freifunkmanager/webroot/js/webgl-heatmap.js

1041 lines
39 KiB
JavaScript

// Generated by CoffeeScript 1.8.0
(function() {
var Framebuffer, Heights, Node, Shader, Texture, WebGLHeatmap, fragmentShaderBlit, nukeVendorPrefix, textureFloatShims, vertexShaderBlit,
__indexOf = [].indexOf || function(item) { for (var i = 0, l = this.length; i < l; i++) { if (i in this && this[i] === item) return i; } return -1; };
nukeVendorPrefix = function() {
var getExtension, getSupportedExtensions, vendorRe, vendors;
if (window.WebGLRenderingContext != null) {
vendors = ['WEBKIT', 'MOZ', 'MS', 'O'];
vendorRe = /^WEBKIT_(.*)|MOZ_(.*)|MS_(.*)|O_(.*)/;
getExtension = WebGLRenderingContext.prototype.getExtension;
WebGLRenderingContext.prototype.getExtension = function(name) {
var extobj, match, vendor, _i, _len;
match = name.match(vendorRe);
if (match !== null) {
name = match[1];
}
extobj = getExtension.call(this, name);
if (extobj === null) {
for (_i = 0, _len = vendors.length; _i < _len; _i++) {
vendor = vendors[_i];
extobj = getExtension.call(this, vendor + '_' + name);
if (extobj !== null) {
return extobj;
}
}
return null;
} else {
return extobj;
}
};
getSupportedExtensions = WebGLRenderingContext.prototype.getSupportedExtensions;
return WebGLRenderingContext.prototype.getSupportedExtensions = function() {
var extension, match, result, supported, _i, _len;
supported = getSupportedExtensions.call(this);
result = [];
for (_i = 0, _len = supported.length; _i < _len; _i++) {
extension = supported[_i];
match = extension.match(vendorRe);
if (match !== null) {
extension = match[1];
}
if (__indexOf.call(result, extension) < 0) {
result.push(extension);
}
}
return result;
};
}
};
textureFloatShims = function() {
var checkColorBuffer, checkFloatLinear, checkSupport, checkTexture, createSourceCanvas, getExtension, getSupportedExtensions, name, shimExtensions, shimLookup, unshimExtensions, unshimLookup, _i, _len;
createSourceCanvas = function() {
var canvas, ctx, imageData;
canvas = document.createElement('canvas');
canvas.width = 2;
canvas.height = 2;
ctx = canvas.getContext('2d');
imageData = ctx.getImageData(0, 0, 2, 2);
imageData.data.set(new Uint8ClampedArray([0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 255, 255, 255, 255]));
ctx.putImageData(imageData, 0, 0);
return canvas;
};
createSourceCanvas();
checkFloatLinear = function(gl, sourceType) {
var buffer, cleanup, fragmentShader, framebuffer, positionLoc, program, readBuffer, result, source, sourceCanvas, sourceLoc, target, vertexShader, vertices;
program = gl.createProgram();
vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.attachShader(program, vertexShader);
gl.shaderSource(vertexShader, 'attribute vec2 position;\nvoid main(){\n gl_Position = vec4(position, 0.0, 1.0);\n}');
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(vertexShader);
}
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.attachShader(program, fragmentShader);
gl.shaderSource(fragmentShader, 'uniform sampler2D source;\nvoid main(){\n gl_FragColor = texture2D(source, vec2(1.0, 1.0));\n}');
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(fragmentShader);
}
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(program);
}
gl.useProgram(program);
cleanup = function() {
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteProgram(program);
gl.deleteBuffer(buffer);
gl.deleteTexture(source);
gl.deleteTexture(target);
gl.deleteFramebuffer(framebuffer);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.useProgram(null);
gl.bindTexture(gl.TEXTURE_2D, null);
return gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
target = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, target);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target, 0);
sourceCanvas = createSourceCanvas();
source = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, source);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, sourceType, sourceCanvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
vertices = new Float32Array([1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1]);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
positionLoc = gl.getAttribLocation(program, 'position');
sourceLoc = gl.getUniformLocation(program, 'source');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
gl.uniform1i(sourceLoc, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
readBuffer = new Uint8Array(4 * 4);
gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, readBuffer);
result = Math.abs(readBuffer[0] - 127) < 10;
cleanup();
return result;
};
checkTexture = function(gl, targetType) {
var target;
target = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, target);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, targetType, null);
if (gl.getError() === 0) {
gl.deleteTexture(target);
return true;
} else {
gl.deleteTexture(target);
return false;
}
};
checkColorBuffer = function(gl, targetType) {
var check, framebuffer, target;
target = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, target);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, targetType, null);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target, 0);
check = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
gl.deleteTexture(target);
gl.deleteFramebuffer(framebuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (check === gl.FRAMEBUFFER_COMPLETE) {
return true;
} else {
return false;
}
};
shimExtensions = [];
shimLookup = {};
unshimExtensions = [];
checkSupport = function() {
var canvas, extobj, gl, halfFloatExt, halfFloatTexturing, singleFloatExt, singleFloatTexturing;
canvas = document.createElement('canvas');
gl = null;
try {
gl = canvas.getContext('experimental-webgl');
if (gl === null) {
gl = canvas.getContext('webgl');
}
} catch (_error) {}
if (gl != null) {
singleFloatExt = gl.getExtension('OES_texture_float');
if (singleFloatExt === null) {
if (checkTexture(gl, gl.FLOAT)) {
singleFloatTexturing = true;
shimExtensions.push('OES_texture_float');
shimLookup.OES_texture_float = {
shim: true
};
} else {
singleFloatTexturing = false;
unshimExtensions.push('OES_texture_float');
}
} else {
if (checkTexture(gl, gl.FLOAT)) {
singleFloatTexturing = true;
shimExtensions.push('OES_texture_float');
} else {
singleFloatTexturing = false;
unshimExtensions.push('OES_texture_float');
}
}
if (singleFloatTexturing) {
extobj = gl.getExtension('WEBGL_color_buffer_float');
if (extobj === null) {
if (checkColorBuffer(gl, gl.FLOAT)) {
shimExtensions.push('WEBGL_color_buffer_float');
shimLookup.WEBGL_color_buffer_float = {
shim: true,
RGBA32F_EXT: 0x8814,
RGB32F_EXT: 0x8815,
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: 0x8211,
UNSIGNED_NORMALIZED_EXT: 0x8C17
};
} else {
unshimExtensions.push('WEBGL_color_buffer_float');
}
} else {
if (checkColorBuffer(gl, gl.FLOAT)) {
shimExtensions.push('WEBGL_color_buffer_float');
} else {
unshimExtensions.push('WEBGL_color_buffer_float');
}
}
extobj = gl.getExtension('OES_texture_float_linear');
if (extobj === null) {
if (checkFloatLinear(gl, gl.FLOAT)) {
shimExtensions.push('OES_texture_float_linear');
shimLookup.OES_texture_float_linear = {
shim: true
};
} else {
unshimExtensions.push('OES_texture_float_linear');
}
} else {
if (checkFloatLinear(gl, gl.FLOAT)) {
shimExtensions.push('OES_texture_float_linear');
} else {
unshimExtensions.push('OES_texture_float_linear');
}
}
}
halfFloatExt = gl.getExtension('OES_texture_half_float');
if (halfFloatExt === null) {
if (checkTexture(gl, 0x8D61)) {
halfFloatTexturing = true;
shimExtensions.push('OES_texture_half_float');
halfFloatExt = shimLookup.OES_texture_half_float = {
HALF_FLOAT_OES: 0x8D61,
shim: true
};
} else {
halfFloatTexturing = false;
unshimExtensions.push('OES_texture_half_float');
}
} else {
if (checkTexture(gl, halfFloatExt.HALF_FLOAT_OES)) {
halfFloatTexturing = true;
shimExtensions.push('OES_texture_half_float');
} else {
halfFloatTexturing = false;
unshimExtensions.push('OES_texture_half_float');
}
}
if (halfFloatTexturing) {
extobj = gl.getExtension('EXT_color_buffer_half_float');
if (extobj === null) {
if (checkColorBuffer(gl, halfFloatExt.HALF_FLOAT_OES)) {
shimExtensions.push('EXT_color_buffer_half_float');
shimLookup.EXT_color_buffer_half_float = {
shim: true,
RGBA16F_EXT: 0x881A,
RGB16F_EXT: 0x881B,
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: 0x8211,
UNSIGNED_NORMALIZED_EXT: 0x8C17
};
} else {
unshimExtensions.push('EXT_color_buffer_half_float');
}
} else {
if (checkColorBuffer(gl, halfFloatExt.HALF_FLOAT_OES)) {
shimExtensions.push('EXT_color_buffer_half_float');
} else {
unshimExtensions.push('EXT_color_buffer_half_float');
}
}
extobj = gl.getExtension('OES_texture_half_float_linear');
if (extobj === null) {
if (checkFloatLinear(gl, halfFloatExt.HALF_FLOAT_OES)) {
shimExtensions.push('OES_texture_half_float_linear');
return shimLookup.OES_texture_half_float_linear = {
shim: true
};
} else {
return unshimExtensions.push('OES_texture_half_float_linear');
}
} else {
if (checkFloatLinear(gl, halfFloatExt.HALF_FLOAT_OES)) {
return shimExtensions.push('OES_texture_half_float_linear');
} else {
return unshimExtensions.push('OES_texture_half_float_linear');
}
}
}
}
};
if (window.WebGLRenderingContext != null) {
checkSupport();
unshimLookup = {};
for (_i = 0, _len = unshimExtensions.length; _i < _len; _i++) {
name = unshimExtensions[_i];
unshimLookup[name] = true;
}
getExtension = WebGLRenderingContext.prototype.getExtension;
WebGLRenderingContext.prototype.getExtension = function(name) {
var extobj;
extobj = shimLookup[name];
if (extobj === void 0) {
if (unshimLookup[name]) {
return null;
} else {
return getExtension.call(this, name);
}
} else {
return extobj;
}
};
getSupportedExtensions = WebGLRenderingContext.prototype.getSupportedExtensions;
WebGLRenderingContext.prototype.getSupportedExtensions = function() {
var extension, result, supported, _j, _k, _len1, _len2;
supported = getSupportedExtensions.call(this);
result = [];
for (_j = 0, _len1 = supported.length; _j < _len1; _j++) {
extension = supported[_j];
if (unshimLookup[extension] === void 0) {
result.push(extension);
}
}
for (_k = 0, _len2 = shimExtensions.length; _k < _len2; _k++) {
extension = shimExtensions[_k];
if (__indexOf.call(result, extension) < 0) {
result.push(extension);
}
}
return result;
};
return WebGLRenderingContext.prototype.getFloatExtension = function(spec) {
var candidate, candidates, half, halfFramebuffer, halfLinear, halfTexture, i, importance, preference, result, single, singleFramebuffer, singleLinear, singleTexture, use, _j, _k, _l, _len1, _len2, _len3, _len4, _m, _ref, _ref1, _ref2;
if (spec.prefer == null) {
spec.prefer = ['half'];
}
if (spec.require == null) {
spec.require = [];
}
if (spec.throws == null) {
spec.throws = true;
}
singleTexture = this.getExtension('OES_texture_float');
halfTexture = this.getExtension('OES_texture_half_float');
singleFramebuffer = this.getExtension('WEBGL_color_buffer_float');
halfFramebuffer = this.getExtension('EXT_color_buffer_half_float');
singleLinear = this.getExtension('OES_texture_float_linear');
halfLinear = this.getExtension('OES_texture_half_float_linear');
single = {
texture: singleTexture !== null,
filterable: singleLinear !== null,
renderable: singleFramebuffer !== null,
score: 0,
precision: 'single',
half: false,
single: true,
type: this.FLOAT
};
half = {
texture: halfTexture !== null,
filterable: halfLinear !== null,
renderable: halfFramebuffer !== null,
score: 0,
precision: 'half',
half: true,
single: false,
type: (_ref = halfTexture != null ? halfTexture.HALF_FLOAT_OES : void 0) != null ? _ref : null
};
candidates = [];
if (single.texture) {
candidates.push(single);
}
if (half.texture) {
candidates.push(half);
}
result = [];
for (_j = 0, _len1 = candidates.length; _j < _len1; _j++) {
candidate = candidates[_j];
use = true;
_ref1 = spec.require;
for (_k = 0, _len2 = _ref1.length; _k < _len2; _k++) {
name = _ref1[_k];
if (candidate[name] === false) {
use = false;
}
}
if (use) {
result.push(candidate);
}
}
for (_l = 0, _len3 = result.length; _l < _len3; _l++) {
candidate = result[_l];
_ref2 = spec.prefer;
for (i = _m = 0, _len4 = _ref2.length; _m < _len4; i = ++_m) {
preference = _ref2[i];
importance = Math.pow(2, spec.prefer.length - i - 1);
if (candidate[preference]) {
candidate.score += importance;
}
}
}
result.sort(function(a, b) {
if (a.score === b.score) {
return 0;
} else if (a.score < b.score) {
return 1;
} else if (a.score > b.score) {
return -1;
}
});
if (result.length === 0) {
if (spec.throws) {
throw 'No floating point texture support that is ' + spec.require.join(', ');
} else {
return null;
}
} else {
result = result[0];
return {
filterable: result.filterable,
renderable: result.renderable,
type: result.type,
precision: result.precision
};
}
};
}
};
nukeVendorPrefix();
textureFloatShims();
Shader = (function() {
function Shader(gl, _arg) {
var fragment, vertex;
this.gl = gl;
vertex = _arg.vertex, fragment = _arg.fragment;
this.program = this.gl.createProgram();
this.vs = this.gl.createShader(this.gl.VERTEX_SHADER);
this.fs = this.gl.createShader(this.gl.FRAGMENT_SHADER);
this.gl.attachShader(this.program, this.vs);
this.gl.attachShader(this.program, this.fs);
this.compileShader(this.vs, vertex);
this.compileShader(this.fs, fragment);
this.link();
this.value_cache = {};
this.uniform_cache = {};
this.attribCache = {};
}
Shader.prototype.attribLocation = function(name) {
var location;
location = this.attribCache[name];
if (location === void 0) {
location = this.attribCache[name] = this.gl.getAttribLocation(this.program, name);
}
return location;
};
Shader.prototype.compileShader = function(shader, source) {
this.gl.shaderSource(shader, source);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
throw "Shader Compile Error: " + (this.gl.getShaderInfoLog(shader));
}
};
Shader.prototype.link = function() {
this.gl.linkProgram(this.program);
if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
throw "Shader Link Error: " + (this.gl.getProgramInfoLog(this.program));
}
};
Shader.prototype.use = function() {
this.gl.useProgram(this.program);
return this;
};
Shader.prototype.uniformLoc = function(name) {
var location;
location = this.uniform_cache[name];
if (location === void 0) {
location = this.uniform_cache[name] = this.gl.getUniformLocation(this.program, name);
}
return location;
};
Shader.prototype.int = function(name, value) {
var cached, loc;
cached = this.value_cache[name];
if (cached !== value) {
this.value_cache[name] = value;
loc = this.uniformLoc(name);
if (loc) {
this.gl.uniform1i(loc, value);
}
}
return this;
};
Shader.prototype.vec2 = function(name, a, b) {
var loc;
loc = this.uniformLoc(name);
if (loc) {
this.gl.uniform2f(loc, a, b);
}
return this;
};
Shader.prototype.float = function(name, value) {
var cached, loc;
cached = this.value_cache[name];
if (cached !== value) {
this.value_cache[name] = value;
loc = this.uniformLoc(name);
if (loc) {
this.gl.uniform1f(loc, value);
}
}
return this;
};
return Shader;
})();
Framebuffer = (function() {
function Framebuffer(gl) {
this.gl = gl;
this.buffer = this.gl.createFramebuffer();
}
Framebuffer.prototype.destroy = function() {
return this.gl.deleteFRamebuffer(this.buffer);
};
Framebuffer.prototype.bind = function() {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.buffer);
return this;
};
Framebuffer.prototype.unbind = function() {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
return this;
};
Framebuffer.prototype.check = function() {
var result;
result = this.gl.checkFramebufferStatus(this.gl.FRAMEBUFFER);
switch (result) {
case this.gl.FRAMEBUFFER_UNSUPPORTED:
throw 'Framebuffer is unsupported';
break;
case this.gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw 'Framebuffer incomplete attachment';
break;
case this.gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
throw 'Framebuffer incomplete dimensions';
break;
case this.gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw 'Framebuffer incomplete missing attachment';
}
return this;
};
Framebuffer.prototype.color = function(texture) {
this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, texture.target, texture.handle, 0);
this.check();
return this;
};
Framebuffer.prototype.depth = function(buffer) {
this.gl.framebufferRenderbuffer(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.RENDERBUFFER, buffer.id);
this.check();
return this;
};
Framebuffer.prototype.destroy = function() {
return this.gl.deleteFramebuffer(this.buffer);
};
return Framebuffer;
})();
Texture = (function() {
function Texture(gl, params) {
var _ref, _ref1;
this.gl = gl;
if (params == null) {
params = {};
}
this.channels = this.gl[((_ref = params.channels) != null ? _ref : 'rgba').toUpperCase()];
if (typeof params.type === 'number') {
this.type = params.type;
} else {
this.type = this.gl[((_ref1 = params.type) != null ? _ref1 : 'unsigned_byte').toUpperCase()];
}
switch (this.channels) {
case this.gl.RGBA:
this.chancount = 4;
break;
case this.gl.RGB:
this.chancount = 3;
break;
case this.gl.LUMINANCE_ALPHA:
this.chancount = 2;
break;
default:
this.chancount = 1;
}
this.target = this.gl.TEXTURE_2D;
this.handle = this.gl.createTexture();
}
Texture.prototype.destroy = function() {
return this.gl.deleteTexture(this.handle);
};
Texture.prototype.bind = function(unit) {
if (unit == null) {
unit = 0;
}
if (unit > 15) {
throw 'Texture unit too large: ' + unit;
}
this.gl.activeTexture(this.gl.TEXTURE0 + unit);
this.gl.bindTexture(this.target, this.handle);
return this;
};
Texture.prototype.setSize = function(width, height) {
this.width = width;
this.height = height;
this.gl.texImage2D(this.target, 0, this.channels, this.width, this.height, 0, this.channels, this.type, null);
return this;
};
Texture.prototype.upload = function(data) {
this.width = data.width;
this.height = data.height;
this.gl.texImage2D(this.target, 0, this.channels, this.channels, this.type, data);
return this;
};
Texture.prototype.linear = function() {
this.gl.texParameteri(this.target, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
this.gl.texParameteri(this.target, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
return this;
};
Texture.prototype.nearest = function() {
this.gl.texParameteri(this.target, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
this.gl.texParameteri(this.target, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
return this;
};
Texture.prototype.clampToEdge = function() {
this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
return this;
};
Texture.prototype.repeat = function() {
this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_S, this.gl.REPEAT);
this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_T, this.gl.REPEAT);
return this;
};
return Texture;
})();
Node = (function() {
function Node(gl, width, height) {
var floatExt;
this.gl = gl;
this.width = width;
this.height = height;
floatExt = this.gl.getFloatExtension({
require: ['renderable']
});
this.texture = new Texture(this.gl, {
type: floatExt.type
}).bind(0).setSize(this.width, this.height).nearest().clampToEdge();
this.fbo = new Framebuffer(this.gl).bind().color(this.texture).unbind();
}
Node.prototype.use = function() {
return this.fbo.bind();
};
Node.prototype.bind = function(unit) {
return this.texture.bind(unit);
};
Node.prototype.end = function() {
return this.fbo.unbind();
};
Node.prototype.resize = function(width, height) {
this.width = width;
this.height = height;
return this.texture.bind(0).setSize(this.width, this.height);
};
return Node;
})();
vertexShaderBlit = 'attribute vec4 position;\nvarying vec2 texcoord;\nvoid main(){\n texcoord = position.xy*0.5+0.5;\n gl_Position = position;\n}';
fragmentShaderBlit = '#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp int;\n precision highp float;\n#else\n precision mediump int;\n precision mediump float;\n#endif\nuniform sampler2D source;\nvarying vec2 texcoord;';
Heights = (function() {
function Heights(heatmap, gl, width, height) {
var i, _i, _ref;
this.heatmap = heatmap;
this.gl = gl;
this.width = width;
this.height = height;
this.shader = new Shader(this.gl, {
vertex: 'attribute vec4 position, intensity;\nvarying vec2 off, dim;\nvarying float vIntensity;\nuniform vec2 viewport;\n\nvoid main(){\n dim = abs(position.zw);\n off = position.zw;\n vec2 pos = position.xy + position.zw;\n vIntensity = intensity.x;\n gl_Position = vec4((pos/viewport)*2.0-1.0, 0.0, 1.0);\n}',
fragment: '#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp int;\n precision highp float;\n#else\n precision mediump int;\n precision mediump float;\n#endif\nvarying vec2 off, dim;\nvarying float vIntensity;\nvoid main(){\n float falloff = (1.0 - smoothstep(0.0, 1.0, length(off/dim)));\n float intensity = falloff*vIntensity;\n gl_FragColor = vec4(intensity);\n}'
});
this.clampShader = new Shader(this.gl, {
vertex: vertexShaderBlit,
fragment: fragmentShaderBlit + 'uniform float low, high;\nvoid main(){\n gl_FragColor = vec4(clamp(texture2D(source, texcoord).rgb, low, high), 1.0);\n}'
});
this.multiplyShader = new Shader(this.gl, {
vertex: vertexShaderBlit,
fragment: fragmentShaderBlit + 'uniform float value;\nvoid main(){\n gl_FragColor = vec4(texture2D(source, texcoord).rgb*value, 1.0);\n}'
});
this.blurShader = new Shader(this.gl, {
vertex: vertexShaderBlit,
fragment: fragmentShaderBlit + 'uniform vec2 viewport;\nvoid main(){\n vec4 result = vec4(0.0);\n for(int x=-1; x<=1; x++){\n for(int y=-1; y<=1; y++){\n vec2 off = vec2(x,y)/viewport;\n //float factor = 1.0 - smoothstep(0.0, 1.5, length(off));\n float factor = 1.0;\n result += vec4(texture2D(source, texcoord+off).rgb*factor, factor);\n }\n }\n gl_FragColor = vec4(result.rgb/result.w, 1.0);\n}'
});
this.nodeBack = new Node(this.gl, this.width, this.height);
this.nodeFront = new Node(this.gl, this.width, this.height);
this.vertexBuffer = this.gl.createBuffer();
this.vertexSize = 8;
this.maxPointCount = 1024 * 10;
this.vertexBufferData = new Float32Array(this.maxPointCount * this.vertexSize * 6);
this.vertexBufferViews = [];
for (i = _i = 0, _ref = this.maxPointCount; 0 <= _ref ? _i < _ref : _i > _ref; i = 0 <= _ref ? ++_i : --_i) {
this.vertexBufferViews.push(new Float32Array(this.vertexBufferData.buffer, 0, i * this.vertexSize * 6));
}
this.bufferIndex = 0;
this.pointCount = 0;
}
Heights.prototype.resize = function(width, height) {
this.width = width;
this.height = height;
this.nodeBack.resize(this.width, this.height);
return this.nodeFront.resize(this.width, this.height);
};
Heights.prototype.update = function() {
var intensityLoc, positionLoc;
if (this.pointCount > 0) {
this.gl.enable(this.gl.BLEND);
this.nodeFront.use();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, this.vertexBufferViews[this.pointCount], this.gl.STREAM_DRAW);
positionLoc = this.shader.attribLocation('position');
intensityLoc = this.shader.attribLocation('intensity');
this.gl.enableVertexAttribArray(1);
this.gl.vertexAttribPointer(positionLoc, 4, this.gl.FLOAT, false, 8 * 4, 0 * 4);
this.gl.vertexAttribPointer(intensityLoc, 4, this.gl.FLOAT, false, 8 * 4, 4 * 4);
this.shader.use().vec2('viewport', this.width, this.height);
this.gl.drawArrays(this.gl.TRIANGLES, 0, this.pointCount * 6);
this.gl.disableVertexAttribArray(1);
this.pointCount = 0;
this.bufferIndex = 0;
this.nodeFront.end();
return this.gl.disable(this.gl.BLEND);
}
};
Heights.prototype.clear = function() {
this.nodeFront.use();
this.gl.clearColor(0, 0, 0, 1);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
return this.nodeFront.end();
};
Heights.prototype.clamp = function(min, max) {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
this.nodeFront.bind(0);
this.nodeBack.use();
this.clampShader.use().int('source', 0).float('low', min).float('high', max);
this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
this.nodeBack.end();
return this.swap();
};
Heights.prototype.multiply = function(value) {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
this.nodeFront.bind(0);
this.nodeBack.use();
this.multiplyShader.use().int('source', 0).float('value', value);
this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
this.nodeBack.end();
return this.swap();
};
Heights.prototype.blur = function() {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
this.nodeFront.bind(0);
this.nodeBack.use();
this.blurShader.use().int('source', 0).vec2('viewport', this.width, this.height);
this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
this.nodeBack.end();
return this.swap();
};
Heights.prototype.swap = function() {
var tmp;
tmp = this.nodeFront;
this.nodeFront = this.nodeBack;
return this.nodeBack = tmp;
};
Heights.prototype.addVertex = function(x, y, xs, ys, intensity) {
this.vertexBufferData[this.bufferIndex++] = x;
this.vertexBufferData[this.bufferIndex++] = y;
this.vertexBufferData[this.bufferIndex++] = xs;
this.vertexBufferData[this.bufferIndex++] = ys;
this.vertexBufferData[this.bufferIndex++] = intensity;
this.vertexBufferData[this.bufferIndex++] = intensity;
this.vertexBufferData[this.bufferIndex++] = intensity;
return this.vertexBufferData[this.bufferIndex++] = intensity;
};
Heights.prototype.addPoint = function(x, y, size, intensity) {
var s;
if (size == null) {
size = 50;
}
if (intensity == null) {
intensity = 0.2;
}
if (this.pointCount >= this.maxPointCount - 1) {
this.update();
}
y = this.height - y;
s = size / 2;
this.addVertex(x, y, -s, -s, intensity);
this.addVertex(x, y, +s, -s, intensity);
this.addVertex(x, y, -s, +s, intensity);
this.addVertex(x, y, -s, +s, intensity);
this.addVertex(x, y, +s, -s, intensity);
this.addVertex(x, y, +s, +s, intensity);
return this.pointCount += 1;
};
return Heights;
})();
WebGLHeatmap = (function() {
function WebGLHeatmap(_arg) {
var alphaEnd, alphaRange, alphaStart, error, getColorFun, gradientTexture, image, intensityToAlpha, output, quad, textureGradient, _ref, _ref1;
_ref = _arg != null ? _arg : {}, this.canvas = _ref.canvas, this.width = _ref.width, this.height = _ref.height, intensityToAlpha = _ref.intensityToAlpha, gradientTexture = _ref.gradientTexture, alphaRange = _ref.alphaRange;
if (!this.canvas) {
this.canvas = document.createElement('canvas');
}
try {
this.gl = this.canvas.getContext('experimental-webgl', {
depth: false,
antialias: false
});
if (this.gl === null) {
this.gl = this.canvas.getContext('webgl', {
depth: false,
antialias: false
});
if (this.gl === null) {
throw 'WebGL not supported';
}
}
} catch (_error) {
error = _error;
throw 'WebGL not supported';
}
if (window.WebGLDebugUtils != null) {
console.log('debugging mode');
this.gl = WebGLDebugUtils.makeDebugContext(this.gl, function(err, funcName, args) {
throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to: " + funcName;
});
}
this.gl.enableVertexAttribArray(0);
this.gl.blendFunc(this.gl.ONE, this.gl.ONE);
if (gradientTexture) {
textureGradient = this.gradientTexture = new Texture(this.gl, {
channels: 'rgba'
}).bind(0).setSize(2, 2).nearest().clampToEdge();
if (typeof gradientTexture === 'string') {
image = new Image();
image.onload = function() {
return textureGradient.bind().upload(image);
};
image.src = gradientTexture;
} else {
if (gradientTexture.width > 0 && gradientTexture.height > 0) {
textureGradient.upload(gradientTexture);
} else {
gradientTexture.onload = function() {
return textureGradient.upload(gradientTexture);
};
}
}
getColorFun = 'uniform sampler2D gradientTexture;\nvec3 getColor(float intensity){\n return texture2D(gradientTexture, vec2(intensity, 0.0)).rgb;\n}';
} else {
textureGradient = null;
getColorFun = 'vec3 getColor(float intensity){\n vec3 blue = vec3(0.0, 0.0, 1.0);\n vec3 cyan = vec3(0.0, 1.0, 1.0);\n vec3 green = vec3(0.0, 1.0, 0.0);\n vec3 yellow = vec3(1.0, 1.0, 0.0);\n vec3 red = vec3(1.0, 0.0, 0.0);\n\n vec3 color = (\n fade(-0.25, 0.25, intensity)*blue +\n fade(0.0, 0.5, intensity)*cyan +\n fade(0.25, 0.75, intensity)*green +\n fade(0.5, 1.0, intensity)*yellow +\n smoothstep(0.75, 1.0, intensity)*red\n );\n return color;\n}';
}
if (intensityToAlpha == null) {
intensityToAlpha = true;
}
if (intensityToAlpha) {
_ref1 = alphaRange != null ? alphaRange : [0, 1], alphaStart = _ref1[0], alphaEnd = _ref1[1];
output = "vec4 alphaFun(vec3 color, float intensity){\n float alpha = smoothstep(" + (alphaStart.toFixed(8)) + ", " + (alphaEnd.toFixed(8)) + ", intensity);\n return vec4(color*alpha, alpha);\n}";
} else {
output = 'vec4 alphaFun(vec3 color, float intensity){\n return vec4(color, 1.0);\n}';
}
this.shader = new Shader(this.gl, {
vertex: vertexShaderBlit,
fragment: fragmentShaderBlit + ("float linstep(float low, float high, float value){\n return clamp((value-low)/(high-low), 0.0, 1.0);\n}\n\nfloat fade(float low, float high, float value){\n float mid = (low+high)*0.5;\n float range = (high-low)*0.5;\n float x = 1.0 - clamp(abs(mid-value)/range, 0.0, 1.0);\n return smoothstep(0.0, 1.0, x);\n}\n\n" + getColorFun + "\n" + output + "\n\nvoid main(){\n float intensity = smoothstep(0.0, 1.0, texture2D(source, texcoord).r);\n vec3 color = getColor(intensity);\n gl_FragColor = alphaFun(color, intensity);\n}")
});
if (this.width == null) {
this.width = this.canvas.offsetWidth || 2;
}
if (this.height == null) {
this.height = this.canvas.offsetHeight || 2;
}
this.canvas.width = this.width;
this.canvas.height = this.height;
this.gl.viewport(0, 0, this.width, this.height);
this.quad = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quad);
quad = new Float32Array([-1, -1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, 1, 0, 1, 1, -1, 0, 1, 1, 1, 0, 1]);
this.gl.bufferData(this.gl.ARRAY_BUFFER, quad, this.gl.STATIC_DRAW);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
this.heights = new Heights(this, this.gl, this.width, this.height);
}
WebGLHeatmap.prototype.adjustSize = function() {
var canvasHeight, canvasWidth;
canvasWidth = this.canvas.offsetWidth || 2;
canvasHeight = this.canvas.offsetHeight || 2;
if (this.width !== canvasWidth || this.height !== canvasHeight) {
this.gl.viewport(0, 0, canvasWidth, canvasHeight);
this.canvas.width = canvasWidth;
this.canvas.height = canvasHeight;
this.width = canvasWidth;
this.height = canvasHeight;
return this.heights.resize(this.width, this.height);
}
};
WebGLHeatmap.prototype.display = function() {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quad);
this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
this.heights.nodeFront.bind(0);
if (this.gradientTexture) {
this.gradientTexture.bind(1);
}
this.shader.use().int('source', 0).int('gradientTexture', 1);
return this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
};
WebGLHeatmap.prototype.update = function() {
return this.heights.update();
};
WebGLHeatmap.prototype.clear = function() {
return this.heights.clear();
};
WebGLHeatmap.prototype.clamp = function(min, max) {
if (min == null) {
min = 0;
}
if (max == null) {
max = 1;
}
return this.heights.clamp(min, max);
};
WebGLHeatmap.prototype.multiply = function(value) {
if (value == null) {
value = 0.95;
}
return this.heights.multiply(value);
};
WebGLHeatmap.prototype.blur = function() {
return this.heights.blur();
};
WebGLHeatmap.prototype.addPoint = function(x, y, size, intensity) {
return this.heights.addPoint(x, y, size, intensity);
};
WebGLHeatmap.prototype.addPoints = function(items) {
var item, _i, _len, _results;
_results = [];
for (_i = 0, _len = items.length; _i < _len; _i++) {
item = items[_i];
_results.push(this.addPoint(item.x, item.y, item.size, item.intensity));
}
return _results;
};
return WebGLHeatmap;
})();
window.createWebGLHeatmap = function(params) {
return new WebGLHeatmap(params);
};
}).call(this);