gridviz 2.0.27 → 2.0.29

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (56) hide show
  1. package/dist/gridviz.js +34315 -0
  2. package/package.json +4 -2
  3. package/src/App.js +651 -0
  4. package/src/BackgroundLayer.js +182 -0
  5. package/src/BackgroundLayerWMS.js +131 -0
  6. package/src/Dataset.js +76 -0
  7. package/src/DatasetComponent.js +103 -0
  8. package/src/GeoCanvas.js +419 -0
  9. package/src/LabelLayer.js +190 -0
  10. package/src/Layer.js +92 -0
  11. package/src/Legend.js +86 -0
  12. package/src/LineLayer.js +150 -0
  13. package/src/Style.js +114 -0
  14. package/src/Tooltip.js +150 -0
  15. package/src/dataset/COGeo.js +24 -0
  16. package/src/dataset/CSVGrid.js +105 -0
  17. package/src/dataset/GeoTIFF.js +127 -0
  18. package/src/dataset/GridTile.js +41 -0
  19. package/src/dataset/ParquetGrid.js +123 -0
  20. package/src/dataset/TiledGrid.js +294 -0
  21. package/src/index.js +176 -0
  22. package/src/legend/ColorCategoryLegend.js +124 -0
  23. package/src/legend/ColorDiscreteLegend.js +105 -0
  24. package/src/legend/ColorLegend.js +125 -0
  25. package/src/legend/SegmentOrientationLegend.js +87 -0
  26. package/src/legend/SegmentWidthLegend.js +97 -0
  27. package/src/legend/SizeLegend.js +141 -0
  28. package/src/style/CompositionStyle.js +294 -0
  29. package/src/style/ContourStyle.js +54 -0
  30. package/src/style/DotDensityStyle.js +156 -0
  31. package/src/style/JoyPlotStyle.js +135 -0
  32. package/src/style/KernelSmoothingOldStyle.js +221 -0
  33. package/src/style/KernelSmoothingStyle.js +115 -0
  34. package/src/style/KernelSmoothingWGLStyle.js +130 -0
  35. package/src/style/LegoStyle.js +112 -0
  36. package/src/style/MosaicStyle.js +107 -0
  37. package/src/style/NinjaStarStyle.js +124 -0
  38. package/src/style/PillarStyle.js +230 -0
  39. package/src/style/SegmentStyle.js +142 -0
  40. package/src/style/ShapeColorSizeStyle.js +126 -0
  41. package/src/style/SideCatStyle.js +172 -0
  42. package/src/style/SideStyle.js +218 -0
  43. package/src/style/SquareColorCatWGLStyle.js +120 -0
  44. package/src/style/SquareColorWGLStyle.js +146 -0
  45. package/src/style/StrokeStyle.js +131 -0
  46. package/src/style/TanakaStyle.js +160 -0
  47. package/src/style/TextStyle.js +132 -0
  48. package/src/utils/Utils.js +35 -0
  49. package/src/utils/WebGLRectangleColoring.js +106 -0
  50. package/src/utils/WebGLSquareColoring.js +118 -0
  51. package/src/utils/WebGLSquareColoringAdvanced.js +230 -0
  52. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -0
  53. package/src/utils/WebGLSquareColoringKS.js +153 -0
  54. package/src/utils/stretching.js +131 -0
  55. package/src/utils/webGLUtils.js +71 -0
  56. package/src/utils/zoomUtils.js +142 -0
@@ -0,0 +1,35 @@
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ /**
5
+ * Get the class id from a value and class break values
6
+ *
7
+ * @param {number} v the value
8
+ * @param {Array.<number>} breaks the breaks
9
+ * @returns The class id, from 0 to breaks.length
10
+ */
11
+ export function getClass(v, breaks) {
12
+ if (!breaks) return
13
+ if (breaks.length == 0) return 0
14
+ if (v <= breaks[0]) return 0
15
+ for (let i = 1; i < breaks.length; i++) if (breaks[i - 1] < v && v <= breaks[i]) return i
16
+ return breaks.length
17
+ }
18
+
19
+ export let monitor = false
20
+
21
+ let previousDate
22
+ export function monitorDuration(message) {
23
+ const nowDate = Date.now()
24
+
25
+ //first call
26
+ if (!previousDate) {
27
+ previousDate = nowDate
28
+ console.log(previousDate, message)
29
+ return
30
+ }
31
+
32
+ const d = nowDate - previousDate
33
+ previousDate = nowDate
34
+ console.log(d, message)
35
+ }
@@ -0,0 +1,106 @@
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils'
5
+
6
+ /**
7
+ * Everything to easily draw colored rectangles with webGL.
8
+ */
9
+ export class WebGLRectangleColoring {
10
+ //TODO: add color alpha/opacity
11
+
12
+ /**
13
+ *
14
+ * @param {WebGLRenderingContext} gl
15
+ */
16
+ constructor(gl) {
17
+ this.gl = gl
18
+
19
+ this.program = initShaderProgram(
20
+ gl,
21
+ createShader(
22
+ gl,
23
+ gl.VERTEX_SHADER,
24
+ `
25
+ attribute vec2 pos;
26
+ uniform mat3 mat;
27
+ attribute vec3 color;
28
+ varying vec3 vColor;
29
+ void main() {
30
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
31
+ vColor = color;
32
+ }
33
+ `
34
+ ),
35
+ createShader(
36
+ gl,
37
+ gl.FRAGMENT_SHADER,
38
+ `
39
+ precision mediump float;
40
+ varying vec3 vColor;
41
+ void main(void) {
42
+ gl_FragColor = vec4(vColor, 1.0);
43
+ }`
44
+ )
45
+ )
46
+ gl.useProgram(this.program)
47
+
48
+ //buffer data
49
+ this.verticesBuffer = []
50
+ this.colorsBuffer = []
51
+ }
52
+
53
+ /** Add data to vertices/color buffers for color rectangle drawing */
54
+ addRectangleData(x1, x2, y1, y2, cR = 0, cG = 0, cB = 1, cA = 0) {
55
+ //TODO cA
56
+ //add vertices
57
+ this.verticesBuffer.push(x1, y1, x2, y1, x1, y2, x2, y2)
58
+
59
+ //colors, 3 parts (RGB), one per vertice
60
+ this.colorsBuffer.push(cR, cG, cB, cR, cG, cB, cR, cG, cB, cR, cG, cB)
61
+ }
62
+
63
+ /** */
64
+ draw(transfoMat) {
65
+ const gl = this.gl
66
+
67
+ //vertice data
68
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
69
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.verticesBuffer), gl.STATIC_DRAW)
70
+ const position = gl.getAttribLocation(this.program, 'pos')
71
+ gl.vertexAttribPointer(
72
+ position,
73
+ 2, //numComponents
74
+ gl.FLOAT, //type
75
+ false, //normalise
76
+ 0, //stride
77
+ 0 //offset
78
+ )
79
+ gl.enableVertexAttribArray(position)
80
+
81
+ //color data
82
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
83
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.colorsBuffer), gl.STATIC_DRAW)
84
+ var color = gl.getAttribLocation(this.program, 'color')
85
+ gl.vertexAttribPointer(color, 3, gl.FLOAT, false, 0, 0)
86
+ gl.enableVertexAttribArray(color)
87
+
88
+ //transformation
89
+ gl.uniformMatrix3fv(gl.getUniformLocation(this.program, 'mat'), false, new Float32Array(transfoMat))
90
+
91
+ // Enable the depth test
92
+ //gl.enable(gl.DEPTH_TEST);
93
+ // Clear the color buffer bit
94
+ gl.clear(gl.COLOR_BUFFER_BIT)
95
+ // Set the view port
96
+ //gl.viewport(0, 0, cg.w, cg.h);
97
+
98
+ for (let i = 0; i < this.verticesBuffer.length / 8; i++) {
99
+ gl.drawArrays(
100
+ gl.TRIANGLE_STRIP, // mode,see https://miro.medium.com/max/700/0*HQHB5lCGqlOUiysy.jpg
101
+ i * 4, // vertex list start
102
+ 4 // vertex count
103
+ )
104
+ }
105
+ }
106
+ }
@@ -0,0 +1,118 @@
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ */
11
+ export class WebGLSquareColoring {
12
+ /**
13
+ *
14
+ * @param {WebGLRenderingContext} gl
15
+ */
16
+ constructor(gl, sizePix) {
17
+ this.gl = gl
18
+ this.sizePix = sizePix || 10.0
19
+
20
+ this.program = initShaderProgram(
21
+ gl,
22
+ createShader(
23
+ gl,
24
+ gl.VERTEX_SHADER,
25
+ `
26
+ attribute vec2 pos;
27
+ uniform float sizePix;
28
+ uniform mat3 mat;
29
+ attribute vec4 color;
30
+ varying vec4 vColor;
31
+ void main() {
32
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
33
+ gl_PointSize = sizePix;
34
+ vColor = color;
35
+ }
36
+ `
37
+ ),
38
+ createShader(
39
+ gl,
40
+ gl.FRAGMENT_SHADER,
41
+ `
42
+ precision mediump float;
43
+ varying vec4 vColor;
44
+ void main(void) {
45
+ vec4 vColor_ = vColor / 255.0;
46
+ vColor_[3] = 255.0 * vColor_[3];
47
+ gl_FragColor = vColor_;
48
+ }`
49
+ )
50
+ )
51
+ gl.useProgram(this.program)
52
+
53
+ //buffer data
54
+ this.verticesBuffer = []
55
+ this.colorsBuffer = []
56
+ }
57
+
58
+ /** Add data to vertices/size/color buffers for color squares drawing */
59
+ addPointData(xC, yC, col) {
60
+ //convert color
61
+ const cc = color(col)
62
+ //const cc = {r:45,g:87,b:98,opacity:0.9}
63
+ if (!cc) return
64
+
65
+ //vertices
66
+ this.verticesBuffer.push(xC, yC)
67
+ //color
68
+ this.colorsBuffer.push(cc.r, cc.g, cc.b, cc.opacity)
69
+ }
70
+
71
+ addPointData2(xC, yC, r, g, b, opacity) {
72
+ //vertices
73
+ this.verticesBuffer.push(xC, yC)
74
+ //color
75
+ this.colorsBuffer.push(r, g, b, opacity)
76
+ }
77
+
78
+ /** */
79
+ draw(transfoMat) {
80
+ const gl = this.gl
81
+
82
+ //vertice data
83
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
84
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.verticesBuffer), gl.STATIC_DRAW)
85
+ const position = gl.getAttribLocation(this.program, 'pos')
86
+ gl.vertexAttribPointer(
87
+ position,
88
+ 2, //numComponents
89
+ gl.FLOAT, //type
90
+ false, //normalise
91
+ 0, //stride
92
+ 0 //offset
93
+ )
94
+ gl.enableVertexAttribArray(position)
95
+
96
+ //color data
97
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
98
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.colorsBuffer), gl.STATIC_DRAW)
99
+ var color = gl.getAttribLocation(this.program, 'color')
100
+ gl.vertexAttribPointer(color, 4, gl.FLOAT, false, 0, 0)
101
+ gl.enableVertexAttribArray(color)
102
+
103
+ //sizePix
104
+ gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * this.sizePix)
105
+
106
+ //transformation
107
+ gl.uniformMatrix3fv(gl.getUniformLocation(this.program, 'mat'), false, new Float32Array(transfoMat))
108
+
109
+ // Enable the depth test
110
+ //gl.enable(gl.DEPTH_TEST);
111
+ // Clear the color buffer bit
112
+ gl.clear(gl.COLOR_BUFFER_BIT)
113
+ // Set the view port
114
+ //gl.viewport(0, 0, cg.w, cg.h);
115
+
116
+ gl.drawArrays(gl.POINTS, 0, this.verticesBuffer.length / 2)
117
+ }
118
+ }
@@ -0,0 +1,230 @@
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ * The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
11
+ */
12
+ export class WebGLSquareColoringAdvanced {
13
+ //see:
14
+ //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
15
+ //https://thebookofshaders.com/glossary/?search=mix
16
+ //https://thebookofshaders.com/06/
17
+ //https://thebookofshaders.com/glossary/
18
+
19
+ /**
20
+ *
21
+ * @param {*} gl
22
+ * @param {Array.<String>} colors
23
+ * @param {{fun:string,alpha:number}} stretching
24
+ * @param {number} sizePix
25
+ * @param {number|undefined} globalOpacity
26
+ */
27
+ constructor(gl, colors, stretching, sizePix = 10, globalOpacity = undefined) {
28
+ /** @type {WebGLRenderingContext} */
29
+ this.gl = gl
30
+ //gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
31
+ //gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
32
+ //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
33
+
34
+ /** @type {WebGLShader} */
35
+ const vShader = createShader(
36
+ gl,
37
+ gl.VERTEX_SHADER,
38
+ `
39
+ attribute vec2 pos;
40
+ uniform float sizePix;
41
+ uniform mat3 mat;
42
+
43
+ attribute float t;
44
+ varying float vt;
45
+
46
+ void main() {
47
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
48
+ gl_PointSize = sizePix;
49
+ vt = t;
50
+ }
51
+ `
52
+ )
53
+
54
+ //prepare fragment shader code
55
+ //declare the uniform and other variables
56
+ let fshString =
57
+ '' +
58
+ 'precision mediump float;\n' +
59
+ 'varying float vt;\n' +
60
+ 'uniform float alpha;\n' +
61
+ (() => {
62
+ const out = []
63
+ for (let i = 0; i < colors.length; i++) out.push('uniform vec4 c' + i + ';\n')
64
+ return out.join('')
65
+ })() +
66
+ //start the main function, apply the stretching of t
67
+ 'void main(void) {\n'
68
+
69
+ if (stretching) {
70
+ if (stretching.fun == 'pow')
71
+ //sPow = (t, alpha = 3) => Math.pow(t, alpha);
72
+ fshString += ' float t = pow(vt, alpha);\n'
73
+ else if (stretching.fun == 'powRev')
74
+ //sPowRev = (t, alpha = 3) => 1 - Math.pow(1 - t, 1 / alpha);
75
+ fshString += ' float t = 1.0-pow(1.0-vt, 1.0/alpha);\n'
76
+ else if (stretching.fun == 'exp')
77
+ //sExp = (t, alpha = 3) => alpha == 0 ? t : (Math.exp(t * alpha) - 1) / (Math.exp(alpha) - 1);
78
+ fshString +=
79
+ stretching.alpha == 0
80
+ ? `float t = vt;`
81
+ : ' float t = (exp(vt * alpha) - 1.0) / (exp(alpha) - 1.0);\n'
82
+ else if (stretching.fun == 'expRev')
83
+ //sExpRev = (t, alpha = 3) => alpha == 0 ? t : 1 - (1 / alpha) * Math.log(Math.exp(alpha) * (1 - t) + t);
84
+ fshString +=
85
+ stretching.alpha == 0
86
+ ? `float t = vt;`
87
+ : ' float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);\n'
88
+ else if (stretching.fun == 'circleLow') {
89
+ if (stretching.alpha == 0)
90
+ //if (alpha == 0) return t;
91
+ fshString += ' float t = vt;\n'
92
+ else if (stretching.alpha == 1)
93
+ // if (alpha == 1) return Math.sqrt(2 * t - t * t);
94
+ fshString += ' float t = sqrt(vt * (2.0 - vt));\n'
95
+ else {
96
+ //const a = alpha / (1 - alpha);
97
+ //return Math.sqrt(1 / (a * a) + t * (2 / a + 2 - t)) - 1 / a;
98
+ fshString +=
99
+ ' float a = alpha / (1.0 - alpha);\n' +
100
+ ' float t = sqrt(1.0 / (a * a) + vt * ( 2.0/a + 2.0 - vt )) - 1.0 / a;\n'
101
+ }
102
+ } else if (stretching.fun == 'circleHigh') {
103
+ // 1 - sCircleLow(1 - t, alpha)
104
+ if (stretching.alpha == 0)
105
+ //if (alpha == 0) return t;
106
+ fshString += ' float t = vt;\n'
107
+ else if (stretching.alpha == 1)
108
+ // if (alpha == 1) return Math.sqrt(2 * t - t * t);
109
+ fshString += ' float t = 1.0 - sqrt((1.0 - vt) * (1.0 + vt));\n'
110
+ else {
111
+ //const a = alpha / (1 - alpha);
112
+ //return Math.sqrt(1 / (a * a) + (2 * t) / a + 2 * t - t * t) - 1 / a;
113
+ fshString +=
114
+ ' float a = alpha / (1.0 - alpha);\n' +
115
+ ' float t = 1.0 - sqrt(1.0 / (a * a) + (1.0-vt) * ( 2.0/a + 1.0 + vt )) + 1.0 / a;\n'
116
+ }
117
+ } else {
118
+ console.error('Unexpected stretching function code: ' + stretching.fun)
119
+ fshString += ' float t = vt;\n'
120
+ }
121
+ } else {
122
+ fshString += ' float t = vt;\n'
123
+ }
124
+
125
+ //choose initial and final colors, and adjust t value
126
+ if (colors.length == 1) fshString += ' vec4 cI=c0;\n vec4 cF=c0;\n'
127
+ else if (colors.length == 2) fshString += ' vec4 cI=c0;\n vec4 cF=c1;\n'
128
+ else {
129
+ const nb = colors.length - 1
130
+ const nbs = nb + '.0'
131
+ fshString += ' vec4 cI;\n'
132
+ fshString += ' vec4 cF;\n'
133
+ fshString += ' if(t<1.0/' + nbs + ') { cI=c0; cF=c1; t=t*' + nbs + '; }\n'
134
+ for (let i = 2; i < nb; i++)
135
+ fshString +=
136
+ ' else if(t<' +
137
+ i +
138
+ '.0/' +
139
+ nbs +
140
+ ') { cI=c' +
141
+ (i - 1) +
142
+ '; cF=c' +
143
+ i +
144
+ '; t=' +
145
+ nbs +
146
+ '*t-' +
147
+ (i - 1) +
148
+ '.0; }\n'
149
+ fshString +=
150
+ ' else { cI=c' + (nb - 1) + '; cF=c' + nb + '; t=' + nbs + '*t-' + (nb - 1) + '.0; }\n'
151
+ }
152
+
153
+ //one single color
154
+ if (colors.length == 1) fshString += ' gl_FragColor = vec4(c0[0], c0[1], c0[2], c0[3]);}\n'
155
+ //set interpolated color, between initial and final one
156
+ else fshString += ' gl_FragColor = mix(cI, cF, t);}\n'
157
+
158
+ //console.log(fshString)
159
+
160
+ /** @type {WebGLShader} */
161
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
162
+
163
+ /** @type {WebGLProgram} */
164
+ this.program = initShaderProgram(gl, vShader, fShader)
165
+ gl.useProgram(this.program)
166
+
167
+ //set uniforms
168
+
169
+ //sizePix
170
+ //TODO: bug here. Seems to be limited to some threshold value (around 250).
171
+ gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
172
+
173
+ //stretching alpha factor
174
+ gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
175
+
176
+ //colors
177
+ for (let i = 0; i < colors.length; i++) {
178
+ const c = color(colors[i])
179
+
180
+ let opacity = c.opacity
181
+ if (c.opacity == 1 && globalOpacity != undefined) opacity = globalOpacity
182
+
183
+ gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
184
+ +c.r / 255.0,
185
+ +c.g / 255.0,
186
+ +c.b / 255.0,
187
+ +opacity,
188
+ ])
189
+ }
190
+ }
191
+
192
+ /** */
193
+ draw(verticesBuffer, tBuffer, transfoMat) {
194
+ const gl = this.gl
195
+ const program = this.program
196
+
197
+ //vertice data
198
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
199
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
200
+ const position = gl.getAttribLocation(program, 'pos')
201
+ gl.vertexAttribPointer(
202
+ position,
203
+ 2, //numComponents
204
+ gl.FLOAT, //type
205
+ false, //normalise
206
+ 0, //stride
207
+ 0 //offset
208
+ )
209
+ gl.enableVertexAttribArray(position)
210
+
211
+ //t data
212
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
213
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW)
214
+ const t = gl.getAttribLocation(program, 't')
215
+ gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0)
216
+ gl.enableVertexAttribArray(t)
217
+
218
+ //transformation
219
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
220
+
221
+ // Enable the depth test
222
+ //gl.enable(gl.DEPTH_TEST);
223
+ // Clear the color buffer bit
224
+ gl.clear(gl.COLOR_BUFFER_BIT)
225
+ // Set the view port
226
+ //gl.viewport(0, 0, cg.w, cg.h);
227
+
228
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
229
+ }
230
+ }
@@ -0,0 +1,133 @@
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ * Color based on categories.
11
+ */
12
+ export class WebGLSquareColoringCatAdvanced {
13
+ /**
14
+ * @param {Array.<string>} colors
15
+ */
16
+ constructor(colors) {
17
+ /**
18
+ * @type {Array.<string>} */
19
+ this.colors = colors
20
+
21
+ /** Vector shader program
22
+ * @type {string} */
23
+ this.vshString = `
24
+ attribute vec2 pos;
25
+ uniform float sizePix;
26
+ uniform mat3 mat;
27
+
28
+ attribute float i;
29
+ varying float vi;
30
+
31
+ void main() {
32
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
33
+ gl_PointSize = sizePix;
34
+ vi = i;
35
+ }
36
+ `
37
+
38
+ //prepare fragment shader code
39
+ //declare the uniform and other variables
40
+ const out = []
41
+ out.push('precision mediump float;\nvarying float vi;\n')
42
+ //add color uniforms
43
+ out.push('uniform vec4')
44
+ for (let i = 0; i < colors.length; i++) {
45
+ if (i > 0) out.push(',')
46
+ out.push(' c' + i)
47
+ }
48
+ out.push(';\n')
49
+ //start the main function
50
+ out.push('void main(void) {\n')
51
+ //choose color i
52
+ for (let i = 0; i < colors.length; i++) {
53
+ if (i > 0) out.push('else ')
54
+ out.push('if(vi==')
55
+ out.push(i)
56
+ out.push('.0) gl_FragColor = vec4(c')
57
+ out.push(i)
58
+ out.push('[0], c')
59
+ out.push(i)
60
+ out.push('[1], c')
61
+ out.push(i)
62
+ out.push('[2], c')
63
+ out.push(i)
64
+ out.push('[3]);\n')
65
+ }
66
+ out.push('else gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}')
67
+ /** Fragment shader program
68
+ * @type {string} */
69
+ this.fshString = out.join('')
70
+ }
71
+
72
+ /** */
73
+ draw(gl, verticesBuffer, iBuffer, transfoMat, sizePix = 10) {
74
+ /** @type {WebGLShader} */
75
+ const vShader = createShader(gl, gl.VERTEX_SHADER, this.vshString)
76
+
77
+ /** @type {WebGLShader} */
78
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, this.fshString)
79
+
80
+ /** @type {WebGLProgram} */
81
+ const program = initShaderProgram(gl, vShader, fShader)
82
+ gl.useProgram(program)
83
+
84
+ //set uniforms
85
+
86
+ //sizePix
87
+ gl.uniform1f(gl.getUniformLocation(program, 'sizePix'), 1.0 * sizePix)
88
+
89
+ //colors
90
+ for (let i = 0; i < this.colors.length; i++) {
91
+ const c = color(this.colors[i])
92
+ gl.uniform4fv(gl.getUniformLocation(program, 'c' + i), [
93
+ +c.r / 255.0,
94
+ +c.g / 255.0,
95
+ +c.b / 255.0,
96
+ +c.opacity,
97
+ ])
98
+ }
99
+
100
+ //vertice data
101
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
102
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
103
+ const position = gl.getAttribLocation(program, 'pos')
104
+ gl.vertexAttribPointer(
105
+ position,
106
+ 2, //numComponents
107
+ gl.FLOAT, //type
108
+ false, //normalise
109
+ 0, //stride
110
+ 0 //offset
111
+ )
112
+ gl.enableVertexAttribArray(position)
113
+
114
+ //i data
115
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
116
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(iBuffer), gl.STATIC_DRAW)
117
+ const i = gl.getAttribLocation(program, 'i')
118
+ gl.vertexAttribPointer(i, 1, gl.FLOAT, false, 0, 0)
119
+ gl.enableVertexAttribArray(i)
120
+
121
+ //transformation
122
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
123
+
124
+ // Enable the depth test
125
+ //gl.enable(gl.DEPTH_TEST);
126
+ // Clear the color buffer bit
127
+ gl.clear(gl.COLOR_BUFFER_BIT)
128
+ // Set the view port
129
+ //gl.viewport(0, 0, cg.w, cg.h);
130
+
131
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
132
+ }
133
+ }