Files
cellxgene/client/src/util/glHelpers.js
Bruce Martin eaae6df5e3 TS Revert (1) (#2402)
* revert all commits to before Typescript migration

* update compat workflow to match latest deps (#2335)

* update compat workflow to match latest deps

* attempt to debug

* attempt to debug

* remove debugging code

* typo

* update deps to match desktop (#2340)

* fix: don't run lint with `--fix` on push tests (#2273)

* fix: don't run lint with `--fix` on push tests

* npx

Co-authored-by: maniarathi <mani.arathi@gmail.com>
Co-authored-by: Madison Dunitz <madison.dunitz@chanzuckerberg.com>

* rename X_approx_distribution to X_approximate_distribution (#2337)

* Correctly handle non-finite numbers in heuristic determination of X distribution (#2342)

* handle non-finites explicitly

* improve and test edge case handling for distribution estimation

* revert debugging changes

* code readability

* clean up type inferencing (#2332)

* unit tests for 64 bit conversion

* clean up type handling

* type inference tests

* more type inference fixes

* use schema to determine user intent for data typing

* stop using deprecated API

* fbs type encoding test

* add missing test

* add more tests

* correctly infer X type for CXG adaptor

* lint

* fix typo

* ts migration

* cleanup from PR review

* lint

* PR review changes

* remove unused packages from client (#2359)

* remove unused packages from client

* add missing peer dep

* fix: disable FE auth testing on compatibility tests (#2377)

* update: release process (#2277)

Co-authored-by: maniarathi <mani.arathi@gmail.com>

* fix: remove spaces in param setup (#2380)

* delete deploy workflow (#2396)

* undo reformatting which now does not pass lint

* fix snapshots which changed due to npm dep changes

* add missing quoting to snapshot

* another snapshot typo fix

* TS Revert (2) - replay PR #2347 and #2354 (#2403)

* replay edits from PR 2347

* TS Revert (3) - replay edits in PR #2327 (#2404)

* replay edits in PR 2327

* TS Revert (4) - replay PR #2355 (#2405)

* replay edits in PR 2355

* add additional babel config

* reformat with new prettier config

Co-authored-by: Severiano Badajoz <sbadajoz@chanzuckerberg.com>
Co-authored-by: maniarathi <mani.arathi@gmail.com>
Co-authored-by: Madison Dunitz <madison.dunitz@chanzuckerberg.com>
2021-08-23 15:01:36 -07:00

88 lines
2.2 KiB
JavaScript

/*
Utility code for WebGL shaders
*/
/*
PointFlags:
Point flags are used in graph & scatter plots.
We want a bitmask-like flag structure, but due to webgl limitations
must emulate it with floats.
Supported flags are:
selected: the point is currently selected
highlight: the point is currently highlighted
background: the point is background information
*/
// for JS
export const flagSelected = 1;
export const flagBackground = 2;
export const flagHighlight = 4;
// for GLSL
export const glPointFlags = `
const float flagSelected = 1.;
const float flagBackground = 2.;
const float flagHighlight = 4.;
bool isLowBitSet(float f) {
f = mod(f, 2.);
return (f > 0.9 && f <= 1.1);
}
float shiftRightOne(float f) {
return floor(f / 2.);
}
void getFlags(in float flag,
out bool isBackground,
out bool isSelected,
out bool isHighlight) {
isSelected = isLowBitSet(flag);
flag = shiftRightOne(flag);
isBackground = isLowBitSet(flag);
flag = shiftRightOne(flag);
isHighlight = isLowBitSet(flag);
}
`;
/*
Point Size:
Calculate point size for scatter plot based upon pseudo density.
Current approach: linear scaling of point size, clamped to [1,10],
between two points that are based on empirical testing.
- 1M points on a 500x500 canvas: 1M/(500*500) -> 0.5
- 1000 points on a 1440x1440 canvas: 1000/(1440*1440) -> 5
The domain is pseudo density (numPoints / minViewportDimension^2)
The range is web gl point size.
*/
// configuration
const domain = [1000000 / (500 * 500), 1000 / (1440 * 1440)];
const range = [0.5, 5];
// derived from configuration
const scale = (range[1] - range[0]) / (domain[1] - domain[0]);
const offset = scale * -domain[0] + range[0];
export const glPointSize = `
float pointSize(float nPoints, float minViewportDimension, bool isSelected, bool isHighlight) {
float density = nPoints / (minViewportDimension * minViewportDimension);
float pointSize = (${scale.toFixed(4)}*density) + ${offset.toFixed(4)};
pointSize = clamp(pointSize,
${range[0].toFixed(4)},
${range[1].toFixed(4)});
if (isHighlight) return 2. * pointSize;
if (isSelected) return pointSize;
return pointSize / 3.;
}
`;