gridviz 3.0.35 → 3.0.36

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 (67) hide show
  1. package/README.md +129 -129
  2. package/dist/gridviz.js +17486 -17486
  3. package/dist/gridviz.min.js +2 -2
  4. package/package.json +73 -73
  5. package/src/button/Button.js +67 -67
  6. package/src/button/FullscreenButton.js +121 -121
  7. package/src/button/ZoomButtons.js +103 -103
  8. package/src/core/Dataset.js +154 -154
  9. package/src/core/Drawable.js +78 -78
  10. package/src/core/GeoCanvas.js +443 -443
  11. package/src/core/Layer.js +23 -23
  12. package/src/core/Legend.js +108 -108
  13. package/src/core/Map.js +568 -568
  14. package/src/core/MultiResolutionDataset.js +93 -93
  15. package/src/core/Style.js +98 -98
  16. package/src/core/Tooltip.js +182 -182
  17. package/src/dataset/COGeo.js +25 -25
  18. package/src/dataset/CSVGrid.js +112 -112
  19. package/src/dataset/GeoTIFF.js +122 -122
  20. package/src/dataset/JSGrid.js +55 -55
  21. package/src/dataset/TiledGrid.js +302 -302
  22. package/src/dataset/worker.js +18 -18
  23. package/src/index.js +79 -79
  24. package/src/layer/BackgroundLayer.js +173 -173
  25. package/src/layer/BackgroundLayerImage.js +81 -81
  26. package/src/layer/BackgroundLayerWMS.js +104 -104
  27. package/src/layer/GeoJSONLayer.js +276 -276
  28. package/src/layer/GridLayer.js +166 -166
  29. package/src/layer/LabelLayer.js +194 -194
  30. package/src/legend/ColorCategoryLegend.js +109 -109
  31. package/src/legend/ColorDiscreteLegend.js +100 -100
  32. package/src/legend/ColorLegend.js +115 -115
  33. package/src/legend/OrientationLegend.js +89 -89
  34. package/src/legend/SizeLegend.js +224 -224
  35. package/src/legend/TernaryLegend.js +302 -302
  36. package/src/style/CompositionStyle.js +291 -291
  37. package/src/style/DotDensityStyle.js +133 -133
  38. package/src/style/ImageStyle.js +100 -100
  39. package/src/style/Interpolator.js +258 -258
  40. package/src/style/IsoFenceStyle.js +217 -217
  41. package/src/style/JoyPlotStyle.js +180 -180
  42. package/src/style/LegoStyle.js +132 -132
  43. package/src/style/MosaicStyle.js +99 -99
  44. package/src/style/NinjaStarStyle.js +102 -102
  45. package/src/style/PillarStyle.js +207 -207
  46. package/src/style/SegmentStyle.js +105 -105
  47. package/src/style/ShadingRayStyle.js +280 -280
  48. package/src/style/ShadingStyle.js +72 -72
  49. package/src/style/ShapeColorSizeStyle.js +147 -147
  50. package/src/style/SideCategoryStyle.js +112 -112
  51. package/src/style/SideStyle.js +217 -217
  52. package/src/style/SideTanakaStyle.js +154 -154
  53. package/src/style/SquareColorCategoryWebGLStyle.js +307 -294
  54. package/src/style/SquareColorWebGLStyle.js +126 -126
  55. package/src/style/StrokeStyle.js +135 -135
  56. package/src/style/TextStyle.js +110 -110
  57. package/src/style/TimeSeriesStyle.js +222 -222
  58. package/src/utils/WebGLRectangleColoring.js +106 -106
  59. package/src/utils/WebGLSquareColoring.js +118 -118
  60. package/src/utils/WebGLSquareColoringAdvanced.js +227 -227
  61. package/src/utils/WebGLSquareColoringKS.js +153 -153
  62. package/src/utils/scale.js +255 -255
  63. package/src/utils/stretching.js +120 -120
  64. package/src/utils/ternary.js +208 -208
  65. package/src/utils/utils.js +125 -125
  66. package/src/utils/webGLUtils.js +73 -73
  67. package/src/utils/zoomUtils.js +142 -142
@@ -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
+ }