import { ShaderFilter } from './ShaderFilter.js'
// vector field https://www.shadertoy.com/view/4s23DG
// isolines https://www.shadertoy.com/view/Ms2XWc
/**
* @typedef {Object} ShaderFilterColormap~Options
* Configuration options for colormap filter
* @property {number[]} [inDomain=[]] - Input value range [min, max] for mapping
* @property {number[]} [channelWeights=[1/3, 1/3, 1/3]] - RGB channel weights for grayscale conversion
* @property {number} [maxSteps=256] - Number of discrete steps in the colormap texture
*/
/**
*
* @extends ShaderFilter
* ShaderFilterColormap implements color mapping and visualization techniques.
* Maps input RGB values to a specified colormap using customizable transfer functions.
*
* Features:
* - Custom colormap support
* - Configurable input domain mapping
* - Channel-weighted grayscale conversion
* - Interpolated or discrete color mapping
* - Out-of-range color handling
* - GPU-accelerated processing
*
* Technical Implementation:
* - Uses 1D texture for colormap lookup
* - Supports linear and nearest-neighbor interpolation
* - Handles domain scaling and bias
* - Configurable channel weight mixing
* - WebGL 2.0+
*/
class ShaderFilterColormap extends ShaderFilter {
/**
* Creates a new colormap filter
* @param {ColorScale} colorscale - Colorscale object defining the mapping
* @param {ShaderFilterColormap~Options} [options] - Configuration options
* @param {number[]} [options.inDomain=[]] - Input domain range [min, max]
* @param {number[]} [options.channelWeights=[1/3, 1/3, 1/3]] - RGB channel weights
* @param {number} [options.maxSteps=256] - Colormap resolution
* @throws {Error} If inDomain is invalid (length !== 2 or min >= max)
*
* @example
* ```javascript
* // Create with custom domain and weights
* const filter = new ShaderFilterColormap(colorscale, {
* inDomain: [0, 100],
* channelWeights: [0.2126, 0.7152, 0.0722], // Perceptual weights
* maxSteps: 512
* });
* ```
*/
constructor(colorscale, options) {
super(options);
options = Object.assign({
inDomain: [],
channelWeights: [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0],
maxSteps: 256,
}, options);
Object.assign(this, options);
if (this.inDomain.length != 2 && this.inDomain[1] <= this.inDomain[0]) {
throw Error("inDomain bad format");
}
this.colorscale = colorscale;
if (this.inDomain.length == 0) this.inDomain = this.colorscale.rangeDomain();
const cscaleDomain = this.colorscale.rangeDomain();
const scale = (this.inDomain[1] - this.inDomain[0]) / (cscaleDomain[1] - cscaleDomain[0]);
const bias = (this.inDomain[0] - cscaleDomain[0]) / (cscaleDomain[1] - cscaleDomain[0]);
this.samplers = [{ name: `${this.samplerName('colormap')}` }];
this.uniforms[this.uniformName('channel_weigths')] = { type: 'vec3', needsUpdate: true, size: 3, value: this.channelWeights };
this.uniforms[this.uniformName('low_color')] = { type: 'vec4', needsUpdate: true, size: 4, value: this.colorscale.lowColor.value() };
this.uniforms[this.uniformName('high_color')] = { type: 'vec4', needsUpdate: true, size: 4, value: this.colorscale.highColor.value() };
this.uniforms[this.uniformName('scale')] = { type: 'float', needsUpdate: true, size: 1, value: scale };
this.uniforms[this.uniformName('bias')] = { type: 'float', needsUpdate: true, size: 1, value: bias };
}
/**
* Creates the colormap texture in WebGL.
* Samples colorscale at specified resolution,
* creates 1D RGBA texture, configures texture filtering,
* and associates texture with sampler.
*
* @param {WebGLRenderingContext} gl - WebGL context
* @returns {Promise<void>}
* @private
*/
async createTextures(gl) {
const colormap = this.colorscale.sample(this.maxSteps);
let textureFilter = gl.LINEAR;
if (this.colorscale.type == 'bar') {
textureFilter = gl.NEAREST;
}
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, textureFilter);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, textureFilter);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.maxSteps, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, colormap.buffer);
this.getSampler('colormap').tex = tex; // Link tex to sampler
}
/**
* Generates the GLSL function for colormap lookup.
*
* Processing steps:
* 1. Channel-weighted grayscale conversion
* 2. Domain scaling and bias
* 3. Out-of-range handling
* 4. Colormap texture lookup
*
* @param {WebGLRenderingContext} gl - WebGL context
* @returns {string} GLSL function definition
* @private
*/
fragDataSrc(gl) {
return `
vec4 ${this.functionName()}(vec4 col){
if(col.a == 0.0) return col;
float v = dot(col.rgb, ${this.uniformName('channel_weigths')});
float cv = v*${this.uniformName('scale')} + ${this.uniformName('bias')};
if(cv >= 1.0) return ${this.uniformName('high_color')};
if(cv <= 0.0) return ${this.uniformName('low_color')};
return texture(${this.samplerName('colormap')}, vec2(cv, 0.5));
}`;
}
}
export { ShaderFilterColormap }