@deck.gl/aggregation-layers 9.0.0-alpha.7 → 9.0.0-beta.2

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Files changed (78) hide show
  1. package/dist/dist.dev.js +3345 -340
  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-utils.js +0 -15
  11. package/dist/es5/heatmap-layer/heatmap-layer-utils.js.map +1 -1
  12. package/dist/es5/heatmap-layer/heatmap-layer.js +103 -97
  13. package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
  14. package/dist/es5/heatmap-layer/max-vs.glsl.js +1 -1
  15. package/dist/es5/heatmap-layer/triangle-layer-fragment.glsl.js +1 -1
  16. package/dist/es5/heatmap-layer/triangle-layer.js +26 -27
  17. package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
  18. package/dist/es5/heatmap-layer/weights-vs.glsl.js +1 -1
  19. package/dist/es5/screen-grid-layer/screen-grid-layer.js +1 -1
  20. package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
  21. package/dist/es5/utils/cpu-aggregator.js.map +1 -1
  22. package/dist/es5/utils/resource-utils.js +0 -2
  23. package/dist/es5/utils/resource-utils.js.map +1 -1
  24. package/dist/esm/aggregation-layer.js +3 -1
  25. package/dist/esm/aggregation-layer.js.map +1 -1
  26. package/dist/esm/contour-layer/contour-layer.js +2 -2
  27. package/dist/esm/contour-layer/contour-layer.js.map +1 -1
  28. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js +1 -1
  29. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  30. package/dist/esm/grid-layer/grid-layer.js +2 -2
  31. package/dist/esm/grid-layer/grid-layer.js.map +1 -1
  32. package/dist/esm/heatmap-layer/heatmap-layer-utils.js +0 -13
  33. package/dist/esm/heatmap-layer/heatmap-layer-utils.js.map +1 -1
  34. package/dist/esm/heatmap-layer/heatmap-layer.js +99 -87
  35. package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
  36. package/dist/esm/heatmap-layer/max-vs.glsl.js +11 -5
  37. package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
  38. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +2 -2
  39. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
  40. package/dist/esm/heatmap-layer/triangle-layer.js +21 -23
  41. package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
  42. package/dist/esm/heatmap-layer/weights-vs.glsl.js +4 -2
  43. package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
  44. package/dist/esm/screen-grid-layer/screen-grid-layer.js +1 -1
  45. package/dist/esm/screen-grid-layer/screen-grid-layer.js.map +1 -1
  46. package/dist/esm/utils/cpu-aggregator.js.map +1 -1
  47. package/dist/esm/utils/resource-utils.js +0 -1
  48. package/dist/esm/utils/resource-utils.js.map +1 -1
  49. package/dist.min.js +85 -75
  50. package/package.json +7 -7
  51. package/src/aggregation-layer.ts +3 -1
  52. package/src/contour-layer/contour-layer.ts +3 -3
  53. package/src/gpu-grid-layer/gpu-grid-layer.ts +1 -1
  54. package/src/grid-layer/grid-layer.ts +4 -2
  55. package/src/heatmap-layer/heatmap-layer-utils.ts +0 -23
  56. package/src/heatmap-layer/heatmap-layer.ts +87 -105
  57. package/src/heatmap-layer/max-vs.glsl.ts +11 -5
  58. package/src/heatmap-layer/triangle-layer-fragment.glsl.ts +2 -2
  59. package/src/heatmap-layer/triangle-layer.ts +17 -24
  60. package/src/heatmap-layer/weights-vs.glsl.ts +4 -2
  61. package/src/screen-grid-layer/screen-grid-layer.ts +1 -1
  62. package/src/utils/cpu-aggregator.ts +1 -1
  63. package/src/utils/resource-utils.ts +2 -8
  64. package/typed/aggregation-layer.d.ts.map +1 -1
  65. package/typed/contour-layer/contour-layer.d.ts.map +1 -1
  66. package/typed/grid-layer/grid-layer.d.ts.map +1 -1
  67. package/typed/heatmap-layer/heatmap-layer-utils.d.ts +0 -9
  68. package/typed/heatmap-layer/heatmap-layer-utils.d.ts.map +1 -1
  69. package/typed/heatmap-layer/heatmap-layer.d.ts +4 -4
  70. package/typed/heatmap-layer/heatmap-layer.d.ts.map +1 -1
  71. package/typed/heatmap-layer/max-vs.glsl.d.ts +1 -1
  72. package/typed/heatmap-layer/max-vs.glsl.d.ts.map +1 -1
  73. package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts +1 -1
  74. package/typed/heatmap-layer/triangle-layer.d.ts +10 -2
  75. package/typed/heatmap-layer/triangle-layer.d.ts.map +1 -1
  76. package/typed/heatmap-layer/weights-vs.glsl.d.ts +1 -1
  77. package/typed/heatmap-layer/weights-vs.glsl.d.ts.map +1 -1
  78. package/typed/utils/resource-utils.d.ts.map +1 -1
@@ -1,22 +1,21 @@
1
- import { getBounds, boundsContain, packVertices, scaleToAspectRatio, getTextureCoordinates, getTextureParams } from './heatmap-layer-utils';
1
+ import { getBounds, boundsContain, packVertices, scaleToAspectRatio, getTextureCoordinates } from './heatmap-layer-utils';
2
2
  import { GL } from '@luma.gl/constants';
3
3
  import { TextureTransform } from '@luma.gl/engine';
4
- import { withGLParameters } from '@luma.gl/webgl';
5
4
  import { AttributeManager, COORDINATE_SYSTEM, log } from '@deck.gl/core';
6
5
  import TriangleLayer from './triangle-layer';
7
6
  import AggregationLayer from '../aggregation-layer';
8
7
  import { defaultColorRange, colorRangeToFlatArray } from '../utils/color-utils';
9
8
  import weightsVs from './weights-vs.glsl';
10
9
  import weightsFs from './weights-fs.glsl';
11
- import vsMax from './max-vs.glsl';
12
- import fsMax from './max-fs.glsl';
10
+ import maxVs from './max-vs.glsl';
11
+ import maxFs from './max-fs.glsl';
13
12
  const RESOLUTION = 2;
14
13
  const TEXTURE_PROPS = {
15
14
  format: 'rgba8unorm',
16
15
  mipmaps: false,
17
16
  sampler: {
18
- minFilter: 'nearest',
19
- magFilter: 'nearest',
17
+ minFilter: 'linear',
18
+ magFilter: 'linear',
20
19
  addressModeU: 'clamp-to-edge',
21
20
  addressModeV: 'clamp-to-edge'
22
21
  }
@@ -194,7 +193,7 @@ export default class HeatmapLayer extends AggregationLayer {
194
193
  maxTexture: maxWeightsTexture,
195
194
  colorTexture,
196
195
  aggregationMode: AGGREGATION_MODE[aggregation] || 0,
197
- texture: weightsTexture,
196
+ weightsTexture,
198
197
  intensity,
199
198
  threshold,
200
199
  colorDomain
@@ -257,21 +256,18 @@ export default class HeatmapLayer extends AggregationLayer {
257
256
  _createTextures() {
258
257
  const {
259
258
  textureSize,
260
- format,
261
- type
259
+ format
262
260
  } = this.state;
263
261
  this.setState({
264
- weightsTexture: this.context.device.createTexture({
262
+ weightsTexture: this.context.device.createTexture({ ...TEXTURE_PROPS,
265
263
  width: textureSize,
266
264
  height: textureSize,
267
- format,
268
- type,
269
- ...TEXTURE_PROPS
265
+ format
270
266
  }),
271
- maxWeightsTexture: this.context.device.createTexture({
272
- format,
273
- type,
274
- ...TEXTURE_PROPS
267
+ maxWeightsTexture: this.context.device.createTexture({ ...TEXTURE_PROPS,
268
+ width: 1,
269
+ height: 1,
270
+ format
275
271
  })
276
272
  });
277
273
  }
@@ -303,48 +299,44 @@ export default class HeatmapLayer extends AggregationLayer {
303
299
  } = this.props;
304
300
  const textureSize = Math.min(weightsTextureSize, device.limits.maxTextureDimension2D);
305
301
  const floatTargetSupport = FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));
306
- const {
307
- format,
308
- type
309
- } = getTextureParams({
310
- device,
311
- floatTargetSupport
312
- });
302
+ const format = floatTargetSupport ? 'rgba32float' : 'rgba8unorm';
313
303
  const weightsScale = floatTargetSupport ? 1 : 1 / 255;
314
304
  this.setState({
315
305
  textureSize,
316
306
  format,
317
- type,
318
307
  weightsScale
319
308
  });
320
309
 
321
310
  if (!floatTargetSupport) {
322
- log.warn(`HeatmapLayer: ${this.id} rendering to float texture not supported, fallingback to low precession format`)();
311
+ log.warn(`HeatmapLayer: ${this.id} rendering to float texture not supported, falling back to low precision format`)();
323
312
  }
324
313
  }
325
314
 
326
- getShaders(type) {
327
- return super.getShaders(type === 'max-weights-transform' ? {
328
- vs: vsMax,
329
- _fs: fsMax
330
- } : {
331
- vs: weightsVs,
332
- _fs: weightsFs
333
- });
334
- }
335
-
336
- _createWeightsTransform(shaders = {}) {
315
+ _createWeightsTransform(shaders) {
337
316
  var _weightsTransform;
338
317
 
339
318
  let {
340
319
  weightsTransform
341
320
  } = this.state;
342
- (_weightsTransform = weightsTransform) === null || _weightsTransform === void 0 ? void 0 : _weightsTransform.delete();
321
+ const {
322
+ weightsTexture
323
+ } = this.state;
324
+ const attributeManager = this.getAttributeManager();
325
+ (_weightsTransform = weightsTransform) === null || _weightsTransform === void 0 ? void 0 : _weightsTransform.destroy();
343
326
  weightsTransform = new TextureTransform(this.context.device, {
344
327
  id: `${this.id}-weights-transform`,
328
+ bufferLayout: attributeManager.getBufferLayouts(),
345
329
  vertexCount: 1,
346
- targetTexture: this.state.weightsTexture,
347
- targetTextureVarying: 'weightsTexture',
330
+ targetTexture: weightsTexture,
331
+ parameters: {
332
+ depthWriteEnabled: false,
333
+ blendColorOperation: 'add',
334
+ blendColorSrcFactor: 'one',
335
+ blendColorDstFactor: 'one',
336
+ blendAlphaSrcFactor: 'one',
337
+ blendAlphaDstFactor: 'one'
338
+ },
339
+ topology: 'point-list',
348
340
  ...shaders
349
341
  });
350
342
  this.setState({
@@ -355,61 +347,79 @@ export default class HeatmapLayer extends AggregationLayer {
355
347
  _setupResources() {
356
348
  this._createTextures();
357
349
 
350
+ const {
351
+ device
352
+ } = this.context;
358
353
  const {
359
354
  textureSize,
360
355
  weightsTexture,
361
356
  maxWeightsTexture
362
357
  } = this.state;
363
- const weightsTransformShaders = this.getShaders('weights-transform');
358
+ const weightsTransformShaders = this.getShaders({
359
+ vs: weightsVs,
360
+ fs: weightsFs
361
+ });
364
362
 
365
363
  this._createWeightsTransform(weightsTransformShaders);
366
364
 
367
- const maxWeightsTransformShaders = this.getShaders('max-weights-transform');
368
- const maxWeightTransform = new TextureTransform(this.context.device, {
365
+ const maxWeightsTransformShaders = this.getShaders({
366
+ vs: maxVs,
367
+ fs: maxFs
368
+ });
369
+ const maxWeightTransform = new TextureTransform(device, {
369
370
  id: `${this.id}-max-weights-transform`,
370
- _sourceTextures: {
371
+ bindings: {
371
372
  inTexture: weightsTexture
372
373
  },
373
- _targetTexture: maxWeightsTexture,
374
- _targetTextureVarying: 'outTexture',
374
+ uniforms: {
375
+ textureSize
376
+ },
377
+ targetTexture: maxWeightsTexture,
375
378
  ...maxWeightsTransformShaders,
376
- elementCount: textureSize * textureSize
379
+ vertexCount: textureSize * textureSize,
380
+ topology: 'point-list',
381
+ parameters: {
382
+ depthWriteEnabled: false,
383
+ blendColorOperation: 'max',
384
+ blendAlphaOperation: 'max',
385
+ blendColorSrcFactor: 'one',
386
+ blendColorDstFactor: 'one',
387
+ blendAlphaSrcFactor: 'one',
388
+ blendAlphaDstFactor: 'one'
389
+ }
377
390
  });
378
391
  this.setState({
379
392
  weightsTexture,
380
393
  maxWeightsTexture,
381
394
  maxWeightTransform,
382
395
  zoom: null,
383
- triPositionBuffer: this.context.device.createBuffer({
384
- byteLength: 48,
385
- accessor: {
386
- size: 3
387
- }
396
+ triPositionBuffer: device.createBuffer({
397
+ byteLength: 48
388
398
  }),
389
- triTexCoordBuffer: this.context.device.createBuffer({
390
- byteLength: 48,
391
- accessor: {
392
- size: 2
393
- }
399
+ triTexCoordBuffer: device.createBuffer({
400
+ byteLength: 48
394
401
  })
395
402
  });
396
403
  }
397
404
 
398
405
  updateShaders(shaderOptions) {
399
- this._createWeightsTransform(shaderOptions);
406
+ this._createWeightsTransform({
407
+ vs: weightsVs,
408
+ fs: weightsFs,
409
+ ...shaderOptions
410
+ });
400
411
  }
401
412
 
402
413
  _updateMaxWeightValue() {
403
414
  const {
404
- maxWeightTransform
415
+ maxWeightTransform,
416
+ textureSize
405
417
  } = this.state;
406
418
  maxWeightTransform.run({
407
419
  parameters: {
408
- blend: true,
409
- depthTest: false,
410
- blendFunc: [1, 1],
411
- blendEquation: 32776
412
- }
420
+ viewport: [0, 0, 1, 1]
421
+ },
422
+ clearColor: [0, 0, 0, 0]
413
423
  });
414
424
  }
415
425
 
@@ -464,6 +474,8 @@ export default class HeatmapLayer extends AggregationLayer {
464
474
  }
465
475
 
466
476
  _updateColorTexture(opts) {
477
+ var _colorTexture;
478
+
467
479
  const {
468
480
  colorRange
469
481
  } = opts.props;
@@ -472,17 +484,18 @@ export default class HeatmapLayer extends AggregationLayer {
472
484
  } = this.state;
473
485
  const colors = colorRangeToFlatArray(colorRange, false, Uint8Array);
474
486
 
475
- if (colorTexture) {
476
- colorTexture.setImageData({
477
- data: colors,
478
- width: colorRange.length
487
+ if (colorTexture && ((_colorTexture = colorTexture) === null || _colorTexture === void 0 ? void 0 : _colorTexture.width) === colorRange.length) {
488
+ colorTexture.setSubImageData({
489
+ data: colors
479
490
  });
480
491
  } else {
481
- colorTexture = this.context.device.createTexture({
492
+ var _colorTexture2;
493
+
494
+ (_colorTexture2 = colorTexture) === null || _colorTexture2 === void 0 ? void 0 : _colorTexture2.destroy();
495
+ colorTexture = this.context.device.createTexture({ ...TEXTURE_PROPS,
482
496
  data: colors,
483
497
  width: colorRange.length,
484
- height: 1,
485
- ...TEXTURE_PROPS
498
+ height: 1
486
499
  });
487
500
  }
488
501
 
@@ -519,30 +532,29 @@ export default class HeatmapLayer extends AggregationLayer {
519
532
  this.state.colorDomain = colorDomain || DEFAULT_COLOR_DOMAIN;
520
533
  }
521
534
 
535
+ const attributeManager = this.getAttributeManager();
536
+ const attributes = attributeManager.getAttributes();
537
+ const moduleSettings = this.getModuleSettings();
538
+ const positions = attributes.positions.buffer;
522
539
  const uniforms = {
523
540
  radiusPixels,
524
541
  commonBounds,
525
542
  textureWidth: textureSize,
526
543
  weightsScale
527
544
  };
528
- weightsTransform.update({
529
- elementCount: this.getNumInstances()
545
+ const weights = attributes.weights.buffer;
546
+ weightsTransform.model.setAttributes({
547
+ positions,
548
+ weights
530
549
  });
531
- withGLParameters(this.context.gl, {
550
+ weightsTransform.model.setVertexCount(this.getNumInstances());
551
+ weightsTransform.model.setUniforms(uniforms);
552
+ weightsTransform.model.updateModuleSettings(moduleSettings);
553
+ weightsTransform.run({
554
+ parameters: {
555
+ viewport: [0, 0, textureSize, textureSize]
556
+ },
532
557
  clearColor: [0, 0, 0, 0]
533
- }, () => {
534
- weightsTransform.run({
535
- uniforms,
536
- parameters: {
537
- blend: true,
538
- depthTest: false,
539
- blendFunc: [1, 1],
540
- blendEquation: 32774
541
- },
542
- clearRenderTarget: true,
543
- attributes: this.getAttributes(),
544
- moduleSettings: this.getModuleSettings()
545
- });
546
558
  });
547
559
 
548
560
  this._updateMaxWeightValue();
@@ -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 {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"}
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} 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 {\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 maxVs from './max-vs.glsl';\nimport maxFs 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: 'linear',\n magFilter: 'linear',\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 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 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} = this.state;\n\n this.setState({\n weightsTexture: this.context.device.createTexture({\n ...TEXTURE_PROPS,\n width: textureSize,\n height: textureSize,\n format\n }),\n maxWeightsTexture: this.context.device.createTexture({\n ...TEXTURE_PROPS,\n width: 1,\n height: 1,\n format\n })\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: TextureFormat = floatTargetSupport ? 'rgba32float' : 'rgba8unorm';\n const weightsScale = floatTargetSupport ? 1 : 1 / 255;\n this.setState({textureSize, format, weightsScale});\n if (!floatTargetSupport) {\n log.warn(\n `HeatmapLayer: ${this.id} rendering to float texture not supported, falling back to low precision format`\n )();\n }\n }\n\n _createWeightsTransform(shaders: {vs: string; fs?: string}) {\n let {weightsTransform} = this.state;\n const {weightsTexture} = this.state;\n const attributeManager = this.getAttributeManager()!;\n\n weightsTransform?.destroy();\n weightsTransform = new TextureTransform(this.context.device, {\n id: `${this.id}-weights-transform`,\n bufferLayout: attributeManager.getBufferLayouts(),\n vertexCount: 1,\n targetTexture: weightsTexture!,\n parameters: {\n depthWriteEnabled: false,\n blendColorOperation: 'add',\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one'\n },\n topology: 'point-list',\n ...shaders\n } as TextureTransformProps);\n\n this.setState({weightsTransform});\n }\n\n _setupResources() {\n this._createTextures();\n const {device} = this.context;\n const {textureSize, weightsTexture, maxWeightsTexture} = this.state;\n\n const weightsTransformShaders = this.getShaders({\n vs: weightsVs,\n fs: weightsFs\n });\n this._createWeightsTransform(weightsTransformShaders);\n\n const maxWeightsTransformShaders = this.getShaders({vs: maxVs, fs: maxFs});\n const maxWeightTransform = new TextureTransform(device, {\n id: `${this.id}-max-weights-transform`,\n bindings: {inTexture: weightsTexture},\n uniforms: {textureSize},\n targetTexture: maxWeightsTexture,\n ...maxWeightsTransformShaders,\n vertexCount: textureSize * textureSize,\n topology: 'point-list',\n parameters: {\n depthWriteEnabled: false,\n blendColorOperation: 'max',\n blendAlphaOperation: 'max',\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one'\n }\n });\n\n this.setState({\n weightsTexture,\n maxWeightsTexture,\n maxWeightTransform,\n zoom: null,\n triPositionBuffer: device.createBuffer({byteLength: 48}),\n triTexCoordBuffer: device.createBuffer({byteLength: 48})\n });\n }\n\n // overwrite super class method to update transform model\n updateShaders(shaderOptions) {\n // shader params (modules, injects) changed, update model object\n this._createWeightsTransform({\n vs: weightsVs,\n fs: weightsFs,\n ...shaderOptions\n });\n }\n\n _updateMaxWeightValue() {\n const {maxWeightTransform, textureSize} = this.state;\n\n maxWeightTransform!.run({\n parameters: {viewport: [0, 0, 1, 1]},\n clearColor: [0, 0, 0, 0]\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 && colorTexture?.width === colorRange.length) {\n // TODO(v9): Unclear whether `setSubImageData` is a public API, or what to use if not.\n (colorTexture as any).setSubImageData({data: colors});\n } else {\n colorTexture?.destroy();\n colorTexture = this.context.device.createTexture({\n ...TEXTURE_PROPS,\n data: colors,\n width: colorRange.length,\n height: 1\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 attributeManager = this.getAttributeManager()!;\n const attributes = attributeManager.getAttributes();\n const moduleSettings = this.getModuleSettings();\n const positions = attributes.positions.buffer;\n const uniforms = {radiusPixels, commonBounds, textureWidth: textureSize, weightsScale};\n const weights = attributes.weights.buffer;\n weightsTransform.model.setAttributes({positions, weights});\n weightsTransform.model.setVertexCount(this.getNumInstances());\n weightsTransform.model.setUniforms(uniforms);\n weightsTransform.model.updateModuleSettings(moduleSettings);\n weightsTransform.run({\n parameters: {viewport: [0, 0, textureSize, textureSize]},\n clearColor: [0, 0, 0, 0]\n });\n\n this._updateMaxWeightValue();\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"}
@@ -1,14 +1,20 @@
1
1
  export default `\
2
2
  #version 300 es
3
- in vec4 inTexture;
3
+ uniform sampler2D inTexture;
4
+ uniform float textureSize;
4
5
  out vec4 outTexture;
5
6
 
6
7
  void main()
7
8
  {
8
- outTexture = inTexture;
9
- gl_Position = vec4(0, 0, 0, 1.);
10
- // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)
11
- gl_PointSize = 1.0;
9
+ // Sample every pixel in texture
10
+ int yIndex = gl_VertexID / int(textureSize);
11
+ int xIndex = gl_VertexID - (yIndex * int(textureSize));
12
+ vec2 uv = (0.5 + vec2(float(xIndex), float(yIndex))) / textureSize;
13
+ outTexture = texture(inTexture, uv);
14
+
15
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
16
+ // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)
17
+ gl_PointSize = 1.0;
12
18
  }
13
19
  `;
14
20
  //# sourceMappingURL=max-vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/heatmap-layer/max-vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAZA","sourcesContent":["export default `\\\n#version 300 es\nin vec4 inTexture;\nout vec4 outTexture;\n\nvoid main()\n{\noutTexture = inTexture;\ngl_Position = vec4(0, 0, 0, 1.);\n// Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\ngl_PointSize = 1.0;\n}\n`;\n"],"file":"max-vs.glsl.js"}
1
+ {"version":3,"sources":["../../../src/heatmap-layer/max-vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAlBA","sourcesContent":["export default `\\\n#version 300 es\nuniform sampler2D inTexture;\nuniform float textureSize;\nout vec4 outTexture;\n\nvoid main()\n{\n // Sample every pixel in texture\n int yIndex = gl_VertexID / int(textureSize);\n int xIndex = gl_VertexID - (yIndex * int(textureSize));\n vec2 uv = (0.5 + vec2(float(xIndex), float(yIndex))) / textureSize;\n outTexture = texture(inTexture, uv);\n\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n // Enforce default value for ANGLE issue (https://bugs.chromium.org/p/angleproject/issues/detail?id=3941)\n gl_PointSize = 1.0;\n}\n`;\n"],"file":"max-vs.glsl.js"}
@@ -5,7 +5,7 @@ export default `\
5
5
  precision highp float;
6
6
 
7
7
  uniform float opacity;
8
- uniform sampler2D texture;
8
+ uniform sampler2D weightsTexture;
9
9
  uniform sampler2D colorTexture;
10
10
  uniform float aggregationMode;
11
11
 
@@ -23,7 +23,7 @@ vec4 getLinearColor(float value) {
23
23
  }
24
24
 
25
25
  void main(void) {
26
- vec4 weights = texture(texture, vTexCoords);
26
+ vec4 weights = texture(weightsTexture, vTexCoords);
27
27
  float weight = weights.r;
28
28
 
29
29
  if (aggregationMode > 0.5) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/heatmap-layer/triangle-layer-fragment.glsl.ts"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAzCA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME 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\n // discard pixels with 0 weight.\n if (weight <= 0.) {\n discard;\n }\n\n vec4 linearColor = getLinearColor(weight);\n linearColor.a *= opacity;\n fragColor = linearColor;\n}\n`;\n"],"file":"triangle-layer-fragment.glsl.js"}
1
+ {"version":3,"sources":["../../../src/heatmap-layer/triangle-layer-fragment.glsl.ts"],"names":[],"mappings":"AAoBA,eAAgB;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAzCA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME triangle-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D weightsTexture;\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(weightsTexture, vTexCoords);\n float weight = weights.r;\n\n if (aggregationMode > 0.5) {\n weight /= max(1.0, weights.a);\n }\n\n // discard pixels with 0 weight.\n if (weight <= 0.) {\n discard;\n }\n\n vec4 linearColor = getLinearColor(weight);\n linearColor.a *= opacity;\n fragColor = linearColor;\n}\n`;\n"],"file":"triangle-layer-fragment.glsl.js"}