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bokeh / server / static / js / lib / models / glyphs / webgl / buffer.js
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import { cap_lookup, hatch_pattern_to_index, join_lookup } from "./webgl_utils";
import { color2rgba } from "../../../core/util/color";
// Arrays are sent to GPU using ReGL Buffer objects.  CPU-side arrays used to
// update the Buffers are also kept for reuse to avoid unnecessary reallocation.
class WrappedBuffer {
    constructor(regl_wrapper) {
        this.regl_wrapper = regl_wrapper;
        this.is_scalar = true;
    }
    // Return array of correct size, creating it if necessary.
    // Must call update() when finished setting the array values.
    get_sized_array(length) {
        if (this.array == null || this.array.length != length)
            this.array = this.new_array(length);
        return this.array;
    }
    is_normalized() {
        return false;
    }
    get length() {
        return this.array != null ? this.array.length : 0;
    }
    set_from_array(numbers) {
        const len = numbers.length;
        const array = this.get_sized_array(len);
        for (let i = 0; i < len; i++)
            array[i] = numbers[i];
        this.update();
    }
    // length_if_scalar is the number of vertices in the WebGL primitive used to
    // render the glyph; usually this is a rectangle with 4 vertices.
    set_from_prop(prop, length_if_scalar = 4) {
        const len = prop.is_Scalar() ? length_if_scalar : prop.length;
        const array = this.get_sized_array(len);
        for (let i = 0; i < len; i++)
            array[i] = prop.get(i);
        this.update(prop.is_Scalar());
    }
    // length_if_scalar is the number of vertices in the WebGL primitive used to
    // render the glyph; usually this is a rectangle with 4 vertices.
    set_from_scalar(scalar, length_if_scalar = 4) {
        this.get_sized_array(length_if_scalar).fill(scalar);
        this.update(true);
    }
    // Return a ReGL AttributeConfig that corresponds to one value for each glyph
    // or the same value for all glyphs.  Instanced rendering supports the former
    // using 'divisor = 1', but does not support the latter directly.  We have to
    // either repeat the attribute once for each glyph, which is wasteful for a
    // large number of glyphs, or the solution used here which is to use
    // 'divisor = 0' and repeat the value once for each of the instanced vertices
    // which is usually 4.  See also set_from_prop() above.
    to_attribute_config(offset = 0) {
        return {
            buffer: this.buffer,
            divisor: this.is_scalar ? 0 : 1,
            normalized: this.is_normalized(),
            offset,
        };
    }
    // Update ReGL buffer with data contained in array in preparation for passing
    // it to the GPU.  This function must be called after get_sized_array().
    update(is_scalar = false) {
        // Update buffer with data contained in array.
        if (this.buffer == null) {
            // Create new buffer.
            this.buffer = this.regl_wrapper.buffer({
                usage: "dynamic",
                data: this.array,
            });
        }
        else {
            // Reuse existing buffer.
            this.buffer({ data: this.array });
        }
        this.is_scalar = is_scalar;
    }
}
WrappedBuffer.__name__ = "WrappedBuffer";
export class Float32Buffer extends WrappedBuffer {
    new_array(len) {
        return new Float32Array(len);
    }
}
Float32Buffer.__name__ = "Float32Buffer";
export class Uint8Buffer extends WrappedBuffer {
    new_array(len) {
        return new Uint8Array(len);
    }
    set_from_color(color_prop, alpha_prop, length_if_scalar = 4) {
        const is_scalar = color_prop.is_Scalar() && alpha_prop.is_Scalar();
        const ncolors = is_scalar ? length_if_scalar : color_prop.length;
        const array = this.get_sized_array(4 * ncolors);
        for (let i = 0; i < ncolors; i++) {
            const [r, g, b, a] = color2rgba(color_prop.get(i), alpha_prop.get(i));
            array[4 * i] = r;
            array[4 * i + 1] = g;
            array[4 * i + 2] = b;
            array[4 * i + 3] = a;
        }
        this.update(is_scalar);
    }
    set_from_hatch_pattern(hatch_pattern_prop, length_if_scalar = 4) {
        const len = hatch_pattern_prop.is_Scalar() ? length_if_scalar : hatch_pattern_prop.length;
        const array = this.get_sized_array(len);
        for (let i = 0; i < len; i++)
            array[i] = hatch_pattern_to_index(hatch_pattern_prop.get(i));
        this.update(hatch_pattern_prop.is_Scalar());
    }
    set_from_line_cap(line_cap_prop, length_if_scalar = 4) {
        const len = line_cap_prop.is_Scalar() ? length_if_scalar : line_cap_prop.length;
        const array = this.get_sized_array(len);
        for (let i = 0; i < len; i++)
            array[i] = cap_lookup[line_cap_prop.get(i)];
        this.update(line_cap_prop.is_Scalar());
    }
    set_from_line_join(line_join_prop, length_if_scalar = 4) {
        const len = line_join_prop.is_Scalar() ? length_if_scalar : line_join_prop.length;
        const array = this.get_sized_array(len);
        for (let i = 0; i < len; i++)
            array[i] = join_lookup[line_join_prop.get(i)];
        this.update(line_join_prop.is_Scalar());
    }
}
Uint8Buffer.__name__ = "Uint8Buffer";
// Normalized refers to optional WebGL behaviour of automatically converting
// Uint8 values that are passed to shaders into floats in the range 0 to 1.
export class NormalizedUint8Buffer extends Uint8Buffer {
    is_normalized() {
        return true;
    }
}
NormalizedUint8Buffer.__name__ = "NormalizedUint8Buffer";
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