gridviz 2.1.13 → 2.1.14

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 (60) hide show
  1. package/README.md +124 -125
  2. package/dist/gridviz.js +8341 -8339
  3. package/dist/gridviz.min.js +1 -1
  4. package/package.json +77 -77
  5. package/src/App.js +758 -758
  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 +113 -113
  10. package/src/GeoCanvas.js +420 -420
  11. package/src/LabelLayer.js +190 -190
  12. package/src/Layer.js +103 -103
  13. package/src/Legend.js +86 -86
  14. package/src/LineLayer.js +150 -150
  15. package/src/Style.js +131 -129
  16. package/src/Tooltip.js +180 -180
  17. package/src/button/Button.js +54 -54
  18. package/src/button/FullscreenButton.js +98 -98
  19. package/src/button/ZoomButtons.js +72 -72
  20. package/src/dataset/COGeo.js +24 -24
  21. package/src/dataset/CSVGrid.js +104 -104
  22. package/src/dataset/GeoTIFF.js +127 -127
  23. package/src/dataset/GridTile.js +41 -41
  24. package/src/dataset/LGrid.js +54 -54
  25. package/src/dataset/TiledGrid.js +264 -264
  26. package/src/index.js +71 -71
  27. package/src/legend/ColorCategoryLegend.js +124 -124
  28. package/src/legend/ColorDiscreteLegend.js +103 -103
  29. package/src/legend/ColorLegend.js +128 -128
  30. package/src/legend/SegmentOrientationLegend.js +87 -87
  31. package/src/legend/SegmentWidthLegend.js +101 -101
  32. package/src/legend/SizeLegend.js +141 -141
  33. package/src/style/CompositionStyle.js +300 -300
  34. package/src/style/ContourStyle.js +54 -54
  35. package/src/style/DotDensityStyle.js +156 -156
  36. package/src/style/IsoFenceStyle.js +262 -262
  37. package/src/style/JoyPlotStyle.js +135 -135
  38. package/src/style/LegoStyle.js +112 -112
  39. package/src/style/MosaicStyle.js +107 -107
  40. package/src/style/NinjaStarStyle.js +125 -125
  41. package/src/style/PillarStyle.js +230 -230
  42. package/src/style/SegmentStyle.js +142 -142
  43. package/src/style/ShapeColorSizeStyle.js +152 -152
  44. package/src/style/SideCatStyle.js +172 -172
  45. package/src/style/SideStyle.js +216 -216
  46. package/src/style/SquareColorCatWGLStyle.js +120 -120
  47. package/src/style/SquareColorWGLStyle.js +146 -146
  48. package/src/style/StrokeStyle.js +131 -131
  49. package/src/style/TanakaStyle.js +160 -160
  50. package/src/style/TextStyle.js +132 -132
  51. package/src/style/TimeSeriesStyle.js +259 -259
  52. package/src/utils/Utils.js +35 -35
  53. package/src/utils/WebGLRectangleColoring.js +106 -106
  54. package/src/utils/WebGLSquareColoring.js +118 -118
  55. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  56. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  57. package/src/utils/WebGLSquareColoringKS.js +153 -153
  58. package/src/utils/stretching.js +131 -131
  59. package/src/utils/webGLUtils.js +71 -71
  60. package/src/utils/zoomUtils.js +142 -142
@@ -1,106 +1,106 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
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
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
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
+ }
@@ -1,118 +1,118 @@
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
- */
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
- }
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
+ */
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
+ }