@genome-spy/core 0.14.0

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Files changed (226) hide show
  1. package/dist/index.js +224 -0
  2. package/dist/style.css +1 -0
  3. package/package.json +54 -0
  4. package/src/data/collector.js +178 -0
  5. package/src/data/collector.test.js +82 -0
  6. package/src/data/dataFlow.js +109 -0
  7. package/src/data/dataFlow.test.js +3 -0
  8. package/src/data/facetNode.js +17 -0
  9. package/src/data/flow.test.js +71 -0
  10. package/src/data/flowBatch.d.ts +40 -0
  11. package/src/data/flowNode.js +283 -0
  12. package/src/data/flowNode.test.js +49 -0
  13. package/src/data/flowOptimizer.js +117 -0
  14. package/src/data/flowOptimizer.test.js +192 -0
  15. package/src/data/flowTestUtils.js +63 -0
  16. package/src/data/formats/fasta.js +32 -0
  17. package/src/data/formats/fasta.test.js +26 -0
  18. package/src/data/sources/dataSource.js +22 -0
  19. package/src/data/sources/dataSourceFactory.js +24 -0
  20. package/src/data/sources/dataUtils.js +31 -0
  21. package/src/data/sources/dynamicCallbackSource.js +56 -0
  22. package/src/data/sources/dynamicSource.js +36 -0
  23. package/src/data/sources/inlineSource.js +69 -0
  24. package/src/data/sources/inlineSource.test.js +55 -0
  25. package/src/data/sources/namedSource.js +74 -0
  26. package/src/data/sources/sequenceSource.js +46 -0
  27. package/src/data/sources/sequenceSource.test.js +45 -0
  28. package/src/data/sources/urlSource.js +74 -0
  29. package/src/data/transforms/aggregate.js +69 -0
  30. package/src/data/transforms/clone.js +40 -0
  31. package/src/data/transforms/clone.test.js +10 -0
  32. package/src/data/transforms/coverage.js +187 -0
  33. package/src/data/transforms/coverage.test.js +122 -0
  34. package/src/data/transforms/filter.js +37 -0
  35. package/src/data/transforms/filter.test.js +17 -0
  36. package/src/data/transforms/filterScoredLabels.js +134 -0
  37. package/src/data/transforms/flattenCompressedExons.js +57 -0
  38. package/src/data/transforms/flattenDelimited.js +68 -0
  39. package/src/data/transforms/flattenDelimited.test.js +86 -0
  40. package/src/data/transforms/flattenSequence.js +39 -0
  41. package/src/data/transforms/flattenSequence.test.js +33 -0
  42. package/src/data/transforms/formula.js +39 -0
  43. package/src/data/transforms/formula.test.js +18 -0
  44. package/src/data/transforms/identifier.js +108 -0
  45. package/src/data/transforms/identifier.test.js +82 -0
  46. package/src/data/transforms/linearizeGenomicCoordinate.js +101 -0
  47. package/src/data/transforms/measureText.js +44 -0
  48. package/src/data/transforms/pileup.js +128 -0
  49. package/src/data/transforms/pileup.test.js +69 -0
  50. package/src/data/transforms/project.js +41 -0
  51. package/src/data/transforms/project.test.js +31 -0
  52. package/src/data/transforms/regexExtract.js +61 -0
  53. package/src/data/transforms/regexExtract.test.js +66 -0
  54. package/src/data/transforms/regexFold.js +141 -0
  55. package/src/data/transforms/regexFold.test.js +159 -0
  56. package/src/data/transforms/sample.js +101 -0
  57. package/src/data/transforms/sample.test.js +37 -0
  58. package/src/data/transforms/stack.js +137 -0
  59. package/src/data/transforms/stack.test.js +90 -0
  60. package/src/data/transforms/transformFactory.js +60 -0
  61. package/src/encoder/accessor.js +82 -0
  62. package/src/encoder/accessor.test.js +46 -0
  63. package/src/encoder/encoder.js +369 -0
  64. package/src/encoder/encoder.test.js +97 -0
  65. package/src/fonts/Lato-Regular.json +1267 -0
  66. package/src/fonts/Lato-Regular.png +0 -0
  67. package/src/fonts/OFL.txt +93 -0
  68. package/src/fonts/README.md +3 -0
  69. package/src/fonts/bmFont.d.ts +58 -0
  70. package/src/fonts/bmFontManager.js +357 -0
  71. package/src/fonts/bmFontMetrics.js +108 -0
  72. package/src/genome/genome.js +305 -0
  73. package/src/genome/genome.test.js +152 -0
  74. package/src/genome/genomeStore.js +54 -0
  75. package/src/genome/locusFormat.js +31 -0
  76. package/src/genome/scaleIndex.js +199 -0
  77. package/src/genome/scaleIndex.test.js +61 -0
  78. package/src/genome/scaleLocus.js +112 -0
  79. package/src/genome/scaleLocus.test.js +3 -0
  80. package/src/genomeSpy.js +753 -0
  81. package/src/gl/arrayBuilder.js +199 -0
  82. package/src/gl/dataToVertices.js +621 -0
  83. package/src/gl/includes/common.glsl +63 -0
  84. package/src/gl/includes/fp64-arithmetic.glsl +187 -0
  85. package/src/gl/includes/fp64-utils.js +132 -0
  86. package/src/gl/includes/picking.fragment.glsl +3 -0
  87. package/src/gl/includes/picking.vertex.glsl +29 -0
  88. package/src/gl/includes/sampleFacet.glsl +107 -0
  89. package/src/gl/includes/scales.glsl +79 -0
  90. package/src/gl/includes/scales_fp64.glsl +30 -0
  91. package/src/gl/link.fragment.glsl +18 -0
  92. package/src/gl/link.vertex.glsl +111 -0
  93. package/src/gl/point.fragment.glsl +123 -0
  94. package/src/gl/point.vertex.glsl +128 -0
  95. package/src/gl/rect.fragment.glsl +51 -0
  96. package/src/gl/rect.vertex.glsl +114 -0
  97. package/src/gl/rule.fragment.glsl +52 -0
  98. package/src/gl/rule.vertex.glsl +89 -0
  99. package/src/gl/text.fragment.glsl +31 -0
  100. package/src/gl/text.vertex.glsl +246 -0
  101. package/src/gl/webGLHelper.js +490 -0
  102. package/src/img/bowtie.svg +1 -0
  103. package/src/img/genomespy-favicon.svg +34 -0
  104. package/src/index.html +11 -0
  105. package/src/index.js +151 -0
  106. package/src/marks/link.js +189 -0
  107. package/src/marks/mark.js +867 -0
  108. package/src/marks/markUtils.js +109 -0
  109. package/src/marks/pointMark.js +279 -0
  110. package/src/marks/rectMark.js +236 -0
  111. package/src/marks/rule.js +231 -0
  112. package/src/marks/text.js +274 -0
  113. package/src/options.d.ts +9 -0
  114. package/src/scale/colorUtils.js +184 -0
  115. package/src/scale/glslScaleGenerator.js +462 -0
  116. package/src/scale/scale.js +441 -0
  117. package/src/scale/scale.test.js +323 -0
  118. package/src/scale/ticks.js +198 -0
  119. package/src/scale/ticks.test.js +39 -0
  120. package/src/singlePageApp.js +13 -0
  121. package/src/spec/axis.d.ts +296 -0
  122. package/src/spec/channel.d.ts +127 -0
  123. package/src/spec/data.d.ts +185 -0
  124. package/src/spec/font.d.ts +15 -0
  125. package/src/spec/genome.d.ts +35 -0
  126. package/src/spec/mark.d.ts +432 -0
  127. package/src/spec/root.d.ts +22 -0
  128. package/src/spec/scale.d.ts +265 -0
  129. package/src/spec/tooltip.d.ts +9 -0
  130. package/src/spec/transform.d.ts +479 -0
  131. package/src/spec/view.d.ts +215 -0
  132. package/src/styles/genome-spy.scss +153 -0
  133. package/src/tooltip/dataTooltipHandler.js +59 -0
  134. package/src/tooltip/refseqGeneTooltipHandler.js +77 -0
  135. package/src/tooltip/tooltipHandler.ts +12 -0
  136. package/src/types/filetypes.d.ts +4 -0
  137. package/src/types/flatqueue.d.ts +53 -0
  138. package/src/types/glsl.d.ts +4 -0
  139. package/src/types/object.d.ts +21 -0
  140. package/src/types/vega-scale.d.ts +60 -0
  141. package/src/utils/animator.js +83 -0
  142. package/src/utils/arrayUtils.js +55 -0
  143. package/src/utils/binnedRangeIndex.js +83 -0
  144. package/src/utils/clamp.js +8 -0
  145. package/src/utils/cloner.js +32 -0
  146. package/src/utils/cloner.test.js +23 -0
  147. package/src/utils/coalesce.js +11 -0
  148. package/src/utils/coalesce.test.js +15 -0
  149. package/src/utils/concatIterables.js +26 -0
  150. package/src/utils/concatIterables.test.js +7 -0
  151. package/src/utils/debounce.js +37 -0
  152. package/src/utils/domainArray.js +224 -0
  153. package/src/utils/domainArray.test.js +129 -0
  154. package/src/utils/eerp.js +13 -0
  155. package/src/utils/expression.js +32 -0
  156. package/src/utils/field.js +28 -0
  157. package/src/utils/fisheye.js +60 -0
  158. package/src/utils/formatObject.js +31 -0
  159. package/src/utils/html.js +23 -0
  160. package/src/utils/html.test.js +13 -0
  161. package/src/utils/indexer.js +43 -0
  162. package/src/utils/indexer.test.js +46 -0
  163. package/src/utils/inertia.js +124 -0
  164. package/src/utils/interactionEvent.js +33 -0
  165. package/src/utils/iterateNestedMaps.js +21 -0
  166. package/src/utils/iterateNestedMaps.test.js +32 -0
  167. package/src/utils/kWayMerge.js +42 -0
  168. package/src/utils/kWayMerge.test.js +25 -0
  169. package/src/utils/layout/flexLayout.js +336 -0
  170. package/src/utils/layout/flexLayout.test.js +296 -0
  171. package/src/utils/layout/padding.js +107 -0
  172. package/src/utils/layout/point.js +23 -0
  173. package/src/utils/layout/rectangle.js +282 -0
  174. package/src/utils/layout/rectangle.test.js +171 -0
  175. package/src/utils/mergeObjects.js +99 -0
  176. package/src/utils/mergeObjects.test.js +41 -0
  177. package/src/utils/numberExtractor.js +24 -0
  178. package/src/utils/numberExtractor.test.js +5 -0
  179. package/src/utils/point.js +14 -0
  180. package/src/utils/propertyCacher.js +70 -0
  181. package/src/utils/propertyCacher.test.js +84 -0
  182. package/src/utils/propertyCoalescer.js +37 -0
  183. package/src/utils/propertyCoalescer.test.js +21 -0
  184. package/src/utils/reservationMap.js +103 -0
  185. package/src/utils/reservationMap.test.js +19 -0
  186. package/src/utils/scaleNull.js +19 -0
  187. package/src/utils/setOperations.js +75 -0
  188. package/src/utils/smoothstep.js +10 -0
  189. package/src/utils/throttle.js +34 -0
  190. package/src/utils/topK.js +76 -0
  191. package/src/utils/topK.test.js +63 -0
  192. package/src/utils/transition.js +74 -0
  193. package/src/utils/ui/tooltip.js +189 -0
  194. package/src/utils/url.js +22 -0
  195. package/src/utils/variableTools.js +24 -0
  196. package/src/utils/variableTools.test.js +12 -0
  197. package/src/view/axisResolution.js +135 -0
  198. package/src/view/axisResolution.test.js +200 -0
  199. package/src/view/axisView.js +746 -0
  200. package/src/view/channel.js +5 -0
  201. package/src/view/concatView.js +296 -0
  202. package/src/view/containerView.js +141 -0
  203. package/src/view/decoratorView.js +510 -0
  204. package/src/view/facetView.js +488 -0
  205. package/src/view/flowBuilder.js +362 -0
  206. package/src/view/flowBuilder.test.js +124 -0
  207. package/src/view/importView.js +19 -0
  208. package/src/view/layerView.js +60 -0
  209. package/src/view/rendering.d.ts +44 -0
  210. package/src/view/renderingContext/compositeViewRenderingContext.js +51 -0
  211. package/src/view/renderingContext/deferredViewRenderingContext.js +174 -0
  212. package/src/view/renderingContext/layoutRecorderViewRenderingContext.js +128 -0
  213. package/src/view/renderingContext/simpleViewRenderingContext.js +62 -0
  214. package/src/view/renderingContext/svgViewRenderingContext.js +121 -0
  215. package/src/view/renderingContext/viewRenderingContext.js +41 -0
  216. package/src/view/scaleResolution.js +756 -0
  217. package/src/view/scaleResolution.test.js +571 -0
  218. package/src/view/scaleResolutionApi.d.ts +40 -0
  219. package/src/view/testUtils.js +48 -0
  220. package/src/view/unitView.js +368 -0
  221. package/src/view/view.js +589 -0
  222. package/src/view/view.test.js +213 -0
  223. package/src/view/viewContext.d.ts +57 -0
  224. package/src/view/viewFactory.js +179 -0
  225. package/src/view/viewFactory.test.js +16 -0
  226. package/src/view/viewUtils.js +420 -0
@@ -0,0 +1,123 @@
1
+ const lowp vec4 white = vec4(1.0);
2
+ const lowp vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
3
+
4
+ uniform bool uInwardStroke;
5
+ uniform float uGradientStrength;
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+
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+ flat in float vRadius;
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+ flat in float vRadiusWithPadding;
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+
10
+ flat in lowp vec4 vFillColor;
11
+ flat in lowp vec4 vStrokeColor;
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+ flat in lowp float vShape;
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+ flat in lowp float vHalfStrokeWidth;
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+
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+ flat in mat2 vRotationMatrix;
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+
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+ out lowp vec4 fragColor;
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+
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+ const float CIRCLE = 0.0;
20
+ const float SQUARE = 1.0;
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+ const float TRIANGLE_UP = 2.0;
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+ const float CROSS = 3.0;
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+ const float DIAMOND = 4.0;
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+ const float TRIANGLE_DOWN = 5.0;
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+ const float TRIANGLE_RIGHT = 6.0;
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+ const float TRIANGLE_LEFT = 7.0;
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+
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+
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+ // The distance functions are inspired by:
30
+ // http://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
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+ // However, these are not true distance functions, because the corners need to be sharp.
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+
33
+ float circle(vec2 p, float r) {
34
+ return length(p) - r;
35
+ }
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+
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+ float square(vec2 p, float r) {
38
+ p = abs(p);
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+ return max(p.x, p.y) - r;
40
+ }
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+
42
+ float equilateralTriangle(vec2 p, float r, bool flip, bool swap) {
43
+ if (swap) {
44
+ p.xy = p.yx;
45
+ }
46
+ if (flip) {
47
+ p.y = -p.y;
48
+ }
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+
50
+ float k = sqrt(3.0);
51
+ float kr = k * r;
52
+ //p.y -= kr * 2.0 / 3.0;
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+ p.y -= kr / 2.0;
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+ return max((abs(p.x) * k + p.y) / 2.0, -p.y - kr);
55
+ }
56
+
57
+ float crossShape(vec2 p, float r) {
58
+ p = abs(p);
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+
60
+ vec2 b = vec2(0.4, 1.0) * r;
61
+ vec2 v = abs(p) - b.xy;
62
+ vec2 h = abs(p) - b.yx;
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+ return min(max(v.x, v.y), max(h.x, h.y));
64
+ }
65
+
66
+ float diamond(vec2 p, float r) {
67
+ p = abs(p);
68
+ return (max(abs(p.x - p.y), abs(p.x + p.y)) - r) / sqrt(2.0);
69
+ }
70
+
71
+ void main() {
72
+ float d;
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+
74
+ /** Normalized point coord */
75
+ vec2 p = vRotationMatrix * (2.0 * gl_PointCoord - 1.0) * vRadiusWithPadding;
76
+ float r = vRadius;
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+
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+ // We could also use textures here. Could even be faster, because we have plenty of branching here.
79
+ if (vShape == CIRCLE) {
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+ d = circle(p, r);
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+
82
+ } else if (vShape == SQUARE) {
83
+ d = square(p, r);
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+
85
+ } else if (vShape == TRIANGLE_UP) {
86
+ d = equilateralTriangle(p, r, true, false);
87
+
88
+ } else if (vShape == CROSS) {
89
+ d = crossShape(p, r);
90
+
91
+ } else if (vShape == DIAMOND) {
92
+ d = diamond(p, r);
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+
94
+ } else if (vShape == TRIANGLE_DOWN) {
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+ d = equilateralTriangle(p, r, false, false);
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+
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+ } else if (vShape == TRIANGLE_RIGHT) {
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+ d = equilateralTriangle(p, r, false, true);
99
+
100
+ } else if (vShape == TRIANGLE_LEFT) {
101
+ d = equilateralTriangle(p, r, true, true);
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+
103
+ } else {
104
+ d = 0.0;
105
+ }
106
+
107
+ if (!uPickingEnabled) {
108
+ lowp vec4 fillColor = mix(vFillColor, white, -d * uGradientStrength / vRadius);
109
+
110
+ fragColor = distanceToColor(
111
+ d + (uInwardStroke ? vHalfStrokeWidth : 0.0),
112
+ fillColor,
113
+ vStrokeColor,
114
+ vHalfStrokeWidth);
115
+
116
+ } else if (d - vHalfStrokeWidth <= 0.0) {
117
+ fragColor = vPickingColor;
118
+
119
+ } else {
120
+ discard;
121
+ }
122
+ }
123
+
@@ -0,0 +1,128 @@
1
+ precision mediump float;
2
+
3
+ /**
4
+ * The stroke should only grow inwards, e.g, the diameter/outline is not affected by the stroke width.
5
+ * Thus, a point that has a zero size has no visible stroke. This allows strokes to be used with
6
+ * geometric zoom, etc.
7
+ */
8
+ uniform bool uInwardStroke;
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+
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+ /** Maximum size of the largest point as the fraction of the height of the (faceted) view */
11
+ uniform lowp float uMaxRelativePointDiameter;
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+
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+ /** Scale factor for geometric zoom */
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+ uniform float uScaleFactor;
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+
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+ /** The size of the largest point in the data */
17
+ uniform float uMaxPointSize;
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+
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+ uniform float uZoomLevel;
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+ uniform float uSemanticThreshold;
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+
22
+ flat out float vRadius;
23
+ flat out float vRadiusWithPadding;
24
+ flat out lowp vec4 vFillColor;
25
+ flat out lowp vec4 vStrokeColor;
26
+ flat out lowp float vShape;
27
+ flat out lowp float vHalfStrokeWidth;
28
+ flat out mat2 vRotationMatrix;
29
+
30
+
31
+ float computeSemanticThresholdFactor() {
32
+ // TODO: add smooth transition
33
+ return getScaled_semanticScore() >= uSemanticThreshold ? 1.0 : 0.0;
34
+ }
35
+
36
+ /**
37
+ * Computes a scaling factor for the points in a sample-faceted view.
38
+ */
39
+ float getDownscaleFactor(vec2 pos) {
40
+ if (!isFacetedSamples()) {
41
+ return 1.0;
42
+ }
43
+
44
+ float sampleFacetHeight = getSampleFacetHeight(pos);
45
+ float maxPointDiameter = sqrt(uMaxPointSize);
46
+
47
+ float factor = sampleFacetHeight *
48
+ uViewportSize.y *
49
+ uMaxRelativePointDiameter;
50
+
51
+ return clamp(0.0, maxPointDiameter, factor) / maxPointDiameter;
52
+ }
53
+
54
+ // TODO: Move this into common.glsl or something
55
+ vec2 getDxDy() {
56
+ #if defined(dx_DEFINED) || defined(dy_DEFINED)
57
+ return vec2(getScaled_dx(), getScaled_dy()) / uViewportSize;
58
+ #else
59
+ return vec2(0.0, 0.0);
60
+ #endif
61
+ }
62
+
63
+ void main(void) {
64
+
65
+ float semanticThresholdFactor = computeSemanticThresholdFactor();
66
+ if (semanticThresholdFactor <= 0.0) {
67
+ gl_PointSize = 0.0;
68
+ // Exit early. MAY prevent some unnecessary calculations.
69
+ return;
70
+ }
71
+
72
+ float size = getScaled_size();
73
+ vec2 pos = vec2(getScaled_x(), getScaled_y()) + getDxDy();
74
+
75
+ gl_Position = unitToNdc(applySampleFacet(pos));
76
+
77
+ float strokeWidth = getScaled_strokeWidth();
78
+
79
+ float diameter = sqrt(size) *
80
+ uScaleFactor *
81
+ semanticThresholdFactor *
82
+ getDownscaleFactor(pos);
83
+
84
+ // Clamp minimum size and adjust opacity instead. Yields more pleasing result,
85
+ // no flickering etc.
86
+ float opacity = uViewOpacity;
87
+ if (strokeWidth <= 0.0 || uInwardStroke) {
88
+ float minDiameter = 1.0 / uDevicePixelRatio;
89
+ if (diameter < minDiameter) {
90
+ // We do some "cheap" gamma correction here. It breaks on dark background, though.
91
+ // First we take a square of the size and then apply "gamma" of 1.5.
92
+ opacity *= pow(diameter / minDiameter, 2.5);
93
+ diameter = minDiameter;
94
+ }
95
+ }
96
+
97
+ float fillOpa = getScaled_fillOpacity() * opacity;
98
+ float strokeOpa = getScaled_strokeOpacity() * opacity;
99
+
100
+ vShape = getScaled_shape();
101
+
102
+ // Circle doesn't have sharp corners. Do some special optimizations to minimize the point size.
103
+ bool circle = vShape == 0.0;
104
+
105
+ float angleInDegrees = getScaled_angle();
106
+ float angle = -angleInDegrees * PI / 180.0;
107
+ float sinTheta = sin(angle);
108
+ float cosTheta = cos(angle);
109
+ vRotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);
110
+ float roomForRotation = circle ? 1.0 : sin(mod(angle, PI / 2.0) + PI / 4.0) / sin(PI / 4.0);
111
+
112
+ float aaPadding = 1.0 / uDevicePixelRatio;
113
+ float rotationPadding = (diameter * roomForRotation) - diameter;
114
+ // sqrt(3.0) ensures that the angles of equilateral triangles have enough room
115
+ float strokePadding = uInwardStroke ? 0.0 : strokeWidth * (circle ? 1.0 : sqrt(3.0));
116
+ float padding = rotationPadding + strokePadding + aaPadding;
117
+ gl_PointSize = (diameter + padding) * uDevicePixelRatio;
118
+
119
+ vRadius = diameter / 2.0;
120
+ vRadiusWithPadding = vRadius + padding / 2.0;
121
+
122
+ vHalfStrokeWidth = strokeWidth / 2.0;
123
+
124
+ vFillColor = vec4(getScaled_fill() * fillOpa, fillOpa);
125
+ vStrokeColor = vec4(getScaled_stroke() * strokeOpa, strokeOpa);
126
+
127
+ setupPicking();
128
+ }
@@ -0,0 +1,51 @@
1
+ #if defined(ROUNDED_CORNERS) || defined(STROKED)
2
+ in vec2 vPosInPixels;
3
+ #endif
4
+
5
+ flat in vec2 vHalfSizeInPixels;
6
+
7
+ flat in lowp vec4 vFillColor;
8
+ flat in lowp vec4 vStrokeColor;
9
+ flat in float vHalfStrokeWidth;
10
+ flat in vec4 vCornerRadii;
11
+
12
+ out lowp vec4 fragColor;
13
+
14
+ // Source: https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
15
+ float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
16
+ r.xy = p.x > 0.0 ? r.xy : r.zw;
17
+ r.x = p.y > 0.0 ? r.x : r.y;
18
+ vec2 q = abs(p) - b + r.x;
19
+ return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
20
+ }
21
+
22
+ // Not a true SDF. Makes the corners of strokes sharp and is faster.
23
+ float sdSharpBox(vec2 p, vec2 b) {
24
+ vec2 q = abs(p) - b;
25
+ return max(q.x, q.y);
26
+ }
27
+
28
+ void main(void) {
29
+
30
+ #if defined(ROUNDED_CORNERS) || defined(STROKED)
31
+ #ifdef ROUNDED_CORNERS
32
+ // Distance from rectangle's edge in pixels. Negative inside the rectangle.
33
+ float d = sdRoundedBox(vPosInPixels, vHalfSizeInPixels, vCornerRadii);
34
+ #else
35
+ float d = sdSharpBox(vPosInPixels, vHalfSizeInPixels);
36
+ #endif
37
+
38
+ fragColor = distanceToColor(d, vFillColor, vStrokeColor, vHalfStrokeWidth);
39
+
40
+ if (fragColor.a == 0.0) {
41
+ discard;
42
+ }
43
+ #else
44
+ // The trivial, non-decorated case
45
+ fragColor = vFillColor;
46
+ #endif
47
+
48
+ if (uPickingEnabled) {
49
+ fragColor = vPickingColor;
50
+ }
51
+ }
@@ -0,0 +1,114 @@
1
+ /**
2
+ * The vertex position wrt the rectangle specified by (x, x2, y, y2).
3
+ * [0, 0] = [x, y], [1, 1] = [x2, y2].
4
+ * The x or y component may contain fractional values if the rectangle
5
+ * have been tessellated.
6
+ */
7
+ in vec2 frac;
8
+
9
+ /** Minimum size (width, height) of the displayed rectangle in pixels */
10
+ uniform vec2 uMinSize;
11
+
12
+ /** Minimum opacity for the size size clamping */
13
+ uniform float uMinOpacity;
14
+
15
+ /** top-right, bottom-right, top-left, bottom-left */
16
+ uniform vec4 uCornerRadii;
17
+
18
+ flat out lowp vec4 vFillColor;
19
+ flat out lowp vec4 vStrokeColor;
20
+ flat out float vHalfStrokeWidth;
21
+ flat out vec4 vCornerRadii;
22
+
23
+
24
+ #if defined(ROUNDED_CORNERS) || defined(STROKED)
25
+ /** Position for SDF-strokes */
26
+ out vec2 vPosInPixels;
27
+ #endif
28
+
29
+ /** Size of the rect in pixels */
30
+ flat out vec2 vHalfSizeInPixels;
31
+
32
+ /**
33
+ * Clamps the minimumSize and returns an opacity that reflects the amount of clamping.
34
+ */
35
+ float clampMinSize(inout float pos, float frac, float size, float minSize) {
36
+ if (minSize > 0.0 && abs(size) < minSize) {
37
+ pos += (frac - 0.5) * (minSize * sign(size) - size);
38
+ return abs(size) / minSize;
39
+ }
40
+
41
+ return 1.0;
42
+ }
43
+
44
+ void sort(inout float a, inout float b) {
45
+ if (a > b) {
46
+ float tmp = b;
47
+ b = a;
48
+ a = tmp;
49
+ }
50
+ }
51
+
52
+ void main(void) {
53
+ vec2 normalizedMinSize = uMinSize / uViewportSize;
54
+
55
+ float x = getScaled_x();
56
+ float x2 = getScaled_x2();
57
+ float y = getScaled_y();
58
+ float y2 = getScaled_y2();
59
+
60
+ sort(x, x2);
61
+ sort(y, y2);
62
+
63
+ // Clamp x to prevent precision artifacts when the scale is zoomed very close.
64
+ // TODO: clamp y as well
65
+ float clampMargin = 1.0;
66
+ vec2 pos1 = vec2(clamp(x, 0.0 - clampMargin, 1.0 + clampMargin), y);
67
+ vec2 pos2 = vec2(clamp(x2, 0.0 - clampMargin, 1.0 + clampMargin), y2);
68
+
69
+ vec2 size = pos2 - pos1;
70
+
71
+ if (size.x <= 0.0 || size.y <= 0.0) {
72
+ // Early exit. May increase performance or not...
73
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
74
+ return;
75
+ }
76
+
77
+ vec2 pos = pos1 + frac * size;
78
+
79
+ size.y *= getSampleFacetHeight(pos);
80
+
81
+ // Clamp to minimum size, optionally compensate with opacity
82
+ float opaFactor = uViewOpacity * max(uMinOpacity,
83
+ clampMinSize(pos.x, frac.x, size.x, normalizedMinSize.x) *
84
+ clampMinSize(pos.y, frac.y, size.y, normalizedMinSize.y));
85
+
86
+ pos = applySampleFacet(pos);
87
+
88
+ #if defined(ROUNDED_CORNERS) || defined(STROKED)
89
+ // Add an extra pixel to stroke width to accommodate edge antialiasing
90
+ float aaPadding = 1.0 / uDevicePixelRatio;
91
+ float strokeWidth = getScaled_strokeWidth();
92
+ float strokeOpacity = getScaled_strokeOpacity() * opaFactor;
93
+
94
+ vec2 centeredFrac = frac - 0.5;
95
+ vec2 expand = centeredFrac * (strokeWidth + aaPadding) / uViewportSize;
96
+ pos += expand;
97
+
98
+ vec2 sizeInPixels = size * uViewportSize;
99
+ vPosInPixels = (centeredFrac + expand / size) * sizeInPixels;
100
+
101
+ vHalfSizeInPixels = sizeInPixels / 2.0;
102
+
103
+ vCornerRadii = min(uCornerRadii, min(vHalfSizeInPixels.x, vHalfSizeInPixels.y));
104
+ vHalfStrokeWidth = strokeWidth / 2.0;
105
+ vStrokeColor = vec4(getScaled_stroke() * strokeOpacity, strokeOpacity);
106
+ #endif
107
+
108
+ gl_Position = unitToNdc(pos);
109
+
110
+ float fillOpacity = getScaled_fillOpacity() * opaFactor;
111
+ vFillColor = vec4(getScaled_fill() * fillOpacity, fillOpacity);
112
+
113
+ setupPicking();
114
+ }
@@ -0,0 +1,52 @@
1
+ // Line ending
2
+ const int BUTT = 0;
3
+ const int SQUARE = 1;
4
+ const int ROUND = 2;
5
+
6
+ uniform sampler2D uDashTexture;
7
+ uniform float uDashTextureSize;
8
+ uniform float uStrokeDashOffset;
9
+ uniform lowp int uStrokeCap;
10
+
11
+ flat in vec4 vColor;
12
+ flat in float vSize;
13
+
14
+ /** Position on the rule along its length in pixels */
15
+ in vec2 vPosInPixels;
16
+ in float vNormalLengthInPixels;
17
+
18
+ out lowp vec4 fragColor;
19
+
20
+ void main(void) {
21
+ float dpr = uDevicePixelRatio;
22
+
23
+ float distanceFromEnd = -min(vPosInPixels[0], vPosInPixels[1]);
24
+ float distance; // from the rule centerline or end
25
+ if (distanceFromEnd > 0.0 && uStrokeCap == ROUND) {
26
+ // round cap
27
+ distance = length(vec2(distanceFromEnd, vNormalLengthInPixels));
28
+ } else {
29
+ distance = abs(vNormalLengthInPixels);
30
+ }
31
+
32
+ // Use a signed distance field to implement edge antialiasing
33
+ float opacity = clamp(((vSize / 2.0 - distance) * dpr), -0.5, 0.5) + 0.5;
34
+
35
+ if (uDashTextureSize > 0.0) {
36
+ float pos = (vPosInPixels[0] + uStrokeDashOffset) * dpr;
37
+ float floored = floor(pos);
38
+ vec2 texelPositions = (floored + vec2(0.5, 1.5)) / dpr / uDashTextureSize;
39
+
40
+ // Do antialiasing
41
+ opacity *= mix(
42
+ texture(uDashTexture, vec2(texelPositions[0], 0)).r,
43
+ texture(uDashTexture, vec2(texelPositions[1], 0)).r,
44
+ clamp((pos - floored), 0.0, 1.0));
45
+ }
46
+
47
+ fragColor = vColor * opacity;
48
+
49
+ if (uPickingEnabled) {
50
+ fragColor = vPickingColor;
51
+ }
52
+ }
@@ -0,0 +1,89 @@
1
+ // Line caps
2
+ const int BUTT = 0;
3
+ const int SQUARE = 1;
4
+ const int ROUND = 2;
5
+
6
+ /** Position along the rule */
7
+ in float pos;
8
+
9
+ /** Which side of the stroke: -0.5 or 0.5 */
10
+ in float side;
11
+
12
+ /** Minimum rule length in pixels */
13
+ uniform float uMinLength;
14
+
15
+ uniform float uDashTextureSize;
16
+ uniform lowp int uStrokeCap;
17
+
18
+ flat out vec4 vColor;
19
+
20
+ /** Stroke width */
21
+ flat out float vSize;
22
+
23
+ /** The distance from the line center to the direction of normal in pixels */
24
+ out float vNormalLengthInPixels;
25
+
26
+ /** Distances from the line endings. Used for rendering the round caps and dashes */
27
+ out highp vec2 vPosInPixels;
28
+
29
+
30
+ void main(void) {
31
+ float pixelSize = 1.0 / uDevicePixelRatio;
32
+
33
+ // Stroke width in pixels
34
+ float size = getScaled_size();
35
+ float opacity = getScaled_opacity() * uViewOpacity;
36
+
37
+ // Avoid artifacts in very thin lines by clamping the size and adjusting opacity respectively
38
+ if (size < pixelSize) {
39
+ opacity *= size / pixelSize;
40
+ size = pixelSize;
41
+ }
42
+
43
+ vec2 a = applySampleFacet(vec2(getScaled_x(), getScaled_y()));
44
+ vec2 b = applySampleFacet(vec2(getScaled_x2(), getScaled_y2()));
45
+
46
+ vec2 tangent = b - a;
47
+
48
+ float offset = 0.0;
49
+ float relativeDiff = 0.0;
50
+ if (uMinLength > 0.0 || uStrokeCap != BUTT) {
51
+ float len = length(tangent * uViewportSize);
52
+
53
+ // Elongate to reach the minimum length.
54
+ // The length difference in pixels
55
+ float diff = max(0.0, uMinLength - len);
56
+
57
+ // Add line caps
58
+ if (uStrokeCap != BUTT) {
59
+ diff += size;
60
+ }
61
+
62
+ relativeDiff = diff / len;
63
+ offset = relativeDiff * (pos - 0.5);
64
+ }
65
+
66
+ // Apply caps and minimum length by spreading the vertices along the tangent
67
+ vec2 p = pos < 1.0
68
+ ? a + tangent * (pos + offset)
69
+ : b + tangent * offset;
70
+
71
+ // Add an extra pixel to stroke width to accommodate edge antialiasing
72
+ float aaPadding = pixelSize;
73
+
74
+ // Extrude
75
+ vec2 normal = normalize(vec2(-tangent.y, tangent.x) / uViewportSize);
76
+ p += normal * side * (size + aaPadding) / uViewportSize;
77
+
78
+ gl_Position = unitToNdc(p);
79
+
80
+ vColor = vec4(getScaled_color() * opacity, opacity);
81
+ vSize = size;
82
+ vNormalLengthInPixels = side * (size + aaPadding);
83
+
84
+ // TODO: Here's a precision problem that breaks round caps when zoomed in enough
85
+ vPosInPixels = vec2(pos, (1.0 - pos)) * (1.0 + relativeDiff) * length(tangent * uViewportSize) -
86
+ vec2(uStrokeCap != BUTT ? size / 2.0 : 0.0);
87
+
88
+ setupPicking();
89
+ }
@@ -0,0 +1,31 @@
1
+ uniform sampler2D uTexture;
2
+
3
+ in vec2 vTexCoord;
4
+ in float vEdgeFadeOpacity;
5
+ flat in vec4 vColor;
6
+ flat in float vSlope;
7
+
8
+ out lowp vec4 fragColor;
9
+
10
+ float median(float r, float g, float b) {
11
+ return max(min(r, g), min(max(r, g), b));
12
+ }
13
+
14
+ void main() {
15
+ // TODO: Really small text should fall back to normal (non-SDF) texture that can be mip-mapped.
16
+ // Currently small text has severe aliasing artifacts.
17
+
18
+ vec3 c = texture(uTexture, vTexCoord).rgb;
19
+
20
+ float sigDist = 1.0 - median(c.r, c.g, c.b);
21
+ float opa = clamp((sigDist - 0.5) * vSlope + 0.5, 0.0, 1.0);
22
+
23
+ // Raise to the power of 2.2 to do some cheap gamma correction
24
+ opa *= pow(clamp(vEdgeFadeOpacity, 0.0, 1.0), 2.2);
25
+
26
+ fragColor = vColor * opa;
27
+
28
+ if (uPickingEnabled) {
29
+ fragColor = vPickingColor;
30
+ }
31
+ }