@deck.gl/aggregation-layers 9.0.0-alpha.6 → 9.0.0-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.
Files changed (156) hide show
  1. package/dist/dist.dev.js +2912 -2659
  2. package/dist/es5/aggregation-layer.js +3 -1
  3. package/dist/es5/aggregation-layer.js.map +1 -1
  4. package/dist/es5/contour-layer/contour-layer.js +2 -2
  5. package/dist/es5/contour-layer/contour-layer.js.map +1 -1
  6. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js +1 -1
  7. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  8. package/dist/es5/grid-layer/grid-layer.js +2 -2
  9. package/dist/es5/grid-layer/grid-layer.js.map +1 -1
  10. package/dist/es5/heatmap-layer/heatmap-layer.js +7 -8
  11. package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
  12. package/dist/es5/heatmap-layer/max-fs.glsl.js +1 -1
  13. package/dist/es5/heatmap-layer/max-vs.glsl.js +1 -1
  14. package/dist/es5/heatmap-layer/triangle-layer-fragment.glsl.js +1 -1
  15. package/dist/es5/heatmap-layer/triangle-layer-vertex.glsl.js +1 -1
  16. package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
  17. package/dist/es5/heatmap-layer/weights-fs.glsl.js +1 -1
  18. package/dist/es5/heatmap-layer/weights-vs.glsl.js +1 -1
  19. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js +4 -4
  20. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  21. package/dist/es5/screen-grid-layer/screen-grid-layer-fragment.glsl.js +1 -1
  22. package/dist/es5/screen-grid-layer/screen-grid-layer-vertex.glsl.js +1 -1
  23. package/dist/es5/screen-grid-layer/screen-grid-layer.js +2 -4
  24. package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
  25. package/dist/es5/utils/cpu-aggregator.js.map +1 -1
  26. package/dist/es5/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +1 -1
  27. package/dist/es5/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +1 -1
  28. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +1 -1
  29. package/dist/es5/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  30. package/dist/es5/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +1 -1
  31. package/dist/es5/utils/resource-utils.js +0 -2
  32. package/dist/es5/utils/resource-utils.js.map +1 -1
  33. package/dist/esm/aggregation-layer.js +3 -1
  34. package/dist/esm/aggregation-layer.js.map +1 -1
  35. package/dist/esm/contour-layer/contour-layer.js +2 -2
  36. package/dist/esm/contour-layer/contour-layer.js.map +1 -1
  37. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js +1 -1
  38. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  39. package/dist/esm/grid-layer/grid-layer.js +2 -2
  40. package/dist/esm/grid-layer/grid-layer.js.map +1 -1
  41. package/dist/esm/heatmap-layer/heatmap-layer.js +8 -11
  42. package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
  43. package/dist/esm/heatmap-layer/max-fs.glsl.js +5 -3
  44. package/dist/esm/heatmap-layer/max-fs.glsl.js.map +1 -1
  45. package/dist/esm/heatmap-layer/max-vs.glsl.js +3 -2
  46. package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
  47. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +9 -6
  48. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
  49. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js +7 -6
  50. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js.map +1 -1
  51. package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
  52. package/dist/esm/heatmap-layer/weights-fs.glsl.js +5 -3
  53. package/dist/esm/heatmap-layer/weights-fs.glsl.js.map +1 -1
  54. package/dist/esm/heatmap-layer/weights-vs.glsl.js +5 -4
  55. package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
  56. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js +4 -4
  57. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  58. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js +7 -4
  59. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js.map +1 -1
  60. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js +8 -7
  61. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js.map +1 -1
  62. package/dist/esm/screen-grid-layer/screen-grid-layer.js +2 -4
  63. package/dist/esm/screen-grid-layer/screen-grid-layer.js.map +1 -1
  64. package/dist/esm/utils/cpu-aggregator.js.map +1 -1
  65. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +6 -3
  66. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js.map +1 -1
  67. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +5 -4
  68. package/dist/esm/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js.map +1 -1
  69. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +2 -2
  70. package/dist/esm/utils/gpu-grid-aggregation/gpu-grid-aggregator.js.map +1 -1
  71. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +3 -2
  72. package/dist/esm/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js.map +1 -1
  73. package/dist/esm/utils/resource-utils.js +0 -1
  74. package/dist/esm/utils/resource-utils.js.map +1 -1
  75. package/dist.min.js +151 -121
  76. package/package.json +7 -7
  77. package/src/aggregation-layer.ts +3 -1
  78. package/src/contour-layer/contour-layer.ts +3 -3
  79. package/src/gpu-grid-layer/gpu-grid-layer.ts +1 -1
  80. package/src/grid-layer/grid-layer.ts +4 -2
  81. package/src/heatmap-layer/heatmap-layer.ts +17 -17
  82. package/src/heatmap-layer/max-fs.glsl.ts +5 -3
  83. package/src/heatmap-layer/max-vs.glsl.ts +3 -2
  84. package/src/heatmap-layer/triangle-layer-fragment.glsl.ts +9 -6
  85. package/src/heatmap-layer/triangle-layer-vertex.glsl.ts +7 -6
  86. package/src/heatmap-layer/triangle-layer.ts +0 -1
  87. package/src/heatmap-layer/weights-fs.glsl.ts +5 -3
  88. package/src/heatmap-layer/weights-vs.glsl.ts +5 -4
  89. package/src/screen-grid-layer/screen-grid-cell-layer.ts +16 -8
  90. package/src/screen-grid-layer/screen-grid-layer-fragment.glsl.ts +7 -4
  91. package/src/screen-grid-layer/screen-grid-layer-vertex.glsl.ts +8 -7
  92. package/src/screen-grid-layer/screen-grid-layer.ts +2 -2
  93. package/src/utils/cpu-aggregator.ts +1 -1
  94. package/src/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.ts +6 -3
  95. package/src/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.ts +5 -4
  96. package/src/utils/gpu-grid-aggregation/gpu-grid-aggregator.ts +2 -2
  97. package/src/utils/gpu-grid-aggregation/transform-mean-vs.glsl.ts +3 -2
  98. package/src/utils/resource-utils.ts +2 -8
  99. package/typed/aggregation-layer.d.ts +1 -1
  100. package/typed/aggregation-layer.d.ts.map +1 -1
  101. package/typed/contour-layer/contour-layer.d.ts +2 -2
  102. package/typed/contour-layer/contour-layer.d.ts.map +1 -1
  103. package/typed/cpu-grid-layer/cpu-grid-layer.d.ts +2 -2
  104. package/typed/cpu-grid-layer/cpu-grid-layer.d.ts.map +1 -1
  105. package/typed/cpu-grid-layer/grid-aggregator.d.ts +1 -1
  106. package/typed/cpu-grid-layer/grid-aggregator.d.ts.map +1 -1
  107. package/typed/gpu-grid-layer/gpu-grid-cell-layer.d.ts +1 -1
  108. package/typed/gpu-grid-layer/gpu-grid-cell-layer.d.ts.map +1 -1
  109. package/typed/gpu-grid-layer/gpu-grid-layer.d.ts +2 -2
  110. package/typed/gpu-grid-layer/gpu-grid-layer.d.ts.map +1 -1
  111. package/typed/grid-aggregation-layer.d.ts +1 -1
  112. package/typed/grid-aggregation-layer.d.ts.map +1 -1
  113. package/typed/grid-layer/grid-layer.d.ts +2 -2
  114. package/typed/grid-layer/grid-layer.d.ts.map +1 -1
  115. package/typed/heatmap-layer/heatmap-layer.d.ts +8 -9
  116. package/typed/heatmap-layer/heatmap-layer.d.ts.map +1 -1
  117. package/typed/heatmap-layer/max-fs.glsl.d.ts +1 -1
  118. package/typed/heatmap-layer/max-fs.glsl.d.ts.map +1 -1
  119. package/typed/heatmap-layer/max-vs.glsl.d.ts +1 -1
  120. package/typed/heatmap-layer/max-vs.glsl.d.ts.map +1 -1
  121. package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts +1 -1
  122. package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts.map +1 -1
  123. package/typed/heatmap-layer/triangle-layer-vertex.glsl.d.ts +1 -1
  124. package/typed/heatmap-layer/triangle-layer-vertex.glsl.d.ts.map +1 -1
  125. package/typed/heatmap-layer/triangle-layer.d.ts +2 -2
  126. package/typed/heatmap-layer/triangle-layer.d.ts.map +1 -1
  127. package/typed/heatmap-layer/weights-fs.glsl.d.ts +1 -1
  128. package/typed/heatmap-layer/weights-fs.glsl.d.ts.map +1 -1
  129. package/typed/heatmap-layer/weights-vs.glsl.d.ts +1 -1
  130. package/typed/heatmap-layer/weights-vs.glsl.d.ts.map +1 -1
  131. package/typed/hexagon-layer/hexagon-layer.d.ts +2 -2
  132. package/typed/hexagon-layer/hexagon-layer.d.ts.map +1 -1
  133. package/typed/screen-grid-layer/screen-grid-cell-layer.d.ts +4 -8
  134. package/typed/screen-grid-layer/screen-grid-cell-layer.d.ts.map +1 -1
  135. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.d.ts +1 -1
  136. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.d.ts.map +1 -1
  137. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.d.ts +1 -1
  138. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.d.ts.map +1 -1
  139. package/typed/screen-grid-layer/screen-grid-layer.d.ts +2 -2
  140. package/typed/screen-grid-layer/screen-grid-layer.d.ts.map +1 -1
  141. package/typed/types.d.ts +1 -1
  142. package/typed/types.d.ts.map +1 -1
  143. package/typed/utils/aggregation-operation-utils.d.ts +1 -1
  144. package/typed/utils/aggregation-operation-utils.d.ts.map +1 -1
  145. package/typed/utils/bin-sorter.d.ts +1 -1
  146. package/typed/utils/bin-sorter.d.ts.map +1 -1
  147. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.d.ts +1 -1
  148. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.d.ts.map +1 -1
  149. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.d.ts +1 -1
  150. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.d.ts.map +1 -1
  151. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.d.ts +1 -1
  152. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.d.ts.map +1 -1
  153. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.d.ts +1 -1
  154. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.d.ts.map +1 -1
  155. package/typed/utils/resource-utils.d.ts +1 -1
  156. package/typed/utils/resource-utils.d.ts.map +1 -1
@@ -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 {\n getBounds,\n boundsContain,\n packVertices,\n scaleToAspectRatio,\n getTextureCoordinates,\n getTextureParams\n} from './heatmap-layer-utils';\nimport {DeviceFeature, Texture, TextureProps, TextureFormat} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {Transform} from '@luma.gl/engine';\nimport {BufferWithAccessor, withGLParameters} from '@luma.gl/webgl';\nimport {\n Accessor,\n AccessorFunction,\n AttributeManager,\n ChangeFlags,\n Color,\n COORDINATE_SYSTEM,\n Layer,\n LayerContext,\n LayersList,\n log,\n Position,\n UpdateParameters,\n DefaultProps\n} from '@deck.gl/core';\nimport TriangleLayer from './triangle-layer';\nimport AggregationLayer, {AggregationLayerProps} from '../aggregation-layer';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport weightsVs from './weights-vs.glsl';\nimport weightsFs from './weights-fs.glsl';\nimport vsMax from './max-vs.glsl';\nimport fsMax from './max-fs.glsl';\n\nconst RESOLUTION = 2; // (number of common space pixels) / (number texels)\nconst TEXTURE_PROPS: TextureProps = {\n format: 'rgba8unorm',\n mipmaps: false,\n sampler: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n};\nconst DEFAULT_COLOR_DOMAIN = [0, 0];\nconst AGGREGATION_MODE = {\n SUM: 0,\n MEAN: 1\n};\n\nconst defaultProps: DefaultProps<HeatmapLayerProps> = {\n getPosition: {type: 'accessor', value: (x: any) => 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: DeviceFeature[] = [\n 'blend-minmax-webgl1', // max weight calculation\n 'texture-formats-float32-webgl1' // weight-map as texture\n];\n\nconst FLOAT_TARGET_FEATURES: DeviceFeature[] = [\n 'texture-renderable-float32-webgl', // ability to render to float texture\n 'texture-blend-float-webgl1' // ability to blend when rendering to float texture\n];\n\nconst DIMENSIONS = {\n data: {\n props: ['radiusPixels']\n }\n};\n\nexport type HeatmapLayerProps<DataT = unknown> = _HeatmapLayerProps<DataT> &\n AggregationLayerProps<DataT>;\n\ntype _HeatmapLayerProps<DataT> = {\n /**\n * Radius of the circle in pixels, to which the weight of an object is distributed.\n *\n * @default 30\n */\n radiusPixels?: number;\n\n /**\n * Specified as an array of colors [color1, color2, ...].\n *\n * @default `6-class YlOrRd` - [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6)\n */\n colorRange?: Color[];\n\n /**\n * Value that is multiplied with the total weight at a pixel to obtain the final weight.\n *\n * @default 1\n */\n intensity?: number;\n\n /**\n * Ratio of the fading weight to the max weight, between `0` and `1`.\n *\n * For example, `0.1` affects all pixels with weight under 10% of the max.\n *\n * Ignored when `colorDomain` is specified.\n * @default 0.05\n */\n threshold?: number;\n\n /**\n * Controls how weight values are mapped to the `colorRange`, as an array of two numbers [`minValue`, `maxValue`].\n *\n * @default null\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Defines the type of aggregation operation\n *\n * V valid values are 'SUM', 'MEAN'.\n *\n * @default 'SUM'\n */\n aggregation?: 'SUM' | 'MEAN';\n\n /**\n * Specifies the size of weight texture.\n * @default 2048\n */\n weightsTextureSize?: number;\n\n /**\n * Interval in milliseconds during which changes to the viewport don't trigger aggregation.\n *\n * @default 500\n */\n debounceTimeout?: number;\n\n /**\n * Method called to retrieve the position of each object.\n *\n * @default d => d.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of each object.\n *\n * @default 1\n */\n getWeight?: Accessor<DataT, number>;\n};\n\n/** Visualizes the spatial distribution of data. */\nexport default class HeatmapLayer<\n DataT = any,\n ExtraPropsT extends {} = {}\n> extends AggregationLayer<DataT, ExtraPropsT & Required<_HeatmapLayerProps<DataT>>> {\n static layerName = 'HeatmapLayer';\n static defaultProps = defaultProps;\n\n state!: AggregationLayer<DataT>['state'] & {\n supported: boolean;\n colorDomain?: number[];\n isWeightMapDirty?: boolean;\n weightsTexture?: Texture;\n maxWeightsTexture?: Texture;\n colorTexture?: Texture;\n zoom?: number;\n worldBounds?: number[];\n normalizedCommonBounds?: number[];\n updateTimer?: any;\n triPositionBuffer?: BufferWithAccessor;\n triTexCoordBuffer?: BufferWithAccessor;\n weightsTransform?: Transform;\n maxWeightTransform?: Transform;\n textureSize: number;\n format: TextureFormat;\n type: GL;\n weightsScale: number;\n visibleWorldBounds: number[];\n viewportCorners: number[][];\n };\n\n initializeState() {\n if (!REQUIRED_FEATURES.every(feature => this.context.device.features.has(feature))) {\n this.setState({supported: false});\n log.error(`HeatmapLayer: ${this.id} is not supported on this browser`)();\n return;\n }\n super.initializeAggregationLayer(DIMENSIONS);\n this.setState({supported: true, colorDomain: DEFAULT_COLOR_DOMAIN});\n this._setupTextureParams();\n this._setupAttributes();\n this._setupResources();\n }\n\n shouldUpdateState({changeFlags}: UpdateParameters<this>) {\n // Need to be updated when viewport changes\n return changeFlags.somethingChanged;\n }\n\n /* eslint-disable max-statements,complexity */\n updateState(opts: UpdateParameters<this>) {\n if (!this.state.supported) {\n return;\n }\n super.updateState(opts);\n this._updateHeatmapState(opts);\n }\n\n _updateHeatmapState(opts: UpdateParameters<this>) {\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 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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(context: LayerContext) {\n super.finalizeState(context);\n const {\n weightsTransform,\n weightsTexture,\n maxWeightTransform,\n maxWeightsTexture,\n triPositionBuffer,\n triTexCoordBuffer,\n colorTexture,\n updateTimer\n } = this.state;\n weightsTransform?.destroy();\n weightsTexture?.destroy();\n maxWeightTransform?.destroy();\n maxWeightsTexture?.destroy();\n triPositionBuffer?.destroy();\n triTexCoordBuffer?.destroy();\n colorTexture?.destroy();\n if (updateTimer) {\n clearTimeout(updateTimer);\n }\n }\n\n // PRIVATE\n\n // override Composite layer private method to create AttributeManager instance\n _getAttributeManager() {\n return new AttributeManager(this.context.device, {\n id: this.props.id,\n stats: this.context.stats\n });\n }\n\n _getChangeFlags(opts: UpdateParameters<this>) {\n const changeFlags: Partial<ChangeFlags> & {\n boundsChanged?: boolean;\n viewportZoomChanged?: boolean;\n } = {};\n const {dimensions} = this.state;\n changeFlags.dataChanged =\n (this.isAttributeChanged() && 'attribute changed') || // if any attribute is changed\n (this.isAggregationDirty(opts, {\n compareAll: true,\n dimension: dimensions.data\n }) &&\n 'aggregation is dirty');\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 {textureSize, format, type} = this.state;\n\n this.setState({\n weightsTexture: this.context.device.createTexture({\n width: textureSize,\n height: textureSize,\n format,\n type,\n ...TEXTURE_PROPS\n }),\n maxWeightsTexture: this.context.device.createTexture({format, type, ...TEXTURE_PROPS}) // 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 {device} = this.context;\n const {weightsTextureSize} = this.props;\n\n const textureSize = Math.min(weightsTextureSize, device.limits.maxTextureDimension2D as number);\n const floatTargetSupport = FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));\n const {format, type} = getTextureParams({device, floatTargetSupport});\n const weightsScale = floatTargetSupport ? 1 : 1 / 255;\n this.setState({textureSize, format, type, weightsScale});\n if (!floatTargetSupport) {\n log.warn(\n `HeatmapLayer: ${this.id} rendering to float texture not supported, fallingback to low precession format`\n )();\n }\n }\n\n getShaders(type) {\n return super.getShaders(\n type === 'max-weights-transform'\n ? {\n vs: vsMax,\n _fs: fsMax\n }\n : {\n vs: weightsVs,\n _fs: weightsFs\n }\n );\n }\n\n _createWeightsTransform(shaders = {}) {\n let {weightsTransform} = this.state;\n const {weightsTexture} = this.state;\n weightsTransform?.delete();\n\n weightsTransform = new Transform(this.context.device, {\n id: `${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 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(this.context.device, {\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: this.context.device.createBuffer({\n byteLength: 48,\n // @ts-expect-error\n accessor: {size: 3}\n }),\n triTexCoordBuffer: this.context.device.createBuffer({\n byteLength: 48,\n // @ts-expect-error\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: any = false): boolean {\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: Partial<HeatmapLayer['state']> = {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 {triPositionBuffer, triTexCoordBuffer, normalizedCommonBounds, 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 as any);\n\n if (colorTexture) {\n // @ts-expect-error TODO - no longer supported in v9?\n colorTexture.setImageData({\n data: colors,\n width: colorRange.length\n });\n } else {\n colorTexture = this.context.device.createTexture({\n data: colors,\n width: colorRange.length,\n height: 1,\n ...TEXTURE_PROPS\n });\n }\n this.setState({colorTexture});\n }\n\n _updateWeightmap() {\n const {radiusPixels, colorDomain, aggregation} = this.props;\n const {worldBounds, textureSize, weightsScale} = this.state;\n const weightsTransform = this.state.weightsTransform!;\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 // Need to explictly specify clearColor as external context may have modified it\n withGLParameters(this.context.gl, {clearColor: [0, 0, 0, 0]}, () => {\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 // @ts-expect-error TODO - no longer supported in v9?\n attributes: this.getAttributes(),\n moduleSettings: this.getModuleSettings()\n });\n });\n this._updateMaxWeightValue();\n\n // reset filtering parameters (TODO: remove once luma issue#1193 is fixed)\n // TODO v9 sampler support in luma.gl needs to improve\n // weightsTexture.setSampler({\n // magFilter: 'linear',\n // minFilter: '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: {useLayerCoordinateSystem?: boolean} = {}) {\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"],"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 {\n getBounds,\n boundsContain,\n packVertices,\n scaleToAspectRatio,\n getTextureCoordinates,\n getTextureParams\n} from './heatmap-layer-utils';\nimport {Buffer, DeviceFeature, Texture, TextureProps, TextureFormat} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {TextureTransform, TextureTransformProps} from '@luma.gl/engine';\nimport {withGLParameters} from '@luma.gl/webgl';\nimport {\n Accessor,\n AccessorFunction,\n AttributeManager,\n ChangeFlags,\n Color,\n COORDINATE_SYSTEM,\n Layer,\n LayerContext,\n LayersList,\n log,\n Position,\n UpdateParameters,\n DefaultProps\n} from '@deck.gl/core';\nimport TriangleLayer from './triangle-layer';\nimport AggregationLayer, {AggregationLayerProps} from '../aggregation-layer';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport weightsVs from './weights-vs.glsl';\nimport weightsFs from './weights-fs.glsl';\nimport vsMax from './max-vs.glsl';\nimport fsMax from './max-fs.glsl';\n\nconst RESOLUTION = 2; // (number of common space pixels) / (number texels)\nconst TEXTURE_PROPS: TextureProps = {\n format: 'rgba8unorm',\n mipmaps: false,\n sampler: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n};\nconst DEFAULT_COLOR_DOMAIN = [0, 0];\nconst AGGREGATION_MODE = {\n SUM: 0,\n MEAN: 1\n};\n\nconst defaultProps: DefaultProps<HeatmapLayerProps> = {\n getPosition: {type: 'accessor', value: (x: any) => 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: DeviceFeature[] = [\n 'blend-minmax-webgl1', // max weight calculation\n 'texture-formats-float32-webgl1' // weight-map as texture\n];\n\nconst FLOAT_TARGET_FEATURES: DeviceFeature[] = [\n 'texture-renderable-float32-webgl', // ability to render to float texture\n 'texture-blend-float-webgl1' // ability to blend when rendering to float texture\n];\n\nconst DIMENSIONS = {\n data: {\n props: ['radiusPixels']\n }\n};\n\nexport type HeatmapLayerProps<DataT = unknown> = _HeatmapLayerProps<DataT> &\n AggregationLayerProps<DataT>;\n\ntype _HeatmapLayerProps<DataT> = {\n /**\n * Radius of the circle in pixels, to which the weight of an object is distributed.\n *\n * @default 30\n */\n radiusPixels?: number;\n\n /**\n * Specified as an array of colors [color1, color2, ...].\n *\n * @default `6-class YlOrRd` - [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6)\n */\n colorRange?: Color[];\n\n /**\n * Value that is multiplied with the total weight at a pixel to obtain the final weight.\n *\n * @default 1\n */\n intensity?: number;\n\n /**\n * Ratio of the fading weight to the max weight, between `0` and `1`.\n *\n * For example, `0.1` affects all pixels with weight under 10% of the max.\n *\n * Ignored when `colorDomain` is specified.\n * @default 0.05\n */\n threshold?: number;\n\n /**\n * Controls how weight values are mapped to the `colorRange`, as an array of two numbers [`minValue`, `maxValue`].\n *\n * @default null\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Defines the type of aggregation operation\n *\n * V valid values are 'SUM', 'MEAN'.\n *\n * @default 'SUM'\n */\n aggregation?: 'SUM' | 'MEAN';\n\n /**\n * Specifies the size of weight texture.\n * @default 2048\n */\n weightsTextureSize?: number;\n\n /**\n * Interval in milliseconds during which changes to the viewport don't trigger aggregation.\n *\n * @default 500\n */\n debounceTimeout?: number;\n\n /**\n * Method called to retrieve the position of each object.\n *\n * @default d => d.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of each object.\n *\n * @default 1\n */\n getWeight?: Accessor<DataT, number>;\n};\n\n/** Visualizes the spatial distribution of data. */\nexport default class HeatmapLayer<\n DataT = any,\n ExtraPropsT extends {} = {}\n> extends AggregationLayer<DataT, ExtraPropsT & Required<_HeatmapLayerProps<DataT>>> {\n static layerName = 'HeatmapLayer';\n static defaultProps = defaultProps;\n\n state!: AggregationLayer<DataT>['state'] & {\n supported: boolean;\n colorDomain?: number[];\n isWeightMapDirty?: boolean;\n weightsTexture?: Texture;\n maxWeightsTexture?: Texture;\n colorTexture?: Texture;\n zoom?: number;\n worldBounds?: number[];\n normalizedCommonBounds?: number[];\n updateTimer?: any;\n triPositionBuffer?: Buffer;\n triTexCoordBuffer?: Buffer;\n weightsTransform?: TextureTransform;\n maxWeightTransform?: TextureTransform;\n textureSize: number;\n format: TextureFormat;\n type: GL;\n weightsScale: number;\n visibleWorldBounds: number[];\n viewportCorners: number[][];\n };\n\n initializeState() {\n if (!REQUIRED_FEATURES.every(feature => this.context.device.features.has(feature))) {\n this.setState({supported: false});\n log.error(`HeatmapLayer: ${this.id} is not supported on this browser`)();\n return;\n }\n super.initializeAggregationLayer(DIMENSIONS);\n this.setState({supported: true, colorDomain: DEFAULT_COLOR_DOMAIN});\n this._setupTextureParams();\n this._setupAttributes();\n this._setupResources();\n }\n\n shouldUpdateState({changeFlags}: UpdateParameters<this>) {\n // Need to be updated when viewport changes\n return changeFlags.somethingChanged;\n }\n\n /* eslint-disable max-statements,complexity */\n updateState(opts: UpdateParameters<this>) {\n if (!this.state.supported) {\n return;\n }\n super.updateState(opts);\n this._updateHeatmapState(opts);\n }\n\n _updateHeatmapState(opts: UpdateParameters<this>) {\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(): LayersList | Layer {\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(context: LayerContext) {\n super.finalizeState(context);\n const {\n weightsTransform,\n weightsTexture,\n maxWeightTransform,\n maxWeightsTexture,\n triPositionBuffer,\n triTexCoordBuffer,\n colorTexture,\n updateTimer\n } = this.state;\n weightsTransform?.destroy();\n weightsTexture?.destroy();\n maxWeightTransform?.destroy();\n maxWeightsTexture?.destroy();\n triPositionBuffer?.destroy();\n triTexCoordBuffer?.destroy();\n colorTexture?.destroy();\n if (updateTimer) {\n clearTimeout(updateTimer);\n }\n }\n\n // PRIVATE\n\n // override Composite layer private method to create AttributeManager instance\n _getAttributeManager() {\n return new AttributeManager(this.context.device, {\n id: this.props.id,\n stats: this.context.stats\n });\n }\n\n _getChangeFlags(opts: UpdateParameters<this>) {\n const changeFlags: Partial<ChangeFlags> & {\n boundsChanged?: boolean;\n viewportZoomChanged?: boolean;\n } = {};\n const {dimensions} = this.state;\n changeFlags.dataChanged =\n (this.isAttributeChanged() && 'attribute changed') || // if any attribute is changed\n (this.isAggregationDirty(opts, {\n compareAll: true,\n dimension: dimensions.data\n }) &&\n 'aggregation is dirty');\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 {textureSize, format, type} = this.state;\n\n this.setState({\n weightsTexture: this.context.device.createTexture({\n width: textureSize,\n height: textureSize,\n format,\n type,\n ...TEXTURE_PROPS\n }),\n maxWeightsTexture: this.context.device.createTexture({format, type, ...TEXTURE_PROPS}) // 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 {device} = this.context;\n const {weightsTextureSize} = this.props;\n\n const textureSize = Math.min(weightsTextureSize, device.limits.maxTextureDimension2D as number);\n const floatTargetSupport = FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));\n const {format, type} = getTextureParams({device, floatTargetSupport});\n const weightsScale = floatTargetSupport ? 1 : 1 / 255;\n this.setState({textureSize, format, type, weightsScale});\n if (!floatTargetSupport) {\n log.warn(\n `HeatmapLayer: ${this.id} rendering to float texture not supported, fallingback to low precession format`\n )();\n }\n }\n\n getShaders(type) {\n return super.getShaders(\n type === 'max-weights-transform'\n ? {\n vs: vsMax,\n _fs: fsMax\n }\n : {\n vs: weightsVs,\n _fs: weightsFs\n }\n );\n }\n\n _createWeightsTransform(shaders = {}) {\n let {weightsTransform} = this.state;\n weightsTransform?.delete();\n\n weightsTransform = new TextureTransform(this.context.device, {\n id: `${this.id}-weights-transform`,\n vertexCount: 1,\n targetTexture: this.state.weightsTexture!,\n targetTextureVarying: 'weightsTexture',\n ...shaders\n } as TextureTransformProps);\n this.setState({weightsTransform});\n }\n\n _setupResources() {\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 TextureTransform(this.context.device, {\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: this.context.device.createBuffer({\n byteLength: 48,\n // @ts-expect-error\n accessor: {size: 3}\n }),\n triTexCoordBuffer: this.context.device.createBuffer({\n byteLength: 48,\n // @ts-expect-error\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 // @ts-expect-error TODO(v9): Resolve errors.\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: any = false): boolean {\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: Partial<HeatmapLayer['state']> = {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 {triPositionBuffer, triTexCoordBuffer, normalizedCommonBounds, viewportCorners} =\n this.state;\n\n const {viewport} = this.context;\n\n triPositionBuffer!.write(packVertices(viewportCorners, 3));\n\n const textureBounds = viewportCorners.map(p =>\n getTextureCoordinates(viewport.projectPosition(p), normalizedCommonBounds!)\n );\n triTexCoordBuffer!.write(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 as any);\n\n if (colorTexture) {\n // @ts-expect-error TODO - no longer supported in v9?\n colorTexture.setImageData({\n data: colors,\n width: colorRange.length\n });\n } else {\n colorTexture = this.context.device.createTexture({\n data: colors,\n width: colorRange.length,\n height: 1,\n ...TEXTURE_PROPS\n });\n }\n this.setState({colorTexture});\n }\n\n _updateWeightmap() {\n const {radiusPixels, colorDomain, aggregation} = this.props;\n const {worldBounds, textureSize, weightsScale} = this.state;\n const weightsTransform = this.state.weightsTransform!;\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 // Need to explictly specify clearColor as external context may have modified it\n withGLParameters(this.context.gl, {clearColor: [0, 0, 0, 0]}, () => {\n weightsTransform.run({\n uniforms,\n parameters: {\n // @ts-expect-error TODO(v9): Resolve errors.\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 });\n this._updateMaxWeightValue();\n\n // reset filtering parameters (TODO: remove once luma issue#1193 is fixed)\n // TODO v9 sampler support in luma.gl needs to improve\n // weightsTexture.setSampler({\n // magFilter: 'linear',\n // minFilter: '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: {useLayerCoordinateSystem?: boolean} = {}) {\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"],"file":"heatmap-layer.js"}
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
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  value: true
5
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  });
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  exports.default = void 0;
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- var _default = "varying vec4 outTexture;\nvoid main() {\n gl_FragColor = outTexture;\n gl_FragColor.g = outTexture.r / max(1.0, outTexture.a);\n}\n";
7
+ var _default = "#version 300 es\nin vec4 outTexture;\nout vec4 fragColor;\nvoid main() {\n fragColor = outTexture;\n fragColor.g = outTexture.r / max(1.0, outTexture.a);\n}\n";
8
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  exports.default = _default;
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  //# sourceMappingURL=max-fs.glsl.js.map
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
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  value: true
5
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  });
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  exports.default = void 0;
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- var _default = "attribute vec4 inTexture;\nvarying vec4 outTexture;\n\nvoid main()\n{\noutTexture = inTexture;\ngl_Position = vec4(0, 0, 0, 1.);\ngl_PointSize = 1.0;\n}\n";
7
+ var _default = "#version 300 es\nin vec4 inTexture;\nout vec4 outTexture;\n\nvoid main()\n{\noutTexture = inTexture;\ngl_Position = vec4(0, 0, 0, 1.);\ngl_PointSize = 1.0;\n}\n";
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  exports.default = _default;
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  //# sourceMappingURL=max-vs.glsl.js.map
@@ -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 = "#define SHADER_NAME triangle-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D texture;\nuniform sampler2D colorTexture;\nuniform float aggregationMode;\n\nvarying vec2 vTexCoords;\nvarying float vIntensityMin;\nvarying float vIntensityMax;\n\nvec4 getLinearColor(float value) {\n float factor = clamp(value * vIntensityMax, 0., 1.);\n vec4 color = texture2D(colorTexture, vec2(factor, 0.5));\n color.a *= min(value * vIntensityMin, 1.0);\n return color;\n}\n\nvoid main(void) {\n vec4 weights = texture2D(texture, vTexCoords);\n float weight = weights.r;\n\n if (aggregationMode > 0.5) {\n weight /= max(1.0, weights.a);\n }\n if (weight <= 0.) {\n discard;\n }\n\n vec4 linearColor = getLinearColor(weight);\n linearColor.a *= opacity;\n gl_FragColor =linearColor;\n}\n";
7
+ var _default = "#version 300 es\n#define SHADER_NAME triangle-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D texture;\nuniform sampler2D colorTexture;\nuniform float aggregationMode;\n\nin vec2 vTexCoords;\nin float vIntensityMin;\nin float vIntensityMax;\n\nout vec4 fragColor;\n\nvec4 getLinearColor(float value) {\n float factor = clamp(value * vIntensityMax, 0., 1.);\n vec4 color = texture(colorTexture, vec2(factor, 0.5));\n color.a *= min(value * vIntensityMin, 1.0);\n return color;\n}\n\nvoid main(void) {\n vec4 weights = texture(texture, vTexCoords);\n float weight = weights.r;\n\n if (aggregationMode > 0.5) {\n weight /= max(1.0, weights.a);\n }\n if (weight <= 0.) {\n discard;\n }\n\n vec4 linearColor = getLinearColor(weight);\n linearColor.a *= opacity;\n fragColor = linearColor;\n}\n";
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  exports.default = _default;
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  //# sourceMappingURL=triangle-layer-fragment.glsl.js.map
@@ -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 = "#define SHADER_NAME heatp-map-layer-vertex-shader\n\nuniform sampler2D maxTexture;\nuniform float intensity;\nuniform vec2 colorDomain;\nuniform float threshold;\nuniform float aggregationMode;\n\nattribute vec3 positions;\nattribute vec2 texCoords;\n\nvarying vec2 vTexCoords;\nvarying float vIntensityMin;\nvarying float vIntensityMax;\n\nvoid main(void) {\n gl_Position = project_position_to_clipspace(positions, vec3(0.0), vec3(0.0));\n vTexCoords = texCoords;\n vec4 maxTexture = texture2D(maxTexture, vec2(0.5));\n float maxValue = aggregationMode < 0.5 ? maxTexture.r : maxTexture.g;\n float minValue = maxValue * threshold;\n if (colorDomain[1] > 0.) {\n maxValue = colorDomain[1];\n minValue = colorDomain[0];\n }\n vIntensityMax = intensity / maxValue;\n vIntensityMin = intensity / minValue;\n}\n";
7
+ var _default = "#version 300 es\n#define SHADER_NAME heatp-map-layer-vertex-shader\n\nuniform sampler2D maxTexture;\nuniform float intensity;\nuniform vec2 colorDomain;\nuniform float threshold;\nuniform float aggregationMode;\n\nin vec3 positions;\nin vec2 texCoords;\n\nout vec2 vTexCoords;\nout float vIntensityMin;\nout float vIntensityMax;\n\nvoid main(void) {\n gl_Position = project_position_to_clipspace(positions, vec3(0.0), vec3(0.0));\n vTexCoords = texCoords;\n vec4 maxTexture = texture(maxTexture, vec2(0.5));\n float maxValue = aggregationMode < 0.5 ? maxTexture.r : maxTexture.g;\n float minValue = maxValue * threshold;\n if (colorDomain[1] > 0.) {\n maxValue = colorDomain[1];\n minValue = colorDomain[0];\n }\n vIntensityMax = intensity / maxValue;\n vIntensityMin = intensity / minValue;\n}\n";
8
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  exports.default = _default;
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  //# sourceMappingURL=triangle-layer-vertex.glsl.js.map
@@ -1 +1 @@
1
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1
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@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.default = void 0;
7
- var _default = "varying vec4 weightsTexture;\nfloat gaussianKDE(float u){\n return pow(2.71828, -u*u/0.05555)/(1.77245385*0.166666);\n}\nvoid main()\n{\n float dist = length(gl_PointCoord - vec2(0.5, 0.5));\n if (dist > 0.5) {\n discard;\n }\n gl_FragColor = weightsTexture * gaussianKDE(2. * dist);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
7
+ var _default = "#version 300 es\nin vec4 weightsTexture;\nout vec4 fragColor;\nfloat gaussianKDE(float u){\n return pow(2.71828, -u*u/0.05555)/(1.77245385*0.166666);\n}\nvoid main()\n{\n float dist = length(gl_PointCoord - vec2(0.5, 0.5));\n if (dist > 0.5) {\n discard;\n }\n fragColor = weightsTexture * gaussianKDE(2. * dist);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
8
8
  exports.default = _default;
9
9
  //# sourceMappingURL=weights-fs.glsl.js.map
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.default = void 0;
7
- var _default = "attribute vec3 positions;\nattribute vec3 positions64Low;\nattribute float weights;\nvarying vec4 weightsTexture;\nuniform float radiusPixels;\nuniform float textureWidth;\nuniform vec4 commonBounds;\nuniform float weightsScale;\nvoid main()\n{\n weightsTexture = vec4(weights * weightsScale, 0., 0., 1.);\n\n float radiusTexels = project_pixel_size(radiusPixels) * textureWidth / (commonBounds.z - commonBounds.x);\n gl_PointSize = radiusTexels * 2.;\n\n vec3 commonPosition = project_position(positions, positions64Low);\n gl_Position.xy = (commonPosition.xy - commonBounds.xy) / (commonBounds.zw - commonBounds.xy) ;\n gl_Position.xy = (gl_Position.xy * 2.) - (1.);\n}\n";
7
+ var _default = "#version 300 es\nin vec3 positions;\nin vec3 positions64Low;\nin float weights;\nout vec4 weightsTexture;\nuniform float radiusPixels;\nuniform float textureWidth;\nuniform vec4 commonBounds;\nuniform float weightsScale;\nvoid main()\n{\n weightsTexture = vec4(weights * weightsScale, 0., 0., 1.);\n\n float radiusTexels = project_pixel_size(radiusPixels) * textureWidth / (commonBounds.z - commonBounds.x);\n gl_PointSize = radiusTexels * 2.;\n\n vec3 commonPosition = project_position(positions, positions64Low);\n gl_Position.xy = (commonPosition.xy - commonBounds.xy) / (commonBounds.zw - commonBounds.xy) ;\n gl_Position.xy = (gl_Position.xy * 2.) - (1.);\n}\n";
8
8
  exports.default = _default;
9
9
  //# sourceMappingURL=weights-vs.glsl.js.map
@@ -173,13 +173,13 @@ var ScreenGridCellLayer = function (_Layer) {
173
173
  _proto._getModel = function _getModel() {
174
174
  return new _engine.Model(this.context.device, _objectSpread(_objectSpread({}, this.getShaders()), {}, {
175
175
  id: this.props.id,
176
+ bufferLayout: this.getAttributeManager().getBufferLayouts(),
176
177
  geometry: new _engine.Geometry({
177
- topology: 'triangle-fan-webgl',
178
+ topology: 'triangle-list',
178
179
  attributes: {
179
- positions: new Float32Array([0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0])
180
+ positions: new Float32Array([0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0])
180
181
  }
181
- }),
182
- isInstanced: true
182
+ })
183
183
  }));
184
184
  };
185
185
 
@@ -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\nimport {Device, Texture} from '@luma.gl/core';\nimport {Model, Geometry} from '@luma.gl/engine';\nimport {GL} from '@luma.gl/constants';\nimport {Layer, LayerProps, log, picking, UpdateParameters, DefaultProps} from '@deck.gl/core';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport vs from './screen-grid-layer-vertex.glsl';\nimport fs from './screen-grid-layer-fragment.glsl';\nimport type {_ScreenGridLayerProps} from './screen-grid-layer';\n\nconst DEFAULT_MINCOLOR = [0, 0, 0, 0];\nconst DEFAULT_MAXCOLOR = [0, 255, 0, 255];\nconst COLOR_PROPS = ['minColor', 'maxColor', 'colorRange', 'colorDomain'];\n\nconst defaultProps: DefaultProps<ScreenGridCellLayerProps> = {\n cellSizePixels: {type: 'number', value: 100, min: 1},\n cellMarginPixels: {type: 'number', value: 2, min: 0, max: 5},\n\n colorDomain: null,\n colorRange: defaultColorRange\n};\n\n/** All properties supported by ScreenGridCellLayer. */\nexport type ScreenGridCellLayerProps<DataT = unknown> = _ScreenGridCellLayerProps<DataT> &\n LayerProps;\n\n/** Proprties added by ScreenGridCellLayer. */\nexport type _ScreenGridCellLayerProps<DataT> = _ScreenGridLayerProps<DataT> & {\n maxTexture: Texture;\n};\n\nexport default class ScreenGridCellLayer<DataT = any, ExtraPropsT extends {} = {}> extends Layer<\n ExtraPropsT & Required<_ScreenGridCellLayerProps<DataT>>\n> {\n static layerName = 'ScreenGridCellLayer';\n static defaultProps = defaultProps;\n\n static isSupported(device: Device) {\n return device.features.has('texture-formats-float32-webgl1');\n }\n\n state!: {\n model?: Model;\n };\n getShaders() {\n return {vs, fs, modules: [picking]};\n }\n\n initializeState() {\n const attributeManager = this.getAttributeManager()!;\n attributeManager.addInstanced({\n // eslint-disable-next-line @typescript-eslint/unbound-method\n instancePositions: {size: 3, update: this.calculateInstancePositions},\n instanceCounts: {size: 4, noAlloc: true}\n });\n this.setState({\n model: this._getModel()\n });\n }\n\n shouldUpdateState({changeFlags}) {\n // 'instanceCounts' buffer contetns change on viewport change.\n return changeFlags.somethingChanged;\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {oldProps, props, changeFlags} = params;\n\n const attributeManager = this.getAttributeManager()!;\n if (props.numInstances !== oldProps.numInstances) {\n attributeManager.invalidateAll();\n } else if (oldProps.cellSizePixels !== props.cellSizePixels) {\n attributeManager.invalidate('instancePositions');\n }\n\n this._updateUniforms(oldProps, props, changeFlags);\n }\n\n draw({uniforms}) {\n const {parameters, maxTexture} = this.props;\n const minColor = this.props.minColor || DEFAULT_MINCOLOR;\n const maxColor = this.props.maxColor || DEFAULT_MAXCOLOR;\n\n // If colorDomain not specified we use default domain [1, maxCount]\n // maxCount value will be sampled form maxTexture in vertex shader.\n const colorDomain = this.props.colorDomain || [1, 0];\n const model = this.state.model!;\n model.setUniforms(uniforms);\n model.setBindings({\n maxTexture\n });\n model.setUniforms({\n minColor,\n maxColor,\n colorDomain\n });\n model.setParameters({\n depthWriteEnabled: false,\n // How to specify depth mask in WebGPU?\n // depthMask: false,\n ...parameters\n });\n model.draw(this.context.renderPass);\n }\n\n calculateInstancePositions(attribute, {numInstances}) {\n const {width, height} = this.context.viewport;\n const {cellSizePixels} = this.props;\n const numCol = Math.ceil(width / cellSizePixels);\n\n const {value, size} = attribute;\n\n for (let i = 0; i < numInstances; i++) {\n const x = i % numCol;\n const y = Math.floor(i / numCol);\n value[i * size + 0] = ((x * cellSizePixels) / width) * 2 - 1;\n value[i * size + 1] = 1 - ((y * cellSizePixels) / height) * 2;\n value[i * size + 2] = 0;\n }\n }\n\n // Private Methods\n\n _getModel(): Model {\n return new Model(this.context.device, {\n ...this.getShaders(),\n id: this.props.id,\n geometry: new Geometry({\n topology: 'triangle-fan-webgl',\n attributes: {\n positions: new Float32Array([0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0])\n }\n }),\n // @ts-expect-error TODO v9 API not as dynamic\n isInstanced: true\n });\n }\n\n _shouldUseMinMax(): boolean {\n const {minColor, maxColor, colorDomain, colorRange} = this.props;\n if (minColor || maxColor) {\n log.deprecated('ScreenGridLayer props: minColor and maxColor', 'colorRange, colorDomain')();\n return true;\n }\n // minColor and maxColor not supplied, check if colorRange or colorDomain supplied.\n // NOTE: colorDomain and colorRange are experimental features, use them only when supplied.\n if (colorDomain || colorRange) {\n return false;\n }\n // None specified, use default minColor and maxColor\n return true;\n }\n\n _updateUniforms(oldProps, props, changeFlags): void {\n const model = this.state.model!;\n if (COLOR_PROPS.some(key => oldProps[key] !== props[key])) {\n model.setUniforms({shouldUseMinMax: this._shouldUseMinMax()});\n }\n\n if (oldProps.colorRange !== props.colorRange) {\n model.setUniforms({colorRange: colorRangeToFlatArray(props.colorRange)});\n }\n\n if (\n oldProps.cellMarginPixels !== props.cellMarginPixels ||\n oldProps.cellSizePixels !== props.cellSizePixels ||\n changeFlags.viewportChanged\n ) {\n const {width, height} = this.context.viewport;\n const {cellSizePixels, cellMarginPixels} = this.props;\n const margin = cellSizePixels > cellMarginPixels ? cellMarginPixels : 0;\n\n const cellScale = new Float32Array([\n ((cellSizePixels - margin) / width) * 2,\n (-(cellSizePixels - margin) / height) * 2,\n 1\n ]);\n model.setUniforms({cellScale});\n }\n }\n}\n"],"file":"screen-grid-cell-layer.js"}
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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\nimport {Device, Texture} from '@luma.gl/core';\nimport {Model, Geometry} from '@luma.gl/engine';\nimport {Layer, LayerProps, log, picking, UpdateParameters, DefaultProps} from '@deck.gl/core';\nimport {defaultColorRange, colorRangeToFlatArray} from '../utils/color-utils';\nimport vs from './screen-grid-layer-vertex.glsl';\nimport fs from './screen-grid-layer-fragment.glsl';\nimport type {_ScreenGridLayerProps} from './screen-grid-layer';\nimport {ShaderModule} from '@luma.gl/shadertools';\n\nconst DEFAULT_MINCOLOR = [0, 0, 0, 0];\nconst DEFAULT_MAXCOLOR = [0, 255, 0, 255];\nconst COLOR_PROPS = ['minColor', 'maxColor', 'colorRange', 'colorDomain'];\n\nconst defaultProps: DefaultProps<ScreenGridCellLayerProps> = {\n cellSizePixels: {type: 'number', value: 100, min: 1},\n cellMarginPixels: {type: 'number', value: 2, min: 0, max: 5},\n\n colorDomain: null,\n colorRange: defaultColorRange\n};\n\n/** All properties supported by ScreenGridCellLayer. */\nexport type ScreenGridCellLayerProps<DataT = unknown> = _ScreenGridCellLayerProps<DataT> &\n LayerProps;\n\n/** Proprties added by ScreenGridCellLayer. */\nexport type _ScreenGridCellLayerProps<DataT> = _ScreenGridLayerProps<DataT> & {\n maxTexture: Texture;\n};\n\nexport default class ScreenGridCellLayer<DataT = any, ExtraPropsT extends {} = {}> extends Layer<\n ExtraPropsT & Required<_ScreenGridCellLayerProps<DataT>>\n> {\n static layerName = 'ScreenGridCellLayer';\n static defaultProps = defaultProps;\n\n static isSupported(device: Device) {\n return device.features.has('texture-formats-float32-webgl1');\n }\n\n state!: {\n model?: Model;\n };\n\n getShaders(): {vs: string; fs: string; modules: ShaderModule[]} {\n return {vs, fs, modules: [picking as ShaderModule]};\n }\n\n initializeState() {\n const attributeManager = this.getAttributeManager()!;\n attributeManager.addInstanced({\n // eslint-disable-next-line @typescript-eslint/unbound-method\n instancePositions: {size: 3, update: this.calculateInstancePositions},\n instanceCounts: {size: 4, noAlloc: true}\n });\n this.setState({\n model: this._getModel()\n });\n }\n\n shouldUpdateState({changeFlags}) {\n // 'instanceCounts' buffer contetns change on viewport change.\n return changeFlags.somethingChanged;\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {oldProps, props, changeFlags} = params;\n\n const attributeManager = this.getAttributeManager()!;\n if (props.numInstances !== oldProps.numInstances) {\n attributeManager.invalidateAll();\n } else if (oldProps.cellSizePixels !== props.cellSizePixels) {\n attributeManager.invalidate('instancePositions');\n }\n\n this._updateUniforms(oldProps, props, changeFlags);\n }\n\n draw({uniforms}) {\n const {parameters, maxTexture} = this.props;\n const minColor = this.props.minColor || DEFAULT_MINCOLOR;\n const maxColor = this.props.maxColor || DEFAULT_MAXCOLOR;\n\n // If colorDomain not specified we use default domain [1, maxCount]\n // maxCount value will be sampled form maxTexture in vertex shader.\n const colorDomain = this.props.colorDomain || [1, 0];\n const model = this.state.model!;\n model.setUniforms(uniforms);\n model.setBindings({\n maxTexture\n });\n model.setUniforms({\n minColor,\n maxColor,\n colorDomain\n });\n model.setParameters({\n depthWriteEnabled: false,\n // How to specify depth mask in WebGPU?\n // depthMask: false,\n ...parameters\n });\n model.draw(this.context.renderPass);\n }\n\n calculateInstancePositions(attribute, {numInstances}) {\n const {width, height} = this.context.viewport;\n const {cellSizePixels} = this.props;\n const numCol = Math.ceil(width / cellSizePixels);\n\n const {value, size} = attribute;\n\n for (let i = 0; i < numInstances; i++) {\n const x = i % numCol;\n const y = Math.floor(i / numCol);\n value[i * size + 0] = ((x * cellSizePixels) / width) * 2 - 1;\n value[i * size + 1] = 1 - ((y * cellSizePixels) / height) * 2;\n value[i * size + 2] = 0;\n }\n }\n\n // Private Methods\n\n _getModel(): Model {\n return new Model(this.context.device, {\n ...this.getShaders(),\n id: this.props.id,\n bufferLayout: this.getAttributeManager()!.getBufferLayouts(),\n geometry: new Geometry({\n topology: 'triangle-list',\n attributes: {\n // prettier-ignore\n positions: new Float32Array([\n 0, 0, 0,\n 1, 0, 0,\n 1, 1, 0,\n 0, 0, 0,\n 1, 1, 0,\n 0, 1, 0,\n ])\n }\n })\n });\n }\n\n _shouldUseMinMax(): boolean {\n const {minColor, maxColor, colorDomain, colorRange} = this.props;\n if (minColor || maxColor) {\n log.deprecated('ScreenGridLayer props: minColor and maxColor', 'colorRange, colorDomain')();\n return true;\n }\n // minColor and maxColor not supplied, check if colorRange or colorDomain supplied.\n // NOTE: colorDomain and colorRange are experimental features, use them only when supplied.\n if (colorDomain || colorRange) {\n return false;\n }\n // None specified, use default minColor and maxColor\n return true;\n }\n\n _updateUniforms(oldProps, props, changeFlags): void {\n const model = this.state.model!;\n if (COLOR_PROPS.some(key => oldProps[key] !== props[key])) {\n model.setUniforms({shouldUseMinMax: this._shouldUseMinMax()});\n }\n\n if (oldProps.colorRange !== props.colorRange) {\n model.setUniforms({colorRange: colorRangeToFlatArray(props.colorRange)});\n }\n\n if (\n oldProps.cellMarginPixels !== props.cellMarginPixels ||\n oldProps.cellSizePixels !== props.cellSizePixels ||\n changeFlags.viewportChanged\n ) {\n const {width, height} = this.context.viewport;\n const {cellSizePixels, cellMarginPixels} = this.props;\n const margin = cellSizePixels > cellMarginPixels ? cellMarginPixels : 0;\n\n const cellScale = new Float32Array([\n ((cellSizePixels - margin) / width) * 2,\n (-(cellSizePixels - margin) / height) * 2,\n 1\n ]);\n model.setUniforms({cellScale});\n }\n }\n}\n"],"file":"screen-grid-cell-layer.js"}
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.default = void 0;
7
- var _default = "#define SHADER_NAME screen-grid-layer-fragment-shader\n\nprecision highp float;\n\nvarying vec4 vColor;\nvarying float vSampleCount;\n\nvoid main(void) {\n if (vSampleCount <= 0.0) {\n discard;\n }\n gl_FragColor = vColor;\n\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
7
+ var _default = "#version 300 es\n#define SHADER_NAME screen-grid-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\nin float vSampleCount;\n\nout vec4 fragColor;\n\nvoid main(void) {\n if (vSampleCount <= 0.0) {\n discard;\n }\n fragColor = vColor;\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
8
8
  exports.default = _default;
9
9
  //# sourceMappingURL=screen-grid-layer-fragment.glsl.js.map
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.default = void 0;
7
- var _default = "#define SHADER_NAME screen-grid-layer-vertex-shader\n#define RANGE_COUNT 6\n\nattribute vec3 positions;\nattribute vec3 instancePositions;\nattribute vec4 instanceCounts;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nuniform vec3 cellScale;\nuniform vec4 minColor;\nuniform vec4 maxColor;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 colorDomain;\nuniform bool shouldUseMinMax;\nuniform sampler2D maxTexture;\n\nvarying vec4 vColor;\nvarying float vSampleCount;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= domain.x && value <= domain.y) {\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 outColor = outColor / 255.;\n return outColor;\n}\n\nvoid main(void) {\n vSampleCount = instanceCounts.a;\n\n float weight = instanceCounts.r;\n float maxWeight = texture2D(maxTexture, vec2(0.5)).r;\n\n float step = weight / maxWeight;\n vec4 minMaxColor = mix(minColor, maxColor, step) / 255.;\n\n vec2 domain = colorDomain;\n float domainMaxValid = float(colorDomain.y != 0.);\n domain.y = mix(maxWeight, colorDomain.y, domainMaxValid);\n vec4 rangeColor = quantizeScale(domain, colorRange, weight);\n\n float rangeMinMax = float(shouldUseMinMax);\n vec4 color = mix(rangeColor, minMaxColor, rangeMinMax);\n vColor = vec4(color.rgb, color.a * opacity);\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = vec4(instancePositions + positions * cellScale, 1.);\n}\n";
7
+ var _default = "#version 300 es\n#define SHADER_NAME screen-grid-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 instancePositions;\nin vec4 instanceCounts;\nin vec3 instancePickingColors;\n\nuniform float opacity;\nuniform vec3 cellScale;\nuniform vec4 minColor;\nuniform vec4 maxColor;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 colorDomain;\nuniform bool shouldUseMinMax;\nuniform sampler2D maxTexture;\n\nout vec4 vColor;\nout float vSampleCount;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= domain.x && value <= domain.y) {\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 outColor = outColor / 255.;\n return outColor;\n}\n\nvoid main(void) {\n vSampleCount = instanceCounts.a;\n\n float weight = instanceCounts.r;\n float maxWeight = texture(maxTexture, vec2(0.5)).r;\n\n float step = weight / maxWeight;\n vec4 minMaxColor = mix(minColor, maxColor, step) / 255.;\n\n vec2 domain = colorDomain;\n float domainMaxValid = float(colorDomain.y != 0.);\n domain.y = mix(maxWeight, colorDomain.y, domainMaxValid);\n vec4 rangeColor = quantizeScale(domain, colorRange, weight);\n\n float rangeMinMax = float(shouldUseMinMax);\n vec4 color = mix(rangeColor, minMaxColor, rangeMinMax);\n vColor = vec4(color.rgb, color.a * opacity);\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = vec4(instancePositions + positions * cellScale, 1.);\n}\n";
8
8
  exports.default = _default;
9
9
  //# sourceMappingURL=screen-grid-layer-vertex.glsl.js.map
@@ -52,7 +52,7 @@ var defaultProps = _objectSpread(_objectSpread({}, _screenGridCellLayer.default.
52
52
  type: 'accessor',
53
53
  value: 1
54
54
  },
55
- gpuAggregation: true,
55
+ gpuAggregation: false,
56
56
  aggregation: 'SUM'
57
57
  });
58
58
 
@@ -211,9 +211,7 @@ var ScreenGridLayer = function (_GridAggregationLayer) {
211
211
  maxData = _ref3.maxData;
212
212
  var count = this.state.weights.count;
213
213
  count.aggregationData = aggregationData;
214
- count.aggregationBuffer.setData({
215
- data: aggregationData
216
- });
214
+ count.aggregationBuffer.write(aggregationData);
217
215
  count.maxData = maxData;
218
216
  count.maxTexture.setImageData({
219
217
  data: maxData
@@ -1 +1 @@
1
- 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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {\n Accessor,\n Color,\n GetPickingInfoParams,\n Layer,\n LayerContext,\n LayersList,\n log,\n PickingInfo,\n Position,\n UpdateParameters,\n DefaultProps\n} from '@deck.gl/core';\nimport type {Buffer, Texture} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION, getValueFunc} from '../utils/aggregation-operation-utils';\nimport ScreenGridCellLayer from './screen-grid-cell-layer';\nimport GridAggregationLayer, {GridAggregationLayerProps} from '../grid-aggregation-layer';\nimport {getFloatTexture} from '../utils/resource-utils';\n\nconst defaultProps: DefaultProps<ScreenGridLayerProps> = {\n ...(ScreenGridCellLayer.defaultProps as DefaultProps<ScreenGridLayerProps<unknown>>),\n getPosition: {type: 'accessor', value: (d: any) => d.position},\n getWeight: {type: 'accessor', value: 1},\n\n gpuAggregation: true,\n aggregation: 'SUM'\n};\n\nconst POSITION_ATTRIBUTE_NAME = 'positions';\nconst DIMENSIONS = {\n data: {\n props: ['cellSizePixels']\n },\n weights: {\n props: ['aggregation'],\n accessors: ['getWeight']\n }\n};\n\n/** All properties supported by ScreenGridLayer. */\nexport type ScreenGridLayerProps<DataT = unknown> = _ScreenGridLayerProps<DataT> &\n GridAggregationLayerProps<DataT>;\n\n/** Properties added by ScreenGridLayer. */\nexport type _ScreenGridLayerProps<DataT> = {\n /**\n * Unit width/height of the bins.\n * @default 100\n */\n cellSizePixels?: number;\n\n /**\n * Cell margin size in pixels.\n * @default 2\n */\n cellMarginPixels?: number;\n\n /**\n * Expressed as an rgba array, minimal color that could be rendered by a tile.\n * @default [0, 0, 0, 255]\n * @deprecated Deprecated in version 5.2.0, use `colorRange` and `colorDomain` instead.\n */\n minColor?: Color | null;\n\n /**\n * Expressed as an rgba array, maximal color that could be rendered by a tile.\n * @default [0, 255, 0, 255]\n * @deprecated Deprecated in version 5.2.0, use `colorRange` and `colorDomain` instead.\n */\n maxColor?: Color | null;\n\n /**\n * Color scale input domain. The color scale maps continues numeric domain into discrete color range.\n * @default [1, max(weight)]\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Specified as an array of colors [color1, color2, ...].\n *\n * @default `6-class YlOrRd` - [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6)\n */\n colorRange?: Color[];\n\n /**\n * Method called to retrieve the position of each object.\n *\n * @default d => d.position\n */\n getPosition?: Accessor<DataT, Position>;\n\n /**\n * The weight of each object.\n *\n * @default 1\n */\n getWeight?: Accessor<DataT, number>;\n\n /**\n * Perform aggregation is performed on GPU.\n *\n * NOTE: GPU Aggregation requires WebGL2 support by the browser.\n * When `gpuAggregation` is set to true and browser doesn't support WebGL2, aggregation falls back to CPU.\n *\n * @default true\n */\n gpuAggregation?: boolean;\n\n /**\n * Defines the type of aggregation operation\n *\n * V valid values are 'SUM', 'MEAN', 'MIN' and 'MAX'.\n *\n * @default 'SUM'\n */\n aggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n};\n\n/** Aggregates data into histogram bins and renders them as a grid. */\nexport default class ScreenGridLayer<\n DataT = any,\n ExtraProps extends {} = {}\n> extends GridAggregationLayer<DataT, ExtraProps & Required<_ScreenGridLayerProps<DataT>>> {\n static layerName = 'ScreenGridLayer';\n static defaultProps = defaultProps;\n\n state!: GridAggregationLayer<DataT>['state'] & {\n supported: boolean;\n gpuGridAggregator?: any;\n gpuAggregation?: any;\n weights?: any;\n maxTexture?: Texture;\n aggregationBuffer?: Buffer;\n maxBuffer?: Buffer;\n };\n\n initializeState() {\n if (!ScreenGridCellLayer.isSupported(this.context.device)) {\n // max aggregated value is sampled from a float texture\n this.setState({supported: false});\n log.error(`ScreenGridLayer: ${this.id} is not supported on this browser`)();\n return;\n }\n super.initializeAggregationLayer({\n dimensions: DIMENSIONS,\n // @ts-expect-error\n getCellSize: props => props.cellSizePixels // TODO\n });\n const weights = {\n count: {\n size: 1,\n operation: AGGREGATION_OPERATION.SUM,\n needMax: true,\n maxTexture: getFloatTexture(this.context.device, {id: `${this.id}-max-texture`})\n }\n };\n this.setState({\n supported: true,\n projectPoints: true, // aggregation in screen space\n weights,\n subLayerData: {attributes: {}},\n maxTexture: weights.count.maxTexture,\n positionAttributeName: 'positions',\n posOffset: [0, 0],\n translation: [1, -1]\n });\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n // this attribute is used in gpu aggregation path only\n count: {size: 3, accessor: 'getWeight'}\n });\n }\n\n shouldUpdateState({changeFlags}: UpdateParameters<this>) {\n return this.state.supported && changeFlags.somethingChanged;\n }\n\n updateState(opts: UpdateParameters<this>) {\n super.updateState(opts);\n }\n\n renderLayers(): LayersList | Layer {\n if (!this.state.supported) {\n return [];\n }\n const {maxTexture, numRow, numCol, weights} = this.state;\n const {updateTriggers} = this.props;\n const {aggregationBuffer} = weights.count;\n const CellLayerClass = this.getSubLayerClass('cells', ScreenGridCellLayer);\n\n return new CellLayerClass(\n this.props,\n this.getSubLayerProps({\n id: 'cell-layer',\n updateTriggers\n }),\n {\n data: {attributes: {instanceCounts: aggregationBuffer}},\n maxTexture,\n numInstances: numRow * numCol\n }\n );\n }\n\n finalizeState(context: LayerContext): void {\n super.finalizeState(context);\n\n const {aggregationBuffer, maxBuffer, maxTexture} = this.state;\n\n aggregationBuffer?.delete();\n maxBuffer?.delete();\n maxTexture?.delete();\n }\n\n getPickingInfo({info}: GetPickingInfoParams): PickingInfo {\n const {index} = info;\n if (index >= 0) {\n const {gpuGridAggregator, gpuAggregation, weights} = this.state;\n // Get count aggregation results\n const aggregationResults = gpuAggregation\n ? gpuGridAggregator.getData('count')\n : weights.count;\n\n // Each instance (one cell) is aggregated into single pixel,\n // Get current instance's aggregation details.\n info.object = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...aggregationResults\n });\n }\n\n return info;\n }\n\n // Aggregation Overrides\n\n updateResults({aggregationData, maxData}) {\n const {count} = this.state.weights;\n count.aggregationData = aggregationData;\n count.aggregationBuffer.setData({data: aggregationData});\n count.maxData = maxData;\n count.maxTexture.setImageData({data: maxData});\n }\n\n /* eslint-disable complexity, max-statements */\n updateAggregationState(opts) {\n const cellSize = opts.props.cellSizePixels;\n const cellSizeChanged = opts.oldProps.cellSizePixels !== cellSize;\n const {viewportChanged} = opts.changeFlags;\n let gpuAggregation = opts.props.gpuAggregation;\n if (this.state.gpuAggregation !== opts.props.gpuAggregation) {\n if (gpuAggregation && !GPUGridAggregator.isSupported(this.context.device)) {\n log.warn('GPU Grid Aggregation not supported, falling back to CPU')();\n gpuAggregation = false;\n }\n }\n const gpuAggregationChanged = gpuAggregation !== this.state.gpuAggregation;\n this.setState({\n gpuAggregation\n });\n\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n\n const {dimensions} = this.state;\n const {data, weights} = dimensions;\n const aggregationDataDirty =\n positionsChanged ||\n gpuAggregationChanged ||\n viewportChanged ||\n this.isAggregationDirty(opts, {\n compareAll: gpuAggregation, // check for all (including extentions props) when using gpu aggregation\n dimension: data\n });\n const aggregationWeightsDirty = this.isAggregationDirty(opts, {dimension: weights});\n\n this.setState({\n aggregationDataDirty,\n aggregationWeightsDirty\n });\n\n const {viewport} = this.context;\n\n if (viewportChanged || cellSizeChanged) {\n const {width, height} = viewport;\n const numCol = Math.ceil(width / cellSize);\n const numRow = Math.ceil(height / cellSize);\n this.allocateResources(numRow, numCol);\n this.setState({\n // transformation from clipspace to screen(pixel) space\n scaling: [width / 2, -height / 2, 1],\n\n gridOffset: {xOffset: cellSize, yOffset: cellSize},\n width,\n height,\n numCol,\n numRow\n });\n }\n\n if (aggregationWeightsDirty) {\n this._updateAccessors(opts);\n }\n if (aggregationDataDirty || aggregationWeightsDirty) {\n this._resetResults();\n }\n }\n /* eslint-enable complexity, max-statements */\n\n // Private\n\n _updateAccessors(opts) {\n const {getWeight, aggregation, data} = opts.props;\n const {count} = this.state.weights;\n if (count) {\n count.getWeight = getWeight;\n count.operation = AGGREGATION_OPERATION[aggregation];\n }\n this.setState({getValue: getValueFunc(aggregation, getWeight, {data})});\n }\n\n _resetResults() {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = null;\n }\n }\n}\n"],"file":"screen-grid-layer.js"}
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {\n Accessor,\n Color,\n GetPickingInfoParams,\n Layer,\n LayerContext,\n LayersList,\n log,\n PickingInfo,\n Position,\n UpdateParameters,\n DefaultProps\n} from '@deck.gl/core';\nimport type {Buffer, Texture} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION, getValueFunc} from '../utils/aggregation-operation-utils';\nimport ScreenGridCellLayer from './screen-grid-cell-layer';\nimport GridAggregationLayer, {GridAggregationLayerProps} from '../grid-aggregation-layer';\nimport {getFloatTexture} from '../utils/resource-utils';\n\nconst defaultProps: DefaultProps<ScreenGridLayerProps> = {\n ...(ScreenGridCellLayer.defaultProps as DefaultProps<ScreenGridLayerProps<unknown>>),\n getPosition: {type: 'accessor', value: (d: any) => d.position},\n getWeight: {type: 'accessor', value: 1},\n\n gpuAggregation: false, // TODO(v9): Re-enable GPU aggregation.\n aggregation: 'SUM'\n};\n\nconst POSITION_ATTRIBUTE_NAME = 'positions';\nconst DIMENSIONS = {\n data: {\n props: ['cellSizePixels']\n },\n weights: {\n props: ['aggregation'],\n accessors: ['getWeight']\n }\n};\n\n/** All properties supported by ScreenGridLayer. */\nexport type ScreenGridLayerProps<DataT = unknown> = _ScreenGridLayerProps<DataT> &\n GridAggregationLayerProps<DataT>;\n\n/** Properties added by ScreenGridLayer. */\nexport type _ScreenGridLayerProps<DataT> = {\n /**\n * Unit width/height of the bins.\n * @default 100\n */\n cellSizePixels?: number;\n\n /**\n * Cell margin size in pixels.\n * @default 2\n */\n cellMarginPixels?: number;\n\n /**\n * Expressed as an rgba array, minimal color that could be rendered by a tile.\n * @default [0, 0, 0, 255]\n * @deprecated Deprecated in version 5.2.0, use `colorRange` and `colorDomain` instead.\n */\n minColor?: Color | null;\n\n /**\n * Expressed as an rgba array, maximal color that could be rendered by a tile.\n * @default [0, 255, 0, 255]\n * @deprecated Deprecated in version 5.2.0, use `colorRange` and `colorDomain` instead.\n */\n maxColor?: Color | null;\n\n /**\n * Color scale input domain. The color scale maps continues numeric domain into discrete color range.\n * @default [1, max(weight)]\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Specified as an array of colors [color1, color2, ...].\n *\n * @default `6-class YlOrRd` - [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6)\n */\n colorRange?: Color[];\n\n /**\n * Method called to retrieve the position of each object.\n *\n * @default d => d.position\n */\n getPosition?: Accessor<DataT, Position>;\n\n /**\n * The weight of each object.\n *\n * @default 1\n */\n getWeight?: Accessor<DataT, number>;\n\n /**\n * Perform aggregation is performed on GPU.\n *\n * NOTE: GPU Aggregation requires WebGL2 support by the browser.\n * When `gpuAggregation` is set to true and browser doesn't support WebGL2, aggregation falls back to CPU.\n *\n * @default true\n */\n gpuAggregation?: boolean;\n\n /**\n * Defines the type of aggregation operation\n *\n * V valid values are 'SUM', 'MEAN', 'MIN' and 'MAX'.\n *\n * @default 'SUM'\n */\n aggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n};\n\n/** Aggregates data into histogram bins and renders them as a grid. */\nexport default class ScreenGridLayer<\n DataT = any,\n ExtraProps extends {} = {}\n> extends GridAggregationLayer<DataT, ExtraProps & Required<_ScreenGridLayerProps<DataT>>> {\n static layerName = 'ScreenGridLayer';\n static defaultProps = defaultProps;\n\n state!: GridAggregationLayer<DataT>['state'] & {\n supported: boolean;\n gpuGridAggregator?: any;\n gpuAggregation?: any;\n weights?: any;\n maxTexture?: Texture;\n aggregationBuffer?: Buffer;\n maxBuffer?: Buffer;\n };\n\n initializeState() {\n if (!ScreenGridCellLayer.isSupported(this.context.device)) {\n // max aggregated value is sampled from a float texture\n this.setState({supported: false});\n log.error(`ScreenGridLayer: ${this.id} is not supported on this browser`)();\n return;\n }\n super.initializeAggregationLayer({\n dimensions: DIMENSIONS,\n // @ts-expect-error\n getCellSize: props => props.cellSizePixels // TODO\n });\n const weights = {\n count: {\n size: 1,\n operation: AGGREGATION_OPERATION.SUM,\n needMax: true,\n maxTexture: getFloatTexture(this.context.device, {id: `${this.id}-max-texture`})\n }\n };\n this.setState({\n supported: true,\n projectPoints: true, // aggregation in screen space\n weights,\n subLayerData: {attributes: {}},\n maxTexture: weights.count.maxTexture,\n positionAttributeName: 'positions',\n posOffset: [0, 0],\n translation: [1, -1]\n });\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n // this attribute is used in gpu aggregation path only\n count: {size: 3, accessor: 'getWeight'}\n });\n }\n\n shouldUpdateState({changeFlags}: UpdateParameters<this>) {\n return this.state.supported && changeFlags.somethingChanged;\n }\n\n updateState(opts: UpdateParameters<this>) {\n super.updateState(opts);\n }\n\n renderLayers(): LayersList | Layer {\n if (!this.state.supported) {\n return [];\n }\n const {maxTexture, numRow, numCol, weights} = this.state;\n const {updateTriggers} = this.props;\n const {aggregationBuffer} = weights.count;\n const CellLayerClass = this.getSubLayerClass('cells', ScreenGridCellLayer);\n\n return new CellLayerClass(\n this.props,\n this.getSubLayerProps({\n id: 'cell-layer',\n updateTriggers\n }),\n {\n data: {attributes: {instanceCounts: aggregationBuffer}},\n maxTexture,\n numInstances: numRow * numCol\n }\n );\n }\n\n finalizeState(context: LayerContext): void {\n super.finalizeState(context);\n\n const {aggregationBuffer, maxBuffer, maxTexture} = this.state;\n\n aggregationBuffer?.delete();\n maxBuffer?.delete();\n maxTexture?.delete();\n }\n\n getPickingInfo({info}: GetPickingInfoParams): PickingInfo {\n const {index} = info;\n if (index >= 0) {\n const {gpuGridAggregator, gpuAggregation, weights} = this.state;\n // Get count aggregation results\n const aggregationResults = gpuAggregation\n ? gpuGridAggregator.getData('count')\n : weights.count;\n\n // Each instance (one cell) is aggregated into single pixel,\n // Get current instance's aggregation details.\n info.object = GPUGridAggregator.getAggregationData({\n pixelIndex: index,\n ...aggregationResults\n });\n }\n\n return info;\n }\n\n // Aggregation Overrides\n\n updateResults({aggregationData, maxData}) {\n const {count} = this.state.weights;\n count.aggregationData = aggregationData;\n count.aggregationBuffer.write(aggregationData);\n count.maxData = maxData;\n count.maxTexture.setImageData({data: maxData});\n }\n\n /* eslint-disable complexity, max-statements */\n updateAggregationState(opts) {\n const cellSize = opts.props.cellSizePixels;\n const cellSizeChanged = opts.oldProps.cellSizePixels !== cellSize;\n const {viewportChanged} = opts.changeFlags;\n let gpuAggregation = opts.props.gpuAggregation;\n if (this.state.gpuAggregation !== opts.props.gpuAggregation) {\n if (gpuAggregation && !GPUGridAggregator.isSupported(this.context.device)) {\n log.warn('GPU Grid Aggregation not supported, falling back to CPU')();\n gpuAggregation = false;\n }\n }\n const gpuAggregationChanged = gpuAggregation !== this.state.gpuAggregation;\n this.setState({\n gpuAggregation\n });\n\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n\n const {dimensions} = this.state;\n const {data, weights} = dimensions;\n const aggregationDataDirty =\n positionsChanged ||\n gpuAggregationChanged ||\n viewportChanged ||\n this.isAggregationDirty(opts, {\n compareAll: gpuAggregation, // check for all (including extentions props) when using gpu aggregation\n dimension: data\n });\n const aggregationWeightsDirty = this.isAggregationDirty(opts, {dimension: weights});\n\n this.setState({\n aggregationDataDirty,\n aggregationWeightsDirty\n });\n\n const {viewport} = this.context;\n\n if (viewportChanged || cellSizeChanged) {\n const {width, height} = viewport;\n const numCol = Math.ceil(width / cellSize);\n const numRow = Math.ceil(height / cellSize);\n this.allocateResources(numRow, numCol);\n this.setState({\n // transformation from clipspace to screen(pixel) space\n scaling: [width / 2, -height / 2, 1],\n\n gridOffset: {xOffset: cellSize, yOffset: cellSize},\n width,\n height,\n numCol,\n numRow\n });\n }\n\n if (aggregationWeightsDirty) {\n this._updateAccessors(opts);\n }\n if (aggregationDataDirty || aggregationWeightsDirty) {\n this._resetResults();\n }\n }\n /* eslint-enable complexity, max-statements */\n\n // Private\n\n _updateAccessors(opts) {\n const {getWeight, aggregation, data} = opts.props;\n const {count} = this.state.weights;\n if (count) {\n count.getWeight = getWeight;\n count.operation = AGGREGATION_OPERATION[aggregation];\n }\n this.setState({getValue: getValueFunc(aggregation, getWeight, {data})});\n }\n\n _resetResults() {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = null;\n }\n }\n}\n"],"file":"screen-grid-layer.js"}