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bokeh / server / static / js / lib / models / glyphs / webgl / dash_cache.js
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import { gcd, is_pow_2 } from "./utils/math";
import { concat } from "../../../core/util/array";
import { map } from "../../../core/util/arrayable";
/*
 * DashCache creates and stores webgl resources for dashes that can be reused
 * for different webgl lines.  Dash represented by pattern which is a list of
 * an even number of integers.
 */
export class DashCache {
    constructor(regl) {
        this._regl = regl;
        this._map = new Map();
    }
    _create_texture(pattern) {
        /*
         * Texture used to represent dash pattern is a distance function.  Each tex
         * value is the distance to the nearest edge between a dash and a gap; +ve
         * if in a dash and -ve if in a gap.  If this was an analytical function
         * then it would be piecewise linear with turning points (local extremes)
         * in the middle of each dash and each gap.  Try to use the minimum texture
         * length that includes all these middle points.  For a single dash (hence
         * single gap) this is 2 values, one each in the middle of the dash and the
         * gap.
         * For rendering the texture is repeated.  WebGL only supports this for
         * texture lengths that are a power of 2, so if the ideal texture length is
         * not a power of 2 then increase it to be a large power of 2 and do not
         * bother to ensure that turning points in the distance function correspond
         * to texture value locations.
         * Finally, would like to use floating point textures for the distance.
         * However, these are often not available on mobile devices so instead scale
         * them to uint8 and convert back to floating point in fragment shader.
         */
        const n = pattern.length; // Number of items in pattern.
        let len = 0; // Length of pattern.
        const twice_jumps = []; // Twice the jumps between dash middles.
        let dist_min = 0.0, dist_max = 0.0; // Min and max distances.
        for (let i = 0; i < n; i++) {
            len += pattern[i];
            twice_jumps.push(pattern[i] + pattern[(i + 1) % n]);
            if (i % 2 == 0)
                dist_max = Math.max(dist_max, pattern[i]); // Dash.
            else
                dist_min = Math.min(dist_min, -pattern[i]); // Gap.
        }
        dist_min *= 0.5;
        dist_max *= 0.5;
        const twice_jumps_gcd = gcd(twice_jumps);
        // Starts and ends of dashes and gaps.
        const starts_and_ends = [0];
        for (let i = 0; i < n; i++)
            starts_and_ends.push(starts_and_ends[i] + pattern[i]);
        // Length of texture, webgl requires a power of 2.
        const ideal_ntex = 2 * len / twice_jumps_gcd;
        const length_pow_2 = is_pow_2(ideal_ntex);
        const ntex = length_pow_2 ? ideal_ntex : 128;
        // Distance between texture values.
        const dtex = 0.5 * twice_jumps_gcd * ideal_ntex / ntex;
        // xstart is the position along the texture of the first value, and offset
        // is the distance to the upstroke of the first dash.
        // When interpolating the texture each texel fills 1/ntex of the length of
        // the texture.  For a single dash the centre of the dash is 0.25 along
        // the texture, so the upstroke offset has to be determined from this.
        let xstart;
        if (length_pow_2) {
            xstart = 0.5 * pattern[0];
            if (dtex < xstart) {
                const n_dtex = Math.floor(xstart / dtex);
                xstart -= n_dtex * dtex;
            }
        }
        else {
            // Have lots of values so don't need to match middles of dashes/gaps.
            xstart = 0.0;
        }
        const offset = xstart - 0.5 * dtex;
        // Calculate values for texture.
        const dist = new Uint8Array(ntex);
        let dash_index = 0;
        for (let i = 0; i < ntex; i++) {
            const x = xstart + i * dtex; // Distance along texture.
            // Which dash are we in?
            if (x > starts_and_ends[dash_index + 1])
                dash_index++;
            const xsize = pattern[dash_index];
            const xmid = starts_and_ends[dash_index] + 0.5 * xsize;
            let dist_float = 0.5 * xsize - Math.abs(x - xmid);
            if (dash_index % 2 == 1)
                dist_float = -dist_float; // Change sign for gaps between dashes.
            dist[i] = Math.round(255 * (dist_float - dist_min) / (dist_max - dist_min));
        }
        // Create the 1D texture.
        const tex = this._regl.texture({
            shape: [ntex, 1, 1],
            data: dist,
            wrapS: "repeat",
            format: "alpha",
            type: "uint8",
            mag: "linear",
            min: "linear",
        });
        return [[len, offset, dist_min, dist_max], tex];
    }
    _get_key(pattern) {
        return pattern.join(",");
    }
    _get_or_create(pattern) {
        const key = this._get_key(pattern);
        let cached = this._map.get(key);
        if (cached == null) {
            const scale = gcd(pattern);
            if (scale > 1) {
                // Do not modify pattern in-place, create a new one.
                pattern = map(pattern, (n) => (n / scale));
                // Get the simple pattern that can be reused when scaled up.
                cached = this._get_or_create(pattern);
                // Store an entry for the requested pattern which is just the simple
                // pattern scaled-up.
                const [tex_info, tex, _simple_scale] = cached;
                cached = [tex_info, tex, scale];
                this._map.set(key, cached);
            }
            else {
                // Simple pattern with scale of 1.
                const [tex_info, tex] = this._create_texture(pattern);
                // Store the simple pattern.
                cached = [tex_info, tex, scale];
                this._map.set(key, cached);
            }
        }
        return cached;
    }
    get(pattern) {
        // Odd-length patterns are repeated to match canvas.
        if (pattern.length % 2 == 1)
            pattern = concat([pattern, pattern]);
        return this._get_or_create(pattern);
    }
}
DashCache.__name__ = "DashCache";
//# sourceMappingURL=dash_cache.js.map