gridviz 3.0.23 → 3.0.25
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.
- package/README.md +128 -128
- package/dist/gridviz.js +8617 -8579
- package/dist/gridviz.min.js +1 -1
- package/package.json +74 -74
- package/src/button/Button.js +67 -67
- package/src/button/FullscreenButton.js +121 -121
- package/src/button/ZoomButtons.js +103 -101
- package/src/core/Dataset.js +154 -154
- package/src/core/Drawable.js +78 -78
- package/src/core/GeoCanvas.js +438 -430
- package/src/core/Layer.js +23 -23
- package/src/core/Legend.js +108 -108
- package/src/core/Map.js +544 -516
- package/src/core/MultiResolutionDataset.js +93 -93
- package/src/core/Style.js +98 -98
- package/src/core/Tooltip.js +182 -182
- package/src/dataset/COGeo.js +25 -25
- package/src/dataset/CSVGrid.js +112 -112
- package/src/dataset/GeoTIFF.js +122 -122
- package/src/dataset/JSGrid.js +55 -55
- package/src/dataset/TiledGrid.js +302 -302
- package/src/dataset/worker.js +18 -18
- package/src/index.js +77 -77
- package/src/layer/BackgroundLayer.js +173 -173
- package/src/layer/BackgroundLayerImage.js +81 -81
- package/src/layer/BackgroundLayerWMS.js +104 -104
- package/src/layer/GeoJSONLayer.js +214 -214
- package/src/layer/GridLayer.js +148 -148
- package/src/layer/LabelLayer.js +194 -194
- package/src/legend/ColorCategoryLegend.js +109 -109
- package/src/legend/ColorDiscreteLegend.js +100 -100
- package/src/legend/ColorLegend.js +115 -115
- package/src/legend/OrientationLegend.js +89 -89
- package/src/legend/SizeLegend.js +224 -224
- package/src/legend/TernaryLegend.js +302 -302
- package/src/style/CompositionStyle.js +291 -291
- package/src/style/ContourStyle.js +21 -21
- package/src/style/DotDensityStyle.js +133 -133
- package/src/style/ImageStyle.js +100 -100
- package/src/style/IsoFenceStyle.js +217 -217
- package/src/style/JoyPlotStyle.js +127 -127
- package/src/style/LegoStyle.js +110 -110
- package/src/style/MosaicStyle.js +99 -99
- package/src/style/NinjaStarStyle.js +102 -102
- package/src/style/PillarStyle.js +207 -207
- package/src/style/SegmentStyle.js +105 -105
- package/src/style/ShapeColorSizeStyle.js +147 -147
- package/src/style/SideCategoryStyle.js +112 -112
- package/src/style/SideStyle.js +212 -212
- package/src/style/SquareColorCategoryWebGLStyle.js +107 -107
- package/src/style/SquareColorWebGLStyle.js +126 -126
- package/src/style/StrokeStyle.js +135 -135
- package/src/style/TanakaStyle.js +69 -69
- package/src/style/TextStyle.js +110 -110
- package/src/style/TimeSeriesStyle.js +222 -222
- package/src/utils/WebGLRectangleColoring.js +106 -106
- package/src/utils/WebGLSquareColoring.js +118 -118
- package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
- package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
- package/src/utils/WebGLSquareColoringKS.js +153 -153
- package/src/utils/scale.js +218 -218
- package/src/utils/stretching.js +120 -120
- package/src/utils/ternary.js +208 -208
- package/src/utils/utils.js +58 -58
- package/src/utils/webGLUtils.js +72 -72
- package/src/utils/zoomUtils.js +142 -142
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//@ts-check
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'use strict'
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import { initShaderProgram, createShader } from './webGLUtils.js'
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import { color } from 'd3-color'
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/**
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* Everything to easily draw colored squares with webGL.
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* All the same size, but different fill color.
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* The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
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*/
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export class WebGLSquareColoringAdvanced {
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//see:
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//https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
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//https://thebookofshaders.com/glossary/?search=mix
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//https://thebookofshaders.com/06/
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//https://thebookofshaders.com/glossary/
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/**
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*
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* @param {*} gl
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* @param {Array.<String>} colors
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* @param {{fun:string,alpha:number}} stretching
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* @param {number} sizePix
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* @param {number|undefined} globalOpacity
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*/
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constructor(gl, colors, stretching, sizePix = 10, globalOpacity = undefined) {
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/** @type {WebGLRenderingContext} */
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this.gl = gl
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//gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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//gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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/** @type {WebGLShader} */
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const vShader = createShader(
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gl,
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gl.VERTEX_SHADER,
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`
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attribute vec2 pos;
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uniform float sizePix;
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uniform mat3 mat;
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attribute float t;
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varying float vt;
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void main() {
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gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
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gl_PointSize = sizePix;
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vt = t;
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}
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`
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)
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//prepare fragment shader code
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//declare the uniform and other variables
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let fshString =
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'' +
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'precision mediump float;\n' +
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'varying float vt;\n' +
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'uniform float alpha;\n' +
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(() => {
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const out = []
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for (let i = 0; i < colors.length; i++) out.push('uniform vec4 c' + i + ';\n')
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return out.join('')
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})() +
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//start the main function, apply the stretching of t
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'void main(void) {\n'
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if (stretching) {
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if (stretching.fun == 'pow')
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//sPow = (t, alpha = 3) => Math.pow(t, alpha);
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fshString += ' float t = pow(vt, alpha);\n'
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else if (stretching.fun == 'powInv')
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//sPowRev = (t, alpha = 3) => 1 - Math.pow(1 - t, 1 / alpha);
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fshString += ' float t = 1.0-pow(1.0-vt, 1.0/alpha);\n'
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else if (stretching.fun == 'exp')
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//sExp = (t, alpha = 3) => alpha == 0 ? t : (Math.exp(t * alpha) - 1) / (Math.exp(alpha) - 1);
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fshString +=
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stretching.alpha == 0
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? `float t = vt;`
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: ' float t = (exp(vt * alpha) - 1.0) / (exp(alpha) - 1.0);\n'
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else if (stretching.fun == 'log')
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//sExpRev = (t, alpha = 3) => alpha == 0 ? t : 1 - (1 / alpha) * Math.log(Math.exp(alpha) * (1 - t) + t);
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fshString +=
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stretching.alpha == 0
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? `float t = vt;`
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: ' float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);\n'
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else if (stretching.fun == 'circle') {
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if (stretching.alpha == 0)
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//if (alpha == 0) return t;
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fshString += ' float t = vt;\n'
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else if (stretching.alpha == 1)
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// if (alpha == 1) return Math.sqrt(2 * t - t * t);
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fshString += ' float t = sqrt(vt * (2.0 - vt));\n'
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else {
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//const a = alpha / (1 - alpha);
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//return Math.sqrt(1 / (a * a) + t * (2 / a + 2 - t)) - 1 / a;
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fshString +=
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' float a = alpha / (1.0 - alpha);\n' +
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' float t = sqrt(1.0 / (a * a) + vt * ( 2.0/a + 2.0 - vt )) - 1.0 / a;\n'
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}
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} else if (stretching.fun == 'circleInv') {
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// 1 - sCircleLow(1 - t, alpha)
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if (stretching.alpha == 0)
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//if (alpha == 0) return t;
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fshString += ' float t = vt;\n'
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else if (stretching.alpha == 1)
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// if (alpha == 1) return Math.sqrt(2 * t - t * t);
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fshString += ' float t = 1.0 - sqrt((1.0 - vt) * (1.0 + vt));\n'
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else {
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//const a = alpha / (1 - alpha);
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//return Math.sqrt(1 / (a * a) + (2 * t) / a + 2 * t - t * t) - 1 / a;
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fshString +=
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' float a = alpha / (1.0 - alpha);\n' +
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' float t = 1.0 - sqrt(1.0 / (a * a) + (1.0-vt) * ( 2.0/a + 1.0 + vt )) + 1.0 / a;\n'
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}
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} else {
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console.error('Unexpected stretching function code: ' + stretching.fun)
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fshString += ' float t = vt;\n'
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}
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} else {
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fshString += ' float t = vt;\n'
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}
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//choose initial and final colors, and adjust t value
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if (colors.length == 1) fshString += ' vec4 cI=c0;\n vec4 cF=c0;\n'
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else if (colors.length == 2) fshString += ' vec4 cI=c0;\n vec4 cF=c1;\n'
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else {
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const nb = colors.length - 1
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const nbs = nb + '.0'
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fshString += ' vec4 cI;\n'
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fshString += ' vec4 cF;\n'
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fshString += ' if(t<1.0/' + nbs + ') { cI=c0; cF=c1; t=t*' + nbs + '; }\n'
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for (let i = 2; i < nb; i++)
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fshString +=
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' else if(t<' +
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i +
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'.0/' +
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nbs +
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') { cI=c' +
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(i - 1) +
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'; cF=c' +
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i +
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'; t=' +
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nbs +
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'*t-' +
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(i - 1) +
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'.0; }\n'
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fshString +=
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' else { cI=c' + (nb - 1) + '; cF=c' + nb + '; t=' + nbs + '*t-' + (nb - 1) + '.0; }\n'
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}
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//one single color
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if (colors.length == 1) fshString += ' gl_FragColor = vec4(c0[0], c0[1], c0[2], c0[3]);}\n'
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//set interpolated color, between initial and final one
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else fshString += ' gl_FragColor = mix(cI, cF, t);}\n'
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const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
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this.program = initShaderProgram(gl, vShader, fShader)
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gl.useProgram(this.program)
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//set uniforms
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//sizePix
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//TODO: bug here. Seems to be limited to some threshold value (around 250).
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gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
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gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
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//colors
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for (let i = 0; i < colors.length; i++) {
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let opacity = c.opacity
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if (c.opacity == 1 && globalOpacity != undefined) opacity = globalOpacity
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gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
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+c.r / 255.0,
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+c.g / 255.0,
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+c.b / 255.0,
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+opacity,
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])
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}
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}
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/** */
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draw(verticesBuffer, tBuffer, transfoMat) {
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const gl = this.gl
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const program = this.program
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
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const position = gl.getAttribLocation(program, 'pos')
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gl.vertexAttribPointer(
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position,
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2, //numComponents
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gl.FLOAT, //type
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false, //normalise
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0, //stride
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0 //offset
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)
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW)
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const t = gl.getAttribLocation(program, 't')
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gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0)
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//transformation
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gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
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gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
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}
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}
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//@ts-check
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'use strict'
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import { initShaderProgram, createShader } from './webGLUtils.js'
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import { color } from 'd3-color'
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/**
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* Everything to easily draw colored squares with webGL.
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9
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* All the same size, but different fill color.
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* The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
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*/
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export class WebGLSquareColoringAdvanced {
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//see:
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//https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
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//https://thebookofshaders.com/glossary/?search=mix
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//https://thebookofshaders.com/06/
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//https://thebookofshaders.com/glossary/
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/**
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*
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* @param {*} gl
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* @param {Array.<String>} colors
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* @param {{fun:string,alpha:number}} stretching
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* @param {number} sizePix
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* @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 == 'powInv')
|
|
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 == 'log')
|
|
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 == 'circle') {
|
|
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 == 'circleInv') {
|
|
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
|
+
}
|