gridviz 3.0.35 → 3.0.37

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 +21056 -17487
  3. package/dist/gridviz.min.js +2 -2
  4. package/package.json +74 -74
  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 +232 -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 +650 -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 +311 -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 +311 -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 +114 -118
  60. package/src/utils/WebGLSquareColoringAdvanced.js +223 -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 +178 -73
  67. package/src/utils/zoomUtils.js +142 -142
@@ -1,125 +1,125 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { min, max, extent } from 'd3-array'
5
-
6
- /**
7
- * Get the class id from a value and class break values
8
- *
9
- * @param {number} v the value
10
- * @param {Array.<number>} breaks the breaks
11
- * @returns The class id, from 0 to breaks.length
12
- * @deprecated use getClassifier instead.
13
- */
14
- export function getClass(v, breaks) {
15
- if (!breaks) return
16
- if (breaks.length == 0) return 0
17
- if (v <= breaks[0]) return 0
18
- for (let i = 1; i < breaks.length; i++) if (breaks[i - 1] < v && v <= breaks[i]) return i
19
- return breaks.length
20
- }
21
-
22
- //take 'nice' value (power of ten, or multiple)
23
- export function nice(v, multiples = [8, 6, 5, 4, 2.5, 2]) {
24
- //compute bigger power of ten below
25
- const v_ = Math.pow(10, Math.floor(Math.log10(v)))
26
- for (let multiple of multiples) if (v_ * multiple <= v) return v_ * multiple
27
- return v_
28
- }
29
-
30
- /**
31
- * A grid cell.
32
- * @typedef {{x: number, y: number}} Cell */
33
-
34
- /**
35
- * Index cells by y and x
36
- * @param {Array.<Cell>} cells
37
- * @param {Function} [fun]
38
- * @returns {Object}
39
- */
40
- export function cellsToGrid(cells, fun) {
41
- /** @type {Object} */
42
- const ind = {}
43
- for (const cell of cells) {
44
- let row = ind[cell.y]
45
- if (!row) {
46
- row = {}
47
- ind[cell.y] = row
48
- }
49
- row[cell.x] = fun ? fun(cell) : cell
50
- }
51
- return ind
52
- }
53
-
54
-
55
-
56
- /**
57
- * Cells to grid.
58
- *
59
- * @param {Array.<Cell>} cells
60
- * @param {number} resolution
61
- * @param {Function} [fun]
62
- * @returns {Object}
63
- * Grid[i][j] is the value for line i and column j.
64
- * Numbered from top to bottom, from left to right.
65
- * Properties x0 and y0 are the geo coordinates of the lower left corner of the top left cell.
66
- * Properties minI, maxI, minJ, maxJ are the extent of the grid.
67
- */
68
- export function cellsToMatrix(cells, resolution, fun) {
69
-
70
- // get cells extent
71
- const [minx, maxx] = extent(cells, c => c.x)
72
- const [miny, maxy] = extent(cells, c => c.y)
73
-
74
- // get grid dimension
75
- const rows = Math.ceil((maxy - miny) / resolution) + 1
76
- const cols = Math.ceil((maxx - minx) / resolution) + 1
77
-
78
- // make empty grid
79
- const grid = Array.from({ length: rows }, () => new Array(cols).fill(undefined));
80
- grid.x0 = minx
81
- grid.y0 = maxy
82
- grid.resolution = resolution
83
-
84
- for (const c of cells) {
85
- const i = Math.floor((maxy - c.y) / resolution)
86
- const j = Math.floor((c.x - minx) / resolution)
87
- const v = fun ? fun(c) : c
88
- grid[i][j] = v
89
- }
90
- return grid
91
- }
92
-
93
-
94
-
95
- /*
96
- //no longer used
97
- export function loadImage(src) {
98
- return new Promise((resolve, reject) => {
99
- const img = new Image();
100
- img.onload = function () { resolve(img); };
101
- img.onerror = function () { reject(new Error('Error loading image')); };
102
- img.src = src;
103
- });
104
- }
105
- */
106
-
107
- /*
108
- export let monitor = false
109
-
110
- let previousDate
111
- export function monitorDuration(message) {
112
- const nowDate = Date.now()
113
-
114
- //first call
115
- if (!previousDate) {
116
- previousDate = nowDate
117
- console.log(previousDate, message)
118
- return
119
- }
120
-
121
- const d = nowDate - previousDate
122
- previousDate = nowDate
123
- console.log(d, message)
124
- }
125
- */
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { min, max, extent } from 'd3-array'
5
+
6
+ /**
7
+ * Get the class id from a value and class break values
8
+ *
9
+ * @param {number} v the value
10
+ * @param {Array.<number>} breaks the breaks
11
+ * @returns The class id, from 0 to breaks.length
12
+ * @deprecated use getClassifier instead.
13
+ */
14
+ export function getClass(v, breaks) {
15
+ if (!breaks) return
16
+ if (breaks.length == 0) return 0
17
+ if (v <= breaks[0]) return 0
18
+ for (let i = 1; i < breaks.length; i++) if (breaks[i - 1] < v && v <= breaks[i]) return i
19
+ return breaks.length
20
+ }
21
+
22
+ //take 'nice' value (power of ten, or multiple)
23
+ export function nice(v, multiples = [8, 6, 5, 4, 2.5, 2]) {
24
+ //compute bigger power of ten below
25
+ const v_ = Math.pow(10, Math.floor(Math.log10(v)))
26
+ for (let multiple of multiples) if (v_ * multiple <= v) return v_ * multiple
27
+ return v_
28
+ }
29
+
30
+ /**
31
+ * A grid cell.
32
+ * @typedef {{x: number, y: number}} Cell */
33
+
34
+ /**
35
+ * Index cells by y and x
36
+ * @param {Array.<Cell>} cells
37
+ * @param {Function} [fun]
38
+ * @returns {Object}
39
+ */
40
+ export function cellsToGrid(cells, fun) {
41
+ /** @type {Object} */
42
+ const ind = {}
43
+ for (const cell of cells) {
44
+ let row = ind[cell.y]
45
+ if (!row) {
46
+ row = {}
47
+ ind[cell.y] = row
48
+ }
49
+ row[cell.x] = fun ? fun(cell) : cell
50
+ }
51
+ return ind
52
+ }
53
+
54
+
55
+
56
+ /**
57
+ * Cells to grid.
58
+ *
59
+ * @param {Array.<Cell>} cells
60
+ * @param {number} resolution
61
+ * @param {Function} [fun]
62
+ * @returns {Object}
63
+ * Grid[i][j] is the value for line i and column j.
64
+ * Numbered from top to bottom, from left to right.
65
+ * Properties x0 and y0 are the geo coordinates of the lower left corner of the top left cell.
66
+ * Properties minI, maxI, minJ, maxJ are the extent of the grid.
67
+ */
68
+ export function cellsToMatrix(cells, resolution, fun) {
69
+
70
+ // get cells extent
71
+ const [minx, maxx] = extent(cells, c => c.x)
72
+ const [miny, maxy] = extent(cells, c => c.y)
73
+
74
+ // get grid dimension
75
+ const rows = Math.ceil((maxy - miny) / resolution) + 1
76
+ const cols = Math.ceil((maxx - minx) / resolution) + 1
77
+
78
+ // make empty grid
79
+ const grid = Array.from({ length: rows }, () => new Array(cols).fill(undefined));
80
+ grid.x0 = minx
81
+ grid.y0 = maxy
82
+ grid.resolution = resolution
83
+
84
+ for (const c of cells) {
85
+ const i = Math.floor((maxy - c.y) / resolution)
86
+ const j = Math.floor((c.x - minx) / resolution)
87
+ const v = fun ? fun(c) : c
88
+ grid[i][j] = v
89
+ }
90
+ return grid
91
+ }
92
+
93
+
94
+
95
+ /*
96
+ //no longer used
97
+ export function loadImage(src) {
98
+ return new Promise((resolve, reject) => {
99
+ const img = new Image();
100
+ img.onload = function () { resolve(img); };
101
+ img.onerror = function () { reject(new Error('Error loading image')); };
102
+ img.src = src;
103
+ });
104
+ }
105
+ */
106
+
107
+ /*
108
+ export let monitor = false
109
+
110
+ let previousDate
111
+ export function monitorDuration(message) {
112
+ const nowDate = Date.now()
113
+
114
+ //first call
115
+ if (!previousDate) {
116
+ previousDate = nowDate
117
+ console.log(previousDate, message)
118
+ return
119
+ }
120
+
121
+ const d = nowDate - previousDate
122
+ previousDate = nowDate
123
+ console.log(d, message)
124
+ }
125
+ */
@@ -1,73 +1,178 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- /**
5
- * @param {string} width
6
- * @param {string} height
7
- * @param {object} opts
8
- * @returns {{canvas:HTMLCanvasElement, gl:WebGLRenderingContext, width:number, height:number }}
9
- */
10
- export function makeWebGLCanvas(width, height, opts = {}) {
11
- const canvas = document.createElement('canvas')
12
- canvas.setAttribute('width', width)
13
- canvas.setAttribute('height', height)
14
- const version2 = (opts && +opts.version==2)? "2" : ""
15
- /** @type {WebGLRenderingContext} */
16
- const gl = canvas.getContext('webgl' + version2, opts)
17
- if (!gl) {
18
- throw new Error('Unable to initialize WebGL'+version2+'. Your browser or machine may not support it.')
19
- }
20
- return { canvas: canvas, gl: gl, width: width, height: height }
21
- }
22
-
23
- /**
24
- * Initialize a shader program, so WebGL knows how to draw our data
25
- *
26
- * @param {WebGLRenderingContext} gl
27
- * @param {...WebGLShader} shaders
28
- * @returns {WebGLProgram}
29
- */
30
- export function initShaderProgram(gl, ...shaders) {
31
- /** @type {WebGLProgram|null} */
32
- const program = gl.createProgram()
33
- if (program == null) throw new Error('Cannot create webGL program')
34
- for (const shader of shaders) gl.attachShader(program, shader)
35
- gl.linkProgram(program)
36
- if (gl.getProgramParameter(program, gl.LINK_STATUS)) return program
37
- throw new Error(gl.getProgramInfoLog(program) || 'Cannot create webGL program (2)')
38
- }
39
-
40
- /**
41
- * Creates a shader of the given type, uploads the source and compiles it.
42
- *
43
- * @param {WebGLRenderingContext} gl
44
- * @param {number} type
45
- * @param {...string} sources
46
- * @returns {WebGLShader}
47
- */
48
- export function createShader(gl, type, ...sources) {
49
- /** @type {WebGLShader|null} */
50
- const shader = gl.createShader(type)
51
- if (shader == null) throw new Error('Cannot create webGL shader')
52
- gl.shaderSource(shader, sources.join('\n'))
53
- gl.compileShader(shader)
54
- if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) return shader
55
- throw new Error(gl.getShaderInfoLog(shader) || 'Cannot create webGL shader (2)')
56
- }
57
-
58
- /**
59
- * Check if webGL is supported
60
- *
61
- * @returns {boolean}
62
- */
63
- export function checkWebGLSupport() {
64
- try {
65
- const canvas = document.createElement('canvas')
66
- return !!(
67
- !!window.WebGLRenderingContext &&
68
- (canvas.getContext('webgl') || canvas.getContext('experimental-webgl'))
69
- )
70
- } catch (err) {
71
- return false
72
- }
73
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ /**
5
+ * @param {string} width
6
+ * @param {string} height
7
+ * @param {object} opts
8
+ * @returns {{canvas:HTMLCanvasElement, gl:WebGLRenderingContext, width:number, height:number }}
9
+ */
10
+ export function makeWebGLCanvas(width, height, opts = {}) {
11
+ const canvas = document.createElement('canvas')
12
+ canvas.setAttribute('width', width)
13
+ canvas.setAttribute('height', height)
14
+ const version2 = (opts && +opts.version==2)? "2" : ""
15
+ /** @type {WebGLRenderingContext} */
16
+ const gl = canvas.getContext('webgl' + version2, opts)
17
+ if (!gl) {
18
+ throw new Error('Unable to initialize WebGL'+version2+'. Your browser or machine may not support it.')
19
+ }
20
+ return { canvas: canvas, gl: gl, width: width, height: height }
21
+ }
22
+
23
+ /**
24
+ * The shared, off-page WebGL canvases, one per set of context options.
25
+ * Styles draw into one of these and copy the result onto the map's canvas, one style at a
26
+ * time, so they never need a context each. Browsers keep only ~16 live WebGL contexts and
27
+ * drop the oldest beyond that, so one context per style instance (or worse, per draw)
28
+ * eventually blanks other WebGL content on the page.
29
+ * @type {Map<string, {canvas:HTMLCanvasElement, gl:WebGLRenderingContext, width:number, height:number}>} */
30
+ const sharedCanvases = new Map()
31
+
32
+ /**
33
+ * Returns the shared WebGL canvas for these context options, resized to width x height.
34
+ * Resizing keeps the context (and its compiled programs and buffers); only its drawing
35
+ * buffer is reallocated. A lost context is replaced.
36
+ *
37
+ * @param {number} width
38
+ * @param {number} height
39
+ * @param {object} [opts] WebGL context attributes, e.g. { premultipliedAlpha: false }
40
+ * @returns {{canvas:HTMLCanvasElement, gl:WebGLRenderingContext, width:number, height:number }}
41
+ */
42
+ export function getSharedWebGLCanvas(width, height, opts = undefined) {
43
+ const key = JSON.stringify(opts || {})
44
+ let cv = sharedCanvases.get(key)
45
+ if (!cv || cv.gl.isContextLost()) {
46
+ cv = makeWebGLCanvas(width + '', height + '', opts)
47
+ cv.width = +width
48
+ cv.height = +height
49
+ sharedCanvases.set(key, cv)
50
+ }
51
+ if (cv.width != width || cv.height != height) {
52
+ cv.canvas.width = width
53
+ cv.canvas.height = height
54
+ cv.width = +width
55
+ cv.height = +height
56
+ }
57
+ cv.gl.viewport(0, 0, cv.width, cv.height)
58
+ return cv
59
+ }
60
+
61
+ /** @type {WeakMap<WebGLRenderingContext, {programs: Map<string, WebGLProgram>, buffers: Map<string, WebGLBuffer>, owners: Map<string, any>}>} */
62
+ const glResources = new WeakMap()
63
+ function resourcesOf(gl) {
64
+ let r = glResources.get(gl)
65
+ if (!r) {
66
+ r = { programs: new Map(), buffers: new Map(), owners: new Map() }
67
+ glResources.set(gl, r)
68
+ }
69
+ return r
70
+ }
71
+
72
+ /**
73
+ * A shader program for these sources, compiled once per context and reused.
74
+ *
75
+ * @param {WebGLRenderingContext} gl
76
+ * @param {string} vertexSource
77
+ * @param {string} fragmentSource
78
+ * @returns {WebGLProgram}
79
+ */
80
+ export function getProgram(gl, vertexSource, fragmentSource) {
81
+ const programs = resourcesOf(gl).programs
82
+ const key = vertexSource + '\u0000' + fragmentSource
83
+ let program = programs.get(key)
84
+ if (!program) {
85
+ program = initShaderProgram(
86
+ gl,
87
+ createShader(gl, gl.VERTEX_SHADER, vertexSource),
88
+ createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)
89
+ )
90
+ programs.set(key, program)
91
+ }
92
+ return program
93
+ }
94
+
95
+ /**
96
+ * A named buffer of a context, created once and reused: refill it with bufferData instead
97
+ * of creating a new buffer per draw (buffers are never garbage collected while their
98
+ * context lives).
99
+ *
100
+ * @param {WebGLRenderingContext} gl
101
+ * @param {string} name
102
+ * @returns {WebGLBuffer}
103
+ */
104
+ export function getBuffer(gl, name) {
105
+ const buffers = resourcesOf(gl).buffers
106
+ let buffer = buffers.get(name)
107
+ if (!buffer) {
108
+ buffer = gl.createBuffer()
109
+ buffers.set(name, buffer)
110
+ }
111
+ return buffer
112
+ }
113
+
114
+ /**
115
+ * Who last filled a named buffer, so a style can tell whether the data it uploaded is
116
+ * still there or another style has overwritten it since.
117
+ * @param {WebGLRenderingContext} gl
118
+ * @param {string} name
119
+ * @param {any} [owner] sets the owner when given
120
+ * @returns {any} the owner
121
+ */
122
+ export function bufferOwner(gl, name, owner = undefined) {
123
+ const owners = resourcesOf(gl).owners
124
+ if (owner !== undefined) owners.set(name, owner)
125
+ return owners.get(name)
126
+ }
127
+
128
+ /**
129
+ * Initialize a shader program, so WebGL knows how to draw our data
130
+ *
131
+ * @param {WebGLRenderingContext} gl
132
+ * @param {...WebGLShader} shaders
133
+ * @returns {WebGLProgram}
134
+ */
135
+ export function initShaderProgram(gl, ...shaders) {
136
+ /** @type {WebGLProgram|null} */
137
+ const program = gl.createProgram()
138
+ if (program == null) throw new Error('Cannot create webGL program')
139
+ for (const shader of shaders) gl.attachShader(program, shader)
140
+ gl.linkProgram(program)
141
+ if (gl.getProgramParameter(program, gl.LINK_STATUS)) return program
142
+ throw new Error(gl.getProgramInfoLog(program) || 'Cannot create webGL program (2)')
143
+ }
144
+
145
+ /**
146
+ * Creates a shader of the given type, uploads the source and compiles it.
147
+ *
148
+ * @param {WebGLRenderingContext} gl
149
+ * @param {number} type
150
+ * @param {...string} sources
151
+ * @returns {WebGLShader}
152
+ */
153
+ export function createShader(gl, type, ...sources) {
154
+ /** @type {WebGLShader|null} */
155
+ const shader = gl.createShader(type)
156
+ if (shader == null) throw new Error('Cannot create webGL shader')
157
+ gl.shaderSource(shader, sources.join('\n'))
158
+ gl.compileShader(shader)
159
+ if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) return shader
160
+ throw new Error(gl.getShaderInfoLog(shader) || 'Cannot create webGL shader (2)')
161
+ }
162
+
163
+ /**
164
+ * Check if webGL is supported
165
+ *
166
+ * @returns {boolean}
167
+ */
168
+ export function checkWebGLSupport() {
169
+ try {
170
+ const canvas = document.createElement('canvas')
171
+ return !!(
172
+ !!window.WebGLRenderingContext &&
173
+ (canvas.getContext('webgl') || canvas.getContext('experimental-webgl'))
174
+ )
175
+ } catch (err) {
176
+ return false
177
+ }
178
+ }