gridviz 2.0.37 → 2.0.39

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 (58) hide show
  1. package/README.md +119 -119
  2. package/dist/gridviz.js +33256 -33296
  3. package/dist/gridviz.min.js +1 -1
  4. package/package.json +78 -78
  5. package/src/App.js +698 -698
  6. package/src/BackgroundLayer.js +182 -182
  7. package/src/BackgroundLayerWMS.js +131 -131
  8. package/src/Dataset.js +76 -76
  9. package/src/DatasetComponent.js +103 -103
  10. package/src/GeoCanvas.js +419 -419
  11. package/src/LabelLayer.js +190 -190
  12. package/src/Layer.js +92 -92
  13. package/src/Legend.js +86 -86
  14. package/src/LineLayer.js +150 -150
  15. package/src/Style.js +114 -114
  16. package/src/Tooltip.js +168 -166
  17. package/src/dataset/COGeo.js +24 -24
  18. package/src/dataset/CSVGrid.js +104 -104
  19. package/src/dataset/GeoTIFF.js +127 -127
  20. package/src/dataset/GridTile.js +41 -41
  21. package/src/dataset/ParquetGrid.js +122 -122
  22. package/src/dataset/TiledGrid.js +296 -296
  23. package/src/index.js +177 -177
  24. package/src/legend/ColorCategoryLegend.js +124 -124
  25. package/src/legend/ColorDiscreteLegend.js +105 -105
  26. package/src/legend/ColorLegend.js +125 -125
  27. package/src/legend/SegmentOrientationLegend.js +87 -87
  28. package/src/legend/SegmentWidthLegend.js +97 -97
  29. package/src/legend/SizeLegend.js +141 -141
  30. package/src/style/CompositionStyle.js +300 -300
  31. package/src/style/ContourStyle.js +54 -54
  32. package/src/style/DotDensityStyle.js +156 -156
  33. package/src/style/JoyPlotStyle.js +135 -135
  34. package/src/style/KernelSmoothingOldStyle.js +221 -221
  35. package/src/style/KernelSmoothingStyle.js +115 -115
  36. package/src/style/KernelSmoothingWGLStyle.js +130 -130
  37. package/src/style/LegoStyle.js +112 -112
  38. package/src/style/MosaicStyle.js +107 -107
  39. package/src/style/NinjaStarStyle.js +124 -124
  40. package/src/style/PillarStyle.js +230 -230
  41. package/src/style/SegmentStyle.js +142 -142
  42. package/src/style/ShapeColorSizeStyle.js +126 -126
  43. package/src/style/SideCatStyle.js +172 -172
  44. package/src/style/SideStyle.js +218 -218
  45. package/src/style/SquareColorCatWGLStyle.js +120 -120
  46. package/src/style/SquareColorWGLStyle.js +146 -146
  47. package/src/style/StrokeStyle.js +131 -131
  48. package/src/style/TanakaStyle.js +160 -160
  49. package/src/style/TextStyle.js +132 -132
  50. package/src/utils/Utils.js +35 -35
  51. package/src/utils/WebGLRectangleColoring.js +106 -106
  52. package/src/utils/WebGLSquareColoring.js +118 -118
  53. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  54. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  55. package/src/utils/WebGLSquareColoringKS.js +153 -153
  56. package/src/utils/stretching.js +131 -131
  57. package/src/utils/webGLUtils.js +71 -71
  58. package/src/utils/zoomUtils.js +142 -142
@@ -1,133 +1,133 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
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
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
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
+ }
@@ -1,153 +1,153 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
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 WebGLSquareColoringKS {
13
- //see:
14
- //https://webglfundamentals.org/
15
- //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
16
- //https://thebookofshaders.com/glossary/?search=mix
17
- //https://thebookofshaders.com/06/
18
- //https://thebookofshaders.com/glossary/
19
-
20
- /**
21
- *
22
- * @param {*} gl
23
- * @param {Array.<String>} colors
24
- * @param {{fun:string,alpha:number}} stretching
25
- * @param {number} sizePix
26
- */
27
- constructor(gl, colors, stretching, sizePix = 10) {
28
- /** @type {WebGLRenderingContext} */
29
- this.gl = gl
30
-
31
- /** @type {WebGLShader} */
32
- const vShader = createShader(
33
- gl,
34
- gl.VERTEX_SHADER,
35
- `
36
- attribute vec2 pos;
37
- uniform float sizePix;
38
- uniform vec3 data[2];
39
- uniform mat3 mat;
40
-
41
- varying float vt;
42
-
43
- void main() {
44
-
45
- //one vertex for each screen pixels
46
- //list of data as uniform
47
- //compute smoothed t here from uniforms
48
-
49
- //compute cell screen position
50
- gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
51
-
52
- //set pixel size - same for all
53
- gl_PointSize = sizePix;
54
-
55
- //pass the pixel value to the fragment as varying
56
- vt = data[2];
57
- }
58
- `
59
- )
60
-
61
- //prepare fragment shader code
62
- //declare the uniform and other variables
63
- let fshString = `
64
- precision mediump float;
65
- varying float vt;
66
- uniform float alpha;
67
- uniform vec4 c0;
68
- uniform vec4 c1;
69
- uniform vec4 c2;
70
- uniform vec4 c3;
71
- uniform vec4 c4;
72
- void main(void) {
73
- if(vt == 0.0) return;
74
- float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);
75
- vec4 cI;
76
- vec4 cF;
77
- if(t<1.0/4.0) { cI=c0; cF=c1; t=t*4.0; }
78
- else if(t<2.0/4.0) { cI=c1; cF=c2; t=4.0*t-1.0; }
79
- else if(t<3.0/4.0) { cI=c2; cF=c3; t=4.0*t-2.0; }
80
- else { cI=c3; cF=c4; t=4.0*t-3.0; }
81
- gl_FragColor = mix(cI, cF, t);
82
- }`
83
-
84
- /** @type {WebGLShader} */
85
- const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
86
-
87
- /** @type {WebGLProgram} */
88
- this.program = initShaderProgram(gl, vShader, fShader)
89
- gl.useProgram(this.program)
90
-
91
- //set uniforms
92
-
93
- //sizePix
94
- gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
95
-
96
- //stretching alpha factor
97
- gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
98
-
99
- //colors
100
- for (let i = 0; i < colors.length; i++) {
101
- const c = color(colors[i])
102
- gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
103
- +c.r / 255.0,
104
- +c.g / 255.0,
105
- +c.b / 255.0,
106
- +c.opacity,
107
- ])
108
- }
109
- }
110
-
111
- /** */
112
- draw(verticesBuffer, data, transfoMat) {
113
- const gl = this.gl
114
- const program = this.program
115
-
116
- //vertice data
117
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
118
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
119
- const position = gl.getAttribLocation(program, 'pos')
120
- gl.vertexAttribPointer(
121
- position,
122
- 2, //numComponents
123
- gl.FLOAT, //type
124
- false, //normalise
125
- 0, //stride
126
- 0 //offset
127
- )
128
- gl.enableVertexAttribArray(position)
129
-
130
- //t data
131
- /*gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
132
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW);
133
- const t = gl.getAttribLocation(program, "t");
134
- gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0);
135
- gl.enableVertexAttribArray(t);*/
136
-
137
- //data
138
- //gl.uniformMatrix3fv(gl.getUniformLocation(program, "mat"), false, new Float32Array(transfoMat));
139
- gl.uniform3fv(gl.getUniformLocation(program, 'data'), 2, new Float32Array(data))
140
-
141
- //transformation
142
- gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
143
-
144
- // Enable the depth test
145
- //gl.enable(gl.DEPTH_TEST);
146
- // Clear the color buffer bit
147
- gl.clear(gl.COLOR_BUFFER_BIT)
148
- // Set the view port
149
- //gl.viewport(0, 0, cg.w, cg.h);
150
-
151
- gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
152
- }
153
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
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 WebGLSquareColoringKS {
13
+ //see:
14
+ //https://webglfundamentals.org/
15
+ //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
16
+ //https://thebookofshaders.com/glossary/?search=mix
17
+ //https://thebookofshaders.com/06/
18
+ //https://thebookofshaders.com/glossary/
19
+
20
+ /**
21
+ *
22
+ * @param {*} gl
23
+ * @param {Array.<String>} colors
24
+ * @param {{fun:string,alpha:number}} stretching
25
+ * @param {number} sizePix
26
+ */
27
+ constructor(gl, colors, stretching, sizePix = 10) {
28
+ /** @type {WebGLRenderingContext} */
29
+ this.gl = gl
30
+
31
+ /** @type {WebGLShader} */
32
+ const vShader = createShader(
33
+ gl,
34
+ gl.VERTEX_SHADER,
35
+ `
36
+ attribute vec2 pos;
37
+ uniform float sizePix;
38
+ uniform vec3 data[2];
39
+ uniform mat3 mat;
40
+
41
+ varying float vt;
42
+
43
+ void main() {
44
+
45
+ //one vertex for each screen pixels
46
+ //list of data as uniform
47
+ //compute smoothed t here from uniforms
48
+
49
+ //compute cell screen position
50
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
51
+
52
+ //set pixel size - same for all
53
+ gl_PointSize = sizePix;
54
+
55
+ //pass the pixel value to the fragment as varying
56
+ vt = data[2];
57
+ }
58
+ `
59
+ )
60
+
61
+ //prepare fragment shader code
62
+ //declare the uniform and other variables
63
+ let fshString = `
64
+ precision mediump float;
65
+ varying float vt;
66
+ uniform float alpha;
67
+ uniform vec4 c0;
68
+ uniform vec4 c1;
69
+ uniform vec4 c2;
70
+ uniform vec4 c3;
71
+ uniform vec4 c4;
72
+ void main(void) {
73
+ if(vt == 0.0) return;
74
+ float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);
75
+ vec4 cI;
76
+ vec4 cF;
77
+ if(t<1.0/4.0) { cI=c0; cF=c1; t=t*4.0; }
78
+ else if(t<2.0/4.0) { cI=c1; cF=c2; t=4.0*t-1.0; }
79
+ else if(t<3.0/4.0) { cI=c2; cF=c3; t=4.0*t-2.0; }
80
+ else { cI=c3; cF=c4; t=4.0*t-3.0; }
81
+ gl_FragColor = mix(cI, cF, t);
82
+ }`
83
+
84
+ /** @type {WebGLShader} */
85
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
86
+
87
+ /** @type {WebGLProgram} */
88
+ this.program = initShaderProgram(gl, vShader, fShader)
89
+ gl.useProgram(this.program)
90
+
91
+ //set uniforms
92
+
93
+ //sizePix
94
+ gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
95
+
96
+ //stretching alpha factor
97
+ gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
98
+
99
+ //colors
100
+ for (let i = 0; i < colors.length; i++) {
101
+ const c = color(colors[i])
102
+ gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
103
+ +c.r / 255.0,
104
+ +c.g / 255.0,
105
+ +c.b / 255.0,
106
+ +c.opacity,
107
+ ])
108
+ }
109
+ }
110
+
111
+ /** */
112
+ draw(verticesBuffer, data, transfoMat) {
113
+ const gl = this.gl
114
+ const program = this.program
115
+
116
+ //vertice data
117
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
118
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
119
+ const position = gl.getAttribLocation(program, 'pos')
120
+ gl.vertexAttribPointer(
121
+ position,
122
+ 2, //numComponents
123
+ gl.FLOAT, //type
124
+ false, //normalise
125
+ 0, //stride
126
+ 0 //offset
127
+ )
128
+ gl.enableVertexAttribArray(position)
129
+
130
+ //t data
131
+ /*gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
132
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW);
133
+ const t = gl.getAttribLocation(program, "t");
134
+ gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0);
135
+ gl.enableVertexAttribArray(t);*/
136
+
137
+ //data
138
+ //gl.uniformMatrix3fv(gl.getUniformLocation(program, "mat"), false, new Float32Array(transfoMat));
139
+ gl.uniform3fv(gl.getUniformLocation(program, 'data'), 2, new Float32Array(data))
140
+
141
+ //transformation
142
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
143
+
144
+ // Enable the depth test
145
+ //gl.enable(gl.DEPTH_TEST);
146
+ // Clear the color buffer bit
147
+ gl.clear(gl.COLOR_BUFFER_BIT)
148
+ // Set the view port
149
+ //gl.viewport(0, 0, cg.w, cg.h);
150
+
151
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
152
+ }
153
+ }