gridviz 2.1.7 → 2.1.9

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 (57) hide show
  1. package/README.md +125 -124
  2. package/dist/gridviz.js +8021 -7991
  3. package/dist/gridviz.min.js +1 -1
  4. package/package.json +77 -77
  5. package/src/App.js +705 -705
  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 +101 -101
  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 +129 -129
  16. package/src/Tooltip.js +180 -172
  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/LGrid.js +54 -54
  22. package/src/dataset/TiledGrid.js +264 -264
  23. package/src/index.js +71 -71
  24. package/src/legend/ColorCategoryLegend.js +124 -124
  25. package/src/legend/ColorDiscreteLegend.js +103 -103
  26. package/src/legend/ColorLegend.js +124 -124
  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/IsoFenceStyle.js +262 -240
  34. package/src/style/JoyPlotStyle.js +135 -135
  35. package/src/style/LegoStyle.js +112 -112
  36. package/src/style/MosaicStyle.js +107 -107
  37. package/src/style/NinjaStarStyle.js +125 -125
  38. package/src/style/PillarStyle.js +230 -230
  39. package/src/style/SegmentStyle.js +142 -142
  40. package/src/style/ShapeColorSizeStyle.js +126 -126
  41. package/src/style/SideCatStyle.js +172 -172
  42. package/src/style/SideStyle.js +216 -216
  43. package/src/style/SquareColorCatWGLStyle.js +120 -120
  44. package/src/style/SquareColorWGLStyle.js +146 -146
  45. package/src/style/StrokeStyle.js +131 -131
  46. package/src/style/TanakaStyle.js +160 -160
  47. package/src/style/TextStyle.js +132 -132
  48. package/src/style/TimeSeriesStyle.js +250 -250
  49. package/src/utils/Utils.js +35 -35
  50. package/src/utils/WebGLRectangleColoring.js +106 -106
  51. package/src/utils/WebGLSquareColoring.js +118 -118
  52. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  53. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  54. package/src/utils/WebGLSquareColoringKS.js +153 -153
  55. package/src/utils/stretching.js +131 -131
  56. package/src/utils/webGLUtils.js +71 -71
  57. 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
+ }