@deck.gl/aggregation-layers 9.0.0-beta.1 → 9.0.0-beta.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/dist.dev.js +3287 -310
- package/dist/es5/heatmap-layer/heatmap-layer-utils.js +0 -15
- package/dist/es5/heatmap-layer/heatmap-layer-utils.js.map +1 -1
- package/dist/es5/heatmap-layer/heatmap-layer.js +103 -97
- package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
- package/dist/es5/heatmap-layer/max-vs.glsl.js +1 -1
- package/dist/es5/heatmap-layer/triangle-layer-fragment.glsl.js +1 -1
- package/dist/es5/heatmap-layer/triangle-layer.js +26 -27
- package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
- package/dist/es5/heatmap-layer/weights-vs.glsl.js +1 -1
- package/dist/esm/heatmap-layer/heatmap-layer-utils.js +0 -13
- package/dist/esm/heatmap-layer/heatmap-layer-utils.js.map +1 -1
- package/dist/esm/heatmap-layer/heatmap-layer.js +99 -87
- package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
- package/dist/esm/heatmap-layer/max-vs.glsl.js +11 -5
- package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
- package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +2 -2
- package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
- package/dist/esm/heatmap-layer/triangle-layer.js +21 -23
- package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
- package/dist/esm/heatmap-layer/weights-vs.glsl.js +4 -2
- package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
- package/dist.min.js +85 -75
- package/package.json +7 -7
- package/src/heatmap-layer/heatmap-layer-utils.ts +0 -23
- package/src/heatmap-layer/heatmap-layer.ts +87 -105
- package/src/heatmap-layer/max-vs.glsl.ts +11 -5
- package/src/heatmap-layer/triangle-layer-fragment.glsl.ts +2 -2
- package/src/heatmap-layer/triangle-layer.ts +17 -23
- package/src/heatmap-layer/weights-vs.glsl.ts +4 -2
- package/typed/heatmap-layer/heatmap-layer-utils.d.ts +0 -9
- package/typed/heatmap-layer/heatmap-layer-utils.d.ts.map +1 -1
- package/typed/heatmap-layer/heatmap-layer.d.ts +4 -4
- package/typed/heatmap-layer/heatmap-layer.d.ts.map +1 -1
- package/typed/heatmap-layer/max-vs.glsl.d.ts +1 -1
- package/typed/heatmap-layer/max-vs.glsl.d.ts.map +1 -1
- package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts +1 -1
- package/typed/heatmap-layer/triangle-layer.d.ts +10 -2
- package/typed/heatmap-layer/triangle-layer.d.ts.map +1 -1
- package/typed/heatmap-layer/weights-vs.glsl.d.ts +1 -1
- package/typed/heatmap-layer/weights-vs.glsl.d.ts.map +1 -1
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@@ -10,12 +10,9 @@ exports.boundsContain = boundsContain;
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exports.packVertices = packVertices;
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exports.scaleToAspectRatio = scaleToAspectRatio;
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exports.getTextureCoordinates = getTextureCoordinates;
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exports.getTextureParams = getTextureParams;
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var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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var _constants = require("@luma.gl/constants");
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function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it.return != null) it.return(); } finally { if (didErr) throw err; } } }; }
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function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
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@@ -107,16 +104,4 @@ function getTextureCoordinates(point, bounds) {
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return [(point[0] - xMin) / (xMax - xMin), (point[1] - yMin) / (yMax - yMin)];
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}
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function getTextureParams(_ref) {
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var device = _ref.device,
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floatTargetSupport = _ref.floatTargetSupport;
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return floatTargetSupport ? {
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format: device.info.type === 'webgl2' ? 34836 : 6408,
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type: 5126
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} : {
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format: 6408,
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type: 5121
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};
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}
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//# sourceMappingURL=heatmap-layer-utils.js.map
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@@ -1 +1 @@
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{"version":3,"sources":["../../../src/heatmap-layer/heatmap-layer-utils.ts"],"names":["getBounds","points","x","map","p","y","xMin","Math","min","apply","xMax","max","yMin","yMax","boundsContain","currentBounds","targetBounds","scratchArray","Float32Array","packVertices","dimensions","index","point","i","scaleToAspectRatio","boundingBox","width","height","currentWidth","currentHeight","newWidth","newHeight","xCenter","yCenter","getTextureCoordinates","bounds"
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{"version":3,"sources":["../../../src/heatmap-layer/heatmap-layer-utils.ts"],"names":["getBounds","points","x","map","p","y","xMin","Math","min","apply","xMax","max","yMin","yMax","boundsContain","currentBounds","targetBounds","scratchArray","Float32Array","packVertices","dimensions","index","point","i","scaleToAspectRatio","boundingBox","width","height","currentWidth","currentHeight","newWidth","newHeight","xCenter","yCenter","getTextureCoordinates","bounds"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAO,SAASA,SAAT,CAAmBC,MAAnB,EAAiD;AAEtD,MAAMC,CAAC,GAAGD,MAAM,CAACE,GAAP,CAAW,UAAAC,CAAC;AAAA,WAAIA,CAAC,CAAC,CAAD,CAAL;AAAA,GAAZ,CAAV;AACA,MAAMC,CAAC,GAAGJ,MAAM,CAACE,GAAP,CAAW,UAAAC,CAAC;AAAA,WAAIA,CAAC,CAAC,CAAD,CAAL;AAAA,GAAZ,CAAV;AAEA,MAAME,IAAI,GAAGC,IAAI,CAACC,GAAL,CAASC,KAAT,CAAe,IAAf,EAAqBP,CAArB,CAAb;AACA,MAAMQ,IAAI,GAAGH,IAAI,CAACI,GAAL,CAASF,KAAT,CAAe,IAAf,EAAqBP,CAArB,CAAb;AACA,MAAMU,IAAI,GAAGL,IAAI,CAACC,GAAL,CAASC,KAAT,CAAe,IAAf,EAAqBJ,CAArB,CAAb;AACA,MAAMQ,IAAI,GAAGN,IAAI,CAACI,GAAL,CAASF,KAAT,CAAe,IAAf,EAAqBJ,CAArB,CAAb;AAEA,SAAO,CAACC,IAAD,EAAOM,IAAP,EAAaF,IAAb,EAAmBG,IAAnB,CAAP;AACD;;AAGM,SAASC,aAAT,CAAuBC,aAAvB,EAAgDC,YAAhD,EAAiF;AACtF,MACEA,YAAY,CAAC,CAAD,CAAZ,IAAmBD,aAAa,CAAC,CAAD,CAAhC,IACAC,YAAY,CAAC,CAAD,CAAZ,IAAmBD,aAAa,CAAC,CAAD,CADhC,IAEAC,YAAY,CAAC,CAAD,CAAZ,IAAmBD,aAAa,CAAC,CAAD,CAFhC,IAGAC,YAAY,CAAC,CAAD,CAAZ,IAAmBD,aAAa,CAAC,CAAD,CAJlC,EAKE;AACA,WAAO,IAAP;AACD;;AACD,SAAO,KAAP;AACD;;AAED,IAAME,YAAY,GAAG,IAAIC,YAAJ,CAAiB,EAAjB,CAArB;;AAGO,SAASC,YAAT,CAAsBlB,MAAtB,EAAgF;AAAA,MAAtCmB,UAAsC,uEAAjB,CAAiB;AACrF,MAAIC,KAAK,GAAG,CAAZ;;AADqF,6CAEjEpB,MAFiE;AAAA;;AAAA;AAErF,wDAA4B;AAAA,UAAjBqB,KAAiB;;AAC1B,WAAK,IAAIC,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGH,UAApB,EAAgCG,CAAC,EAAjC,EAAqC;AACnCN,QAAAA,YAAY,CAACI,KAAK,EAAN,CAAZ,GAAwBC,KAAK,CAACC,CAAD,CAAL,IAAY,CAApC;AACD;AACF;AANoF;AAAA;AAAA;AAAA;AAAA;;AAOrF,SAAON,YAAP;AACD;;AAGM,SAASO,kBAAT,CAA4BC,WAA5B,EAAmDC,KAAnD,EAAkEC,MAAlE,EAA4F;AACjG,kDAAiCF,WAAjC;AAAA,MAAOnB,IAAP;AAAA,MAAaM,IAAb;AAAA,MAAmBF,IAAnB;AAAA,MAAyBG,IAAzB;;AAEA,MAAMe,YAAY,GAAGlB,IAAI,GAAGJ,IAA5B;AACA,MAAMuB,aAAa,GAAGhB,IAAI,GAAGD,IAA7B;AAEA,MAAIkB,QAAQ,GAAGF,YAAf;AACA,MAAIG,SAAS,GAAGF,aAAhB;;AACA,MAAID,YAAY,GAAGC,aAAf,GAA+BH,KAAK,GAAGC,MAA3C,EAAmD;AAEjDG,IAAAA,QAAQ,GAAIJ,KAAK,GAAGC,MAAT,GAAmBE,aAA9B;AACD,GAHD,MAGO;AACLE,IAAAA,SAAS,GAAIJ,MAAM,GAAGD,KAAV,GAAmBE,YAA/B;AACD;;AAED,MAAIE,QAAQ,GAAGJ,KAAf,EAAsB;AACpBI,IAAAA,QAAQ,GAAGJ,KAAX;AACAK,IAAAA,SAAS,GAAGJ,MAAZ;AACD;;AAED,MAAMK,OAAO,GAAG,CAACtB,IAAI,GAAGJ,IAAR,IAAgB,CAAhC;AACA,MAAM2B,OAAO,GAAG,CAACpB,IAAI,GAAGD,IAAR,IAAgB,CAAhC;AAEA,SAAO,CACLoB,OAAO,GAAGF,QAAQ,GAAG,CADhB,EAELG,OAAO,GAAGF,SAAS,GAAG,CAFjB,EAGLC,OAAO,GAAGF,QAAQ,GAAG,CAHhB,EAILG,OAAO,GAAGF,SAAS,GAAG,CAJjB,CAAP;AAMD;;AAGM,SAASG,qBAAT,CAA+BZ,KAA/B,EAAgDa,MAAhD,EAAkE;AACvE,6CAAiCA,MAAjC;AAAA,MAAO7B,IAAP;AAAA,MAAaM,IAAb;AAAA,MAAmBF,IAAnB;AAAA,MAAyBG,IAAzB;;AACA,SAAO,CAAC,CAACS,KAAK,CAAC,CAAD,CAAL,GAAWhB,IAAZ,KAAqBI,IAAI,GAAGJ,IAA5B,CAAD,EAAoC,CAACgB,KAAK,CAAC,CAAD,CAAL,GAAWV,IAAZ,KAAqBC,IAAI,GAAGD,IAA5B,CAApC,CAAP;AACD","sourcesContent":["export function getBounds(points: number[][]): number[] {\n // Now build bounding box in world space (aligned to world coordiante system)\n const x = points.map(p => p[0]);\n const y = points.map(p => p[1]);\n\n const xMin = Math.min.apply(null, x);\n const xMax = Math.max.apply(null, x);\n const yMin = Math.min.apply(null, y);\n const yMax = Math.max.apply(null, y);\n\n return [xMin, yMin, xMax, yMax];\n}\n\n// true if currentBounds contains targetBounds, false otherwise\nexport function boundsContain(currentBounds: number[], targetBounds: number[]): boolean {\n if (\n targetBounds[0] >= currentBounds[0] &&\n targetBounds[2] <= currentBounds[2] &&\n targetBounds[1] >= currentBounds[1] &&\n targetBounds[3] <= currentBounds[3]\n ) {\n return true;\n }\n return false;\n}\n\nconst scratchArray = new Float32Array(12);\n\n// For given rectangle bounds generates two triangles vertices that coverit completely\nexport function packVertices(points: number[][], dimensions: number = 2): Float32Array {\n let index = 0;\n for (const point of points) {\n for (let i = 0; i < dimensions; i++) {\n scratchArray[index++] = point[i] || 0;\n }\n }\n return scratchArray;\n}\n\n// Expands boundingBox:[xMin, yMin, xMax, yMax] to match aspect ratio of given width and height\nexport function scaleToAspectRatio(boundingBox: number[], width: number, height: number): number[] {\n const [xMin, yMin, xMax, yMax] = boundingBox;\n\n const currentWidth = xMax - xMin;\n const currentHeight = yMax - yMin;\n\n let newWidth = currentWidth;\n let newHeight = currentHeight;\n if (currentWidth / currentHeight < width / height) {\n // expand bounding box width\n newWidth = (width / height) * currentHeight;\n } else {\n newHeight = (height / width) * currentWidth;\n }\n\n if (newWidth < width) {\n newWidth = width;\n newHeight = height;\n }\n\n const xCenter = (xMax + xMin) / 2;\n const yCenter = (yMax + yMin) / 2;\n\n return [\n xCenter - newWidth / 2,\n yCenter - newHeight / 2,\n xCenter + newWidth / 2,\n yCenter + newHeight / 2\n ];\n}\n\n// Get texture coordiante of point inside a bounding box\nexport function getTextureCoordinates(point: number[], bounds: number[]) {\n const [xMin, yMin, xMax, yMax] = bounds;\n return [(point[0] - xMin) / (xMax - xMin), (point[1] - yMin) / (yMax - yMin)];\n}\n"],"file":"heatmap-layer-utils.js"}
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var _triangleLayer = _interopRequireDefault(require("./triangle-layer"));
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format: 'rgba8unorm',
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mipmaps: false,
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sampler: {
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}
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depthWriteEnabled: false,
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blendColorOperation: 'add',
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blendColorSrcFactor: 'one',
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},
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topology: 'point-list'
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@@ -406,58 +395,74 @@ var HeatmapLayer = function (_AggregationLayer) {
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_proto._setupResources = function _setupResources() {
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this._createTextures();
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var device = this.context.device;
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var _this$state4 = this.state,
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textureSize = _this$state4.textureSize,
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weightsTexture = _this$state4.weightsTexture,
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maxWeightsTexture = _this$state4.maxWeightsTexture;
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var weightsTransformShaders = this.getShaders(
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var weightsTransformShaders = this.getShaders({
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vs: _weightsVs.default,
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fs: _weightsFs.default
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});
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this._createWeightsTransform(weightsTransformShaders);
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var maxWeightsTransformShaders = this.getShaders(
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var maxWeightsTransformShaders = this.getShaders({
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vs: _maxVs.default,
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fs: _maxFs.default
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});
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var maxWeightTransform = new _engine.TextureTransform(device, _objectSpread(_objectSpread({
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id: "".concat(this.id, "-max-weights-transform"),
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bindings: {
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inTexture: weightsTexture
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},
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uniforms: {
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textureSize: textureSize
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},
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targetTexture: maxWeightsTexture
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}, maxWeightsTransformShaders), {}, {
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vertexCount: textureSize * textureSize,
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topology: 'point-list',
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parameters: {
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depthWriteEnabled: false,
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blendColorOperation: 'max',
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blendAlphaOperation: 'max',
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blendColorSrcFactor: 'one',
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blendColorDstFactor: 'one',
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blendAlphaSrcFactor: 'one',
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blendAlphaDstFactor: 'one'
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}
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}));
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this.setState({
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weightsTexture: weightsTexture,
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maxWeightsTexture: maxWeightsTexture,
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maxWeightTransform: maxWeightTransform,
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zoom: null,
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triPositionBuffer:
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byteLength: 48
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accessor: {
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size: 3
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}
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triPositionBuffer: device.createBuffer({
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byteLength: 48
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}),
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triTexCoordBuffer:
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byteLength: 48
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accessor: {
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size: 2
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}
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triTexCoordBuffer: device.createBuffer({
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byteLength: 48
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})
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});
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};
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_proto.updateShaders = function updateShaders(shaderOptions) {
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this._createWeightsTransform(
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this._createWeightsTransform(_objectSpread({
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vs: _weightsVs.default,
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fs: _weightsFs.default
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}, shaderOptions));
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};
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_proto._updateMaxWeightValue = function _updateMaxWeightValue() {
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var
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var _this$state5 = this.state,
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maxWeightTransform = _this$state5.maxWeightTransform,
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textureSize = _this$state5.textureSize;
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maxWeightTransform.run({
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parameters: {
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blendEquation: 32776
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}
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viewport: [0, 0, 1, 1]
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},
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clearColor: [0, 0, 0, 0]
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});
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};
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@@ -498,11 +503,11 @@ var HeatmapLayer = function (_AggregationLayer) {
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};
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_proto._updateTextureRenderingBounds = function _updateTextureRenderingBounds() {
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var _this$
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triPositionBuffer = _this$
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triTexCoordBuffer = _this$
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normalizedCommonBounds = _this$
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viewportCorners = _this$
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var _this$state6 = this.state,
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triPositionBuffer = _this$state6.triPositionBuffer,
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triTexCoordBuffer = _this$state6.triTexCoordBuffer,
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normalizedCommonBounds = _this$state6.normalizedCommonBounds,
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viewportCorners = _this$state6.viewportCorners;
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var viewport = this.context.viewport;
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triPositionBuffer.write((0, _heatmapLayerUtils.packVertices)(viewportCorners, 3));
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var textureBounds = viewportCorners.map(function (p) {
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@@ -512,21 +517,25 @@ var HeatmapLayer = function (_AggregationLayer) {
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};
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_proto._updateColorTexture = function _updateColorTexture(opts) {
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var _colorTexture;
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var colorRange = opts.props.colorRange;
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var colorTexture = this.state.colorTexture;
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var colors = (0, _colorUtils.colorRangeToFlatArray)(colorRange, false, Uint8Array);
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if (colorTexture) {
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colorTexture.
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data: colors
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width: colorRange.length
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if (colorTexture && ((_colorTexture = colorTexture) === null || _colorTexture === void 0 ? void 0 : _colorTexture.width) === colorRange.length) {
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colorTexture.setSubImageData({
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data: colors
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});
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} else {
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var _colorTexture2;
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(_colorTexture2 = colorTexture) === null || _colorTexture2 === void 0 ? void 0 : _colorTexture2.destroy();
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colorTexture = this.context.device.createTexture(_objectSpread(_objectSpread({}, TEXTURE_PROPS), {}, {
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data: colors,
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width: colorRange.length,
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height: 1
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}
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}));
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}
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this.setState({
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@@ -535,16 +544,14 @@ var HeatmapLayer = function (_AggregationLayer) {
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};
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_proto._updateWeightmap = function _updateWeightmap() {
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var _this3 = this;
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var _this$props2 = this.props,
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radiusPixels = _this$props2.radiusPixels,
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colorDomain = _this$props2.colorDomain,
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aggregation = _this$props2.aggregation;
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var _this$
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worldBounds = _this$
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textureSize = _this$
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weightsScale = _this$
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+
var _this$state7 = this.state,
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worldBounds = _this$state7.worldBounds,
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textureSize = _this$state7.textureSize,
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weightsScale = _this$state7.weightsScale;
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var weightsTransform = this.state.weightsTransform;
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this.state.isWeightMapDirty = false;
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@@ -562,30 +569,29 @@ var HeatmapLayer = function (_AggregationLayer) {
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this.state.colorDomain = colorDomain || DEFAULT_COLOR_DOMAIN;
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}
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+
var attributeManager = this.getAttributeManager();
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+
var attributes = attributeManager.getAttributes();
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var moduleSettings = this.getModuleSettings();
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+
var positions = attributes.positions.buffer;
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var uniforms = {
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radiusPixels: radiusPixels,
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commonBounds: commonBounds,
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textureWidth: textureSize,
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weightsScale: weightsScale
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};
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var weights = attributes.weights.buffer;
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weightsTransform.model.setAttributes({
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positions: positions,
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weights: weights
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});
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weightsTransform.model.setVertexCount(this.getNumInstances());
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+
weightsTransform.model.setUniforms(uniforms);
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+
weightsTransform.model.updateModuleSettings(moduleSettings);
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+
weightsTransform.run({
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parameters: {
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viewport: [0, 0, textureSize, textureSize]
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},
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clearColor: [0, 0, 0, 0]
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}, function () {
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weightsTransform.run({
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uniforms: uniforms,
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parameters: {
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blend: true,
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depthTest: false,
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blendFunc: [1, 1],
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blendEquation: 32774
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},
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clearRenderTarget: true,
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attributes: _this3.getAttributes(),
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moduleSettings: _this3.getModuleSettings()
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});
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});
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this._updateMaxWeightValue();
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@@ -1 +1 @@
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1
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-
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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 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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: ${this.id} rendering to float texture not supported, fallingback to low precession format`\n )();\n }\n }\n\n getShaders(type) {\n return super.getShaders(\n type === 'max-weights-transform'\n ? {\n vs: vsMax,\n _fs: fsMax\n }\n : {\n vs: weightsVs,\n _fs: weightsFs\n }\n );\n }\n\n _createWeightsTransform(shaders = {}) {\n let {weightsTransform} = this.state;\n weightsTransform?.delete();\n\n weightsTransform = new TextureTransform(this.context.device, {\n id: `${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"}
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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"}
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var _default = "#version 300 es\nuniform sampler2D inTexture;\nuniform float textureSize;\nout vec4 outTexture;\n\nvoid main()\n{\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 gl_PointSize = 1.0;\n}\n";
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//# sourceMappingURL=max-vs.glsl.js.map
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