gridviz 2.0.45 → 2.0.46

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 (53) hide show
  1. package/README.md +119 -119
  2. package/dist/gridviz.js +6937 -6937
  3. package/package.json +76 -76
  4. package/src/App.js +668 -668
  5. package/src/BackgroundLayer.js +182 -182
  6. package/src/BackgroundLayerWMS.js +131 -131
  7. package/src/Dataset.js +76 -76
  8. package/src/DatasetComponent.js +101 -101
  9. package/src/GeoCanvas.js +420 -420
  10. package/src/LabelLayer.js +190 -190
  11. package/src/Layer.js +92 -92
  12. package/src/Legend.js +86 -86
  13. package/src/LineLayer.js +150 -150
  14. package/src/Style.js +114 -114
  15. package/src/Tooltip.js +172 -172
  16. package/src/dataset/COGeo.js +24 -24
  17. package/src/dataset/CSVGrid.js +104 -104
  18. package/src/dataset/GeoTIFF.js +127 -127
  19. package/src/dataset/GridTile.js +41 -41
  20. package/src/dataset/TiledGrid.js +264 -264
  21. package/src/index.js +177 -176
  22. package/src/legend/ColorCategoryLegend.js +124 -124
  23. package/src/legend/ColorDiscreteLegend.js +103 -103
  24. package/src/legend/ColorLegend.js +124 -124
  25. package/src/legend/SegmentOrientationLegend.js +87 -87
  26. package/src/legend/SegmentWidthLegend.js +97 -97
  27. package/src/legend/SizeLegend.js +141 -141
  28. package/src/style/CompositionStyle.js +300 -300
  29. package/src/style/ContourStyle.js +54 -54
  30. package/src/style/DotDensityStyle.js +156 -156
  31. package/src/style/JoyPlotStyle.js +135 -135
  32. package/src/style/LegoStyle.js +112 -112
  33. package/src/style/MosaicStyle.js +107 -107
  34. package/src/style/NinjaStarStyle.js +124 -124
  35. package/src/style/PillarStyle.js +230 -230
  36. package/src/style/SegmentStyle.js +142 -142
  37. package/src/style/ShapeColorSizeStyle.js +126 -126
  38. package/src/style/SideCatStyle.js +172 -172
  39. package/src/style/SideStyle.js +218 -218
  40. package/src/style/SquareColorCatWGLStyle.js +120 -120
  41. package/src/style/SquareColorWGLStyle.js +146 -146
  42. package/src/style/StrokeStyle.js +131 -131
  43. package/src/style/TanakaStyle.js +160 -160
  44. package/src/style/TextStyle.js +132 -132
  45. package/src/utils/Utils.js +35 -35
  46. package/src/utils/WebGLRectangleColoring.js +106 -106
  47. package/src/utils/WebGLSquareColoring.js +118 -118
  48. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  49. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  50. package/src/utils/WebGLSquareColoringKS.js +153 -153
  51. package/src/utils/stretching.js +131 -131
  52. package/src/utils/webGLUtils.js +71 -71
  53. package/src/utils/zoomUtils.js +142 -142
@@ -1,230 +1,230 @@
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 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
- }
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 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
+ }