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// Define variables for WebGL resources
var gl;
var program;
var positionLocation;
var texcoordLocation;
var positionBuffer;
var texcoordBuffer;
var texture;
var resolutionLocation;
var textureLocation; // Define texture location
function difftime(unix_timestamp){
let client_unix_time = new Date().getTime()/1000.0
var diff = client_unix_time - unix_timestamp
return diff.toFixed(3)
}
// Function to set rectangle geometry in buffer
function setRectangle(gl, x, y, width, height) {
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2]), gl.STATIC_DRAW);
}
// Function to setup WebGL resources
function setupWebGL(canvasId) {
// Get the WebGL context
var canvas = document.getElementById(canvasId);
gl = canvas.getContext("webgl");
if (!gl) {
return false; // WebGL not supported
}
// Setup GLSL program
program = webglUtils.createProgramFromScripts(gl, [
"vertex-shader-2d",
"fragment-shader-2d"
]);
// Lookup attribute and uniform locations
positionLocation = gl.getAttribLocation(program, "a_position");
texcoordLocation = gl.getAttribLocation(program, "a_texCoord");
resolutionLocation = gl.getUniformLocation(program, "u_resolution");
textureLocation = gl.getUniformLocation(program, "u_texture"); // Get texture location
// Create position buffer
positionBuffer = gl.createBuffer();
// Create texcoord buffer
texcoordBuffer = gl.createBuffer();
return true;
}
// Precompute texture data offline
var precomputedTextureData = [];
function typeArray(data, dtype) {
var typedArray = [];
var maxDataValue = 65535;
if (dtype === 'float32') {
typedArray = new Float32Array(data);
} else if (dtype === 'int32') {
typedArray = new Int32Array(data);
} else if (dtype === 'int16') {
typedArray = new Int16Array(data);
maxDataValue = 32767;
} else if (dtype === 'int8' || dtype === 'uint8') {
typedArray = new Uint8Array(data);
maxDataValue = 255;
} else if (dtype === 'uint16') {
typedArray = new Uint16Array(data);
} else {
console.error('Unsupported data type:', dtype);
return;
}
return typedArray
}
function precomputeTextureData(data, width, height, dtype, is_mask=false) {
var typedArray = typeArray(data, dtype);
var maxDataValue = 65535
if (is_mask) {
for (var i = 0; i < typedArray.length; i++) {
var value = typedArray[i];
precomputedTextureData.push(0,255,255, value * 0.8);
}
} else {
for (var i = 0; i < typedArray.length; i++) {
var value = typedArray[i];
var index = Math.round((value / maxDataValue) * (viridis.length - 1));
var rgb = viridis[index];
precomputedTextureData.push(rgb[0], rgb[1], rgb[2], 255);
}
}
}
// Upload precomputed texture data to GPU
function uploadTextureDataToGPU(width, height) {
// Create a texture
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var type = gl.UNSIGNED_BYTE;
var level = 0;
var internalFormat = gl.RGBA;
var border = 0;
var format = gl.RGBA;
var textureData = new Uint8Array(precomputedTextureData);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, format, type, textureData);
}
// Function to upload matrix data to texture
function uploadMatrixData(data, width, height, dtype, is_mask) {
precomputedTextureData = [];
precomputeTextureData(data, width, height, dtype, is_mask);
uploadTextureDataToGPU(width, height);
}
// Function to draw matrix with WebGL, scaling each value by a custom factor and starting coordinates
function drawMatrixWithWebGL(data, canvasId, scaleFactor=1, x0=0, y0=0, is_mask=false) {
// Check if WebGL resources need to be setup
if (!gl) {
if (!setupWebGL(canvasId)) {
console.error("WebGL not supported");
return;
}
}
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Use the shader program
gl.useProgram(program);
// Setup vertex position buffer with adjusted starting coordinates
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
setRectangle(gl, x0, y0, data.shape[0] * scaleFactor + x0, data.shape[1] * scaleFactor + y0);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// Setup texture coordinate buffer with scaled values
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texcoordLocation);
gl.vertexAttribPointer(texcoordLocation, 2, gl.FLOAT, false, 0, 0);
// Set the resolution uniform
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
// Upload matrix data to texture
uploadMatrixData(data.data, data.shape[0], data.shape[1], data.dtype, is_mask);
// Draw the rectangle with scaled dimensions
gl.drawArrays(gl.TRIANGLES, 0, 6);
}