nconst OFFSET = {\n N: [0, HALF], // NORTH\n E: [HALF, 0], // EAST\n S: [0, -HALF], // SOUTH\n W: [-HALF, 0], // WEST\n\n // CORNERS\n NE: [HALF, HALF],\n NW: [-HALF, HALF],\n SE: [HALF, -HALF],\n SW: [-HALF, -HALF]\n};\n\n// NOTE: vertices are ordered in CCW direction, starting from NW corner\n\n// Triangles\nconst SW_TRIANGLE = [OFFSET.W, OFFSET.SW, OFFSET.S];\nconst SE_TRIANGLE = [OFFSET.S, OFFSET.SE, OFFSET.E];\nconst NE_TRIANGLE = [OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_TRIANGLE = [OFFSET.NW, OFFSET.W, OFFSET.N];\n\n// Trapezoids\nconst SW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF]\n];\nconst SE_TRAPEZOID = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst NE_TRAPEZOID = [\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Rectangles\nconst S_RECTANGLE = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E];\nconst E_RECTANGLE = [OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_RECTANGLE = [OFFSET.NW, OFFSET.W, OFFSET.E, OFFSET.NE];\nconst W_RECTANGLE = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.N];\nconst EW_RECTANGEL = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst SN_RECTANGEL = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Square\nconst SQUARE = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.NE];\n\n// Pentagons\nconst SW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.E, OFFSET.N];\nconst SE_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst NE_PENTAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.NE];\nconst NW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE];\n\nconst NW_N_PENTAGON = [OFFSET.NW, OFFSET.W, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst NE_E_PENTAGON = [[-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_S_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.E];\nconst SW_W_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [ONE6TH, HALF], [-ONE6TH, HALF]];\n\nconst NW_W_PENTAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.N];\nconst NE_N_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_E_PENTAGON = [OFFSET.S, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst SW_S_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH]];\n\n// Hexagon\nconst S_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst E_HEXAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_HEXAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE];\nconst W_HEXAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst SW_NE_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_SE_HEXAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.E, OFFSET.N];\n\n// Heptagon (7-sided)\nconst NE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n OFFSET.E,\n OFFSET.NE,\n OFFSET.N\n];\nconst SW_HEPTAGON = [\n OFFSET.W,\n OFFSET.SW,\n OFFSET.S,\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_HEPTAGON = [\n OFFSET.NW,\n OFFSET.W,\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n OFFSET.N\n];\nconst SE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n OFFSET.S,\n OFFSET.SE,\n OFFSET.E,\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Octagon\nconst OCTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Note: above wiki page invertes white/black dots for generating the code, we don't\nexport const ISOLINES_CODE_OFFSET_MAP = {\n // key is equal to the code of 4 vertices (invert the code specified in wiki)\n // value can be an array or an Object\n // Array : [line] or [line, line], where each line is [start-point, end-point], and each point is [x, y]\n // Object : to handle saddle cases, whos output depends on mean value of all 4 corners\n // key: code of mean value (0 or 1)\n // value: Array , as above defines one or two line segments\n 0: [],\n 1: [[OFFSET.W, OFFSET.S]],\n 2: [[OFFSET.S, OFFSET.E]],\n 3: [[OFFSET.W, OFFSET.E]],\n 4: [[OFFSET.N, OFFSET.E]],\n 5: {\n 0: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ]\n },\n 6: [[OFFSET.N, OFFSET.S]],\n 7: [[OFFSET.W, OFFSET.N]],\n 8: [[OFFSET.W, OFFSET.N]],\n 9: [[OFFSET.N, OFFSET.S]],\n 10: {\n 0: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ]\n },\n 11: [[OFFSET.N, OFFSET.E]],\n 12: [[OFFSET.W, OFFSET.E]],\n 13: [[OFFSET.S, OFFSET.E]],\n 14: [[OFFSET.W, OFFSET.S]],\n 15: []\n};\n\nfunction ternaryToIndex(ternary) {\n return parseInt(ternary, 4);\n}\n\nexport const ISOBANDS_CODE_OFFSET_MAP = {\n // Below list of cases, follow the same order as in above mentioned wiki page.\n // Each case has its code on first commented line // T,TR,R,C\n // where T: Top, TR: Top-right, R: Right and C: current, each will be either 0, 1 or 2\n // final code is binary representation of above code , where takes 2 digits\n // for example: code 2-2-2-1 => 10-10-10-01 => 10101001 => 169\n\n // no contours\n [ternaryToIndex('0000')]: [],\n [ternaryToIndex('2222')]: [],\n\n // single triangle\n [ternaryToIndex('2221')]: [SW_TRIANGLE],\n [ternaryToIndex('2212')]: [SE_TRIANGLE],\n [ternaryToIndex('2122')]: [NE_TRIANGLE],\n [ternaryToIndex('1222')]: [NW_TRIANGLE],\n [ternaryToIndex('0001')]: [SW_TRIANGLE],\n [ternaryToIndex('0010')]: [SE_TRIANGLE],\n [ternaryToIndex('0100')]: [NE_TRIANGLE],\n [ternaryToIndex('1000')]: [NW_TRIANGLE],\n\n // single trapezoid\n [ternaryToIndex('2220')]: [SW_TRAPEZOID],\n [ternaryToIndex('2202')]: [SE_TRAPEZOID],\n [ternaryToIndex('2022')]: [NE_TRAPEZOID],\n [ternaryToIndex('0222')]: [NW_TRAPEZOID],\n [ternaryToIndex('0002')]: [SW_TRAPEZOID],\n [ternaryToIndex('0020')]: [SE_TRAPEZOID],\n [ternaryToIndex('0200')]: [NE_TRAPEZOID],\n [ternaryToIndex('2000')]: [NW_TRAPEZOID],\n\n // single rectangle\n [ternaryToIndex('0011')]: [S_RECTANGLE],\n [ternaryToIndex('0110')]: [E_RECTANGLE],\n [ternaryToIndex('1100')]: [N_RECTANGLE],\n [ternaryToIndex('1001')]: [W_RECTANGLE],\n [ternaryToIndex('2211')]: [S_RECTANGLE],\n [ternaryToIndex('2112')]: [E_RECTANGLE],\n [ternaryToIndex('1122')]: [N_RECTANGLE],\n [ternaryToIndex('1221')]: [W_RECTANGLE],\n [ternaryToIndex('2200')]: [EW_RECTANGEL],\n [ternaryToIndex('2002')]: [SN_RECTANGEL],\n [ternaryToIndex('0022')]: [EW_RECTANGEL],\n [ternaryToIndex('0220')]: [SN_RECTANGEL],\n\n // single square\n // 1111\n [ternaryToIndex('1111')]: [SQUARE],\n\n // single pentagon\n [ternaryToIndex('1211')]: [SW_PENTAGON],\n [ternaryToIndex('2111')]: [SE_PENTAGON],\n [ternaryToIndex('1112')]: [NE_PENTAGON],\n [ternaryToIndex('1121')]: [NW_PENTAGON],\n [ternaryToIndex('1011')]: [SW_PENTAGON],\n [ternaryToIndex('0111')]: [SE_PENTAGON],\n [ternaryToIndex('1110')]: [NE_PENTAGON],\n [ternaryToIndex('1101')]: [NW_PENTAGON],\n [ternaryToIndex('1200')]: [NW_N_PENTAGON],\n [ternaryToIndex('0120')]: [NE_E_PENTAGON],\n [ternaryToIndex('0012')]: [SE_S_PENTAGON],\n [ternaryToIndex('2001')]: [SW_W_PENTAGON],\n [ternaryToIndex('1022')]: [NW_N_PENTAGON],\n [ternaryToIndex('2102')]: [NE_E_PENTAGON],\n [ternaryToIndex('2210')]: [SE_S_PENTAGON],\n [ternaryToIndex('0221')]: [SW_W_PENTAGON],\n [ternaryToIndex('1002')]: [NW_W_PENTAGON],\n [ternaryToIndex('2100')]: [NE_N_PENTAGON],\n [ternaryToIndex('0210')]: [SE_E_PENTAGON],\n [ternaryToIndex('0021')]: [SW_S_PENTAGON],\n [ternaryToIndex('1220')]: [NW_W_PENTAGON],\n [ternaryToIndex('0122')]: [NE_N_PENTAGON],\n [ternaryToIndex('2012')]: [SE_E_PENTAGON],\n [ternaryToIndex('2201')]: [SW_S_PENTAGON],\n\n // single hexagon\n [ternaryToIndex('0211')]: [S_HEXAGON],\n [ternaryToIndex('2110')]: [E_HEXAGON],\n [ternaryToIndex('1102')]: [N_HEXAGON],\n [ternaryToIndex('1021')]: [W_HEXAGON],\n [ternaryToIndex('2011')]: [S_HEXAGON],\n [ternaryToIndex('0112')]: [E_HEXAGON],\n [ternaryToIndex('1120')]: [N_HEXAGON],\n [ternaryToIndex('1201')]: [W_HEXAGON],\n [ternaryToIndex('2101')]: [SW_NE_HEXAGON],\n [ternaryToIndex('0121')]: [SW_NE_HEXAGON],\n [ternaryToIndex('1012')]: [NW_SE_HEXAGON],\n [ternaryToIndex('1210')]: [NW_SE_HEXAGON],\n\n // 6-sided polygons based on mean weight\n // NOTE: merges mean value codes for extreme changes (as per above Wiki doc)\n [ternaryToIndex('0101')]: {\n 0: [SW_TRIANGLE, NE_TRIANGLE],\n 1: [SW_NE_HEXAGON],\n 2: [SW_NE_HEXAGON]\n },\n [ternaryToIndex('1010')]: {\n 0: [NW_TRIANGLE, SE_TRIANGLE],\n 1: [NW_SE_HEXAGON],\n 2: [NW_SE_HEXAGON]\n },\n [ternaryToIndex('2121')]: {\n 0: [SW_NE_HEXAGON],\n 1: [SW_NE_HEXAGON],\n 2: [SW_TRIANGLE, NE_TRIANGLE]\n },\n [ternaryToIndex('1212')]: {\n 0: [NW_SE_HEXAGON],\n 1: [NW_SE_HEXAGON],\n 2: [NW_TRIANGLE, SE_TRIANGLE]\n },\n\n // 7-sided polygons based on mean weight\n [ternaryToIndex('2120')]: {\n 0: [NE_HEPTAGON],\n 1: [NE_HEPTAGON],\n 2: [SW_TRAPEZOID, NE_TRIANGLE]\n },\n [ternaryToIndex('2021')]: {\n 0: [SW_HEPTAGON],\n 1: [SW_HEPTAGON],\n 2: [SW_TRIANGLE, NE_TRAPEZOID]\n },\n [ternaryToIndex('1202')]: {\n 0: [NW_HEPTAGON],\n 1: [NW_HEPTAGON],\n 2: [NW_TRIANGLE, SE_TRAPEZOID]\n },\n [ternaryToIndex('0212')]: {\n 0: [SE_HEPTAGON],\n 1: [SE_HEPTAGON],\n 2: [SE_TRIANGLE, NW_TRAPEZOID]\n },\n [ternaryToIndex('0102')]: {\n 0: [SW_TRAPEZOID, NE_TRIANGLE],\n 1: [NE_HEPTAGON],\n 2: [NE_HEPTAGON]\n },\n [ternaryToIndex('0201')]: {\n 0: [SW_TRIANGLE, NE_TRAPEZOID],\n 1: [SW_HEPTAGON],\n 2: [SW_HEPTAGON]\n },\n [ternaryToIndex('1020')]: {\n 0: [NW_TRIANGLE, SE_TRAPEZOID],\n 1: [NW_HEPTAGON],\n 2: [NW_HEPTAGON]\n },\n [ternaryToIndex('2010')]: {\n 0: [SE_TRIANGLE, NW_TRAPEZOID],\n 1: [SE_HEPTAGON],\n 2: [SE_HEPTAGON]\n },\n\n // 8-sided polygons based on mean weight\n [ternaryToIndex('2020')]: {\n 0: [NW_TRAPEZOID, SE_TRAPEZOID],\n 1: [OCTAGON],\n 2: [SW_TRAPEZOID, NE_TRAPEZOID]\n },\n [ternaryToIndex('0202')]: {\n 0: [NE_TRAPEZOID, SW_TRAPEZOID],\n 1: [OCTAGON],\n 2: [NW_TRAPEZOID, SE_TRAPEZOID]\n }\n};\n"],"file":"marching-squares-codes.js"}
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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
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export default "#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n";
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{"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js"],"names":[],"mappings":"AAsBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n
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{"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js"],"names":[],"mappings":"AAsBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n`;\n"],"file":"gpu-grid-cell-layer-vertex.glsl.js"}
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