管道基础大数据平台系统开发-【前端】-新系統界面
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// Generated by CoffeeScript 1.8.0
(function() {
  var Framebuffer, Heights, Node, Shader, Texture, WebGLHeatmap, fragmentShaderBlit, nukeVendorPrefix, textureFloatShims, vertexShaderBlit,
    __indexOf = [].indexOf || function(item) { for (var i = 0, l = this.length; i < l; i++) { if (i in this && this[i] === item) return i; } return -1; };

  nukeVendorPrefix = function() {
    var getExtension, getSupportedExtensions, vendorRe, vendors;
    if (window.WebGLRenderingContext != null) {
      vendors = ['WEBKIT', 'MOZ', 'MS', 'O'];
      vendorRe = /^WEBKIT_(.*)|MOZ_(.*)|MS_(.*)|O_(.*)/;
      getExtension = WebGLRenderingContext.prototype.getExtension;
      WebGLRenderingContext.prototype.getExtension = function(name) {
        var extobj, match, vendor, _i, _len;
        match = name.match(vendorRe);
        if (match !== null) {
          name = match[1];
        }
        extobj = getExtension.call(this, name);
        if (extobj === null) {
          for (_i = 0, _len = vendors.length; _i < _len; _i++) {
            vendor = vendors[_i];
            extobj = getExtension.call(this, vendor + '_' + name);
            if (extobj !== null) {
              return extobj;
            }
          }
          return null;
        } else {
          return extobj;
        }
      };
      getSupportedExtensions = WebGLRenderingContext.prototype.getSupportedExtensions;
      return WebGLRenderingContext.prototype.getSupportedExtensions = function() {
        var extension, match, result, supported, _i, _len;
        supported = getSupportedExtensions.call(this);
        result = [];
        for (_i = 0, _len = supported.length; _i < _len; _i++) {
          extension = supported[_i];
          match = extension.match(vendorRe);
          if (match !== null) {
            extension = match[1];
          }
          if (__indexOf.call(result, extension) < 0) {
            result.push(extension);
          }
        }
        return result;
      };
    }
  };

  textureFloatShims = function() {
    var checkColorBuffer, checkFloatLinear, checkSupport, checkTexture, createSourceCanvas, getExtension, getSupportedExtensions, name, shimExtensions, shimLookup, unshimExtensions, unshimLookup, _i, _len;
    createSourceCanvas = function() {
      var canvas, ctx, imageData;
      canvas = document.createElement('canvas');
      canvas.width = 2;
      canvas.height = 2;
      ctx = canvas.getContext('2d');
      imageData = ctx.getImageData(0, 0, 2, 2);
      imageData.data.set(new Uint8ClampedArray([0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 255, 255, 255, 255]));
      ctx.putImageData(imageData, 0, 0);
      return canvas;
    };
    createSourceCanvas();
    checkFloatLinear = function(gl, sourceType) {
      var buffer, cleanup, fragmentShader, framebuffer, positionLoc, program, readBuffer, result, source, sourceCanvas, sourceLoc, target, vertexShader, vertices;
      program = gl.createProgram();
      vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.attachShader(program, vertexShader);
      gl.shaderSource(vertexShader, 'attribute vec2 position;\nvoid main(){\n    gl_Position = vec4(position, 0.0, 1.0);\n}');
      gl.compileShader(vertexShader);
      if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
        throw gl.getShaderInfoLog(vertexShader);
      }
      fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.attachShader(program, fragmentShader);
      gl.shaderSource(fragmentShader, 'uniform sampler2D source;\nvoid main(){\n    gl_FragColor = texture2D(source, vec2(1.0, 1.0));\n}');
      gl.compileShader(fragmentShader);
      if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
        throw gl.getShaderInfoLog(fragmentShader);
      }
      gl.linkProgram(program);
      if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        throw gl.getProgramInfoLog(program);
      }
      gl.useProgram(program);
      cleanup = function() {
        gl.deleteShader(fragmentShader);
        gl.deleteShader(vertexShader);
        gl.deleteProgram(program);
        gl.deleteBuffer(buffer);
        gl.deleteTexture(source);
        gl.deleteTexture(target);
        gl.deleteFramebuffer(framebuffer);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        gl.useProgram(null);
        gl.bindTexture(gl.TEXTURE_2D, null);
        return gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      };
      target = gl.createTexture();
      gl.bindTexture(gl.TEXTURE_2D, target);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      framebuffer = gl.createFramebuffer();
      gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target, 0);
      sourceCanvas = createSourceCanvas();
      source = gl.createTexture();
      gl.bindTexture(gl.TEXTURE_2D, source);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, sourceType, sourceCanvas);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      vertices = new Float32Array([1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1]);
      buffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
      gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
      positionLoc = gl.getAttribLocation(program, 'position');
      sourceLoc = gl.getUniformLocation(program, 'source');
      gl.enableVertexAttribArray(positionLoc);
      gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
      gl.uniform1i(sourceLoc, 0);
      gl.drawArrays(gl.TRIANGLES, 0, 6);
      readBuffer = new Uint8Array(4 * 4);
      gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, readBuffer);
      result = Math.abs(readBuffer[0] - 127) < 10;
      cleanup();
      return result;
    };
    checkTexture = function(gl, targetType) {
      var target;
      target = gl.createTexture();
      gl.bindTexture(gl.TEXTURE_2D, target);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, targetType, null);
      if (gl.getError() === 0) {
        gl.deleteTexture(target);
        return true;
      } else {
        gl.deleteTexture(target);
        return false;
      }
    };
    checkColorBuffer = function(gl, targetType) {
      var check, framebuffer, target;
      target = gl.createTexture();
      gl.bindTexture(gl.TEXTURE_2D, target);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, targetType, null);
      framebuffer = gl.createFramebuffer();
      gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target, 0);
      check = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
      gl.deleteTexture(target);
      gl.deleteFramebuffer(framebuffer);
      gl.bindTexture(gl.TEXTURE_2D, null);
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      if (check === gl.FRAMEBUFFER_COMPLETE) {
        return true;
      } else {
        return false;
      }
    };
    shimExtensions = [];
    shimLookup = {};
    unshimExtensions = [];
    checkSupport = function() {
      var canvas, extobj, gl, halfFloatExt, halfFloatTexturing, singleFloatExt, singleFloatTexturing;
      canvas = document.createElement('canvas');
      gl = null;
      try {
        gl = canvas.getContext('experimental-webgl');
        if (gl === null) {
          gl = canvas.getContext('webgl');
        }
      } catch (_error) {}
      if (gl != null) {
        singleFloatExt = gl.getExtension('OES_texture_float');
        if (singleFloatExt === null) {
          if (checkTexture(gl, gl.FLOAT)) {
            singleFloatTexturing = true;
            shimExtensions.push('OES_texture_float');
            shimLookup.OES_texture_float = {
              shim: true
            };
          } else {
            singleFloatTexturing = false;
            unshimExtensions.push('OES_texture_float');
          }
        } else {
          if (checkTexture(gl, gl.FLOAT)) {
            singleFloatTexturing = true;
            shimExtensions.push('OES_texture_float');
          } else {
            singleFloatTexturing = false;
            unshimExtensions.push('OES_texture_float');
          }
        }
        if (singleFloatTexturing) {
          extobj = gl.getExtension('WEBGL_color_buffer_float');
          if (extobj === null) {
            if (checkColorBuffer(gl, gl.FLOAT)) {
              shimExtensions.push('WEBGL_color_buffer_float');
              shimLookup.WEBGL_color_buffer_float = {
                shim: true,
                RGBA32F_EXT: 0x8814,
                RGB32F_EXT: 0x8815,
                FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: 0x8211,
                UNSIGNED_NORMALIZED_EXT: 0x8C17
              };
            } else {
              unshimExtensions.push('WEBGL_color_buffer_float');
            }
          } else {
            if (checkColorBuffer(gl, gl.FLOAT)) {
              shimExtensions.push('WEBGL_color_buffer_float');
            } else {
              unshimExtensions.push('WEBGL_color_buffer_float');
            }
          }
          extobj = gl.getExtension('OES_texture_float_linear');
          if (extobj === null) {
            if (checkFloatLinear(gl, gl.FLOAT)) {
              shimExtensions.push('OES_texture_float_linear');
              shimLookup.OES_texture_float_linear = {
                shim: true
              };
            } else {
              unshimExtensions.push('OES_texture_float_linear');
            }
          } else {
            if (checkFloatLinear(gl, gl.FLOAT)) {
              shimExtensions.push('OES_texture_float_linear');
            } else {
              unshimExtensions.push('OES_texture_float_linear');
            }
          }
        }
        halfFloatExt = gl.getExtension('OES_texture_half_float');
        if (halfFloatExt === null) {
          if (checkTexture(gl, 0x8D61)) {
            halfFloatTexturing = true;
            shimExtensions.push('OES_texture_half_float');
            halfFloatExt = shimLookup.OES_texture_half_float = {
              HALF_FLOAT_OES: 0x8D61,
              shim: true
            };
          } else {
            halfFloatTexturing = false;
            unshimExtensions.push('OES_texture_half_float');
          }
        } else {
          if (checkTexture(gl, halfFloatExt.HALF_FLOAT_OES)) {
            halfFloatTexturing = true;
            shimExtensions.push('OES_texture_half_float');
          } else {
            halfFloatTexturing = false;
            unshimExtensions.push('OES_texture_half_float');
          }
        }
        if (halfFloatTexturing) {
          extobj = gl.getExtension('EXT_color_buffer_half_float');
          if (extobj === null) {
            if (checkColorBuffer(gl, halfFloatExt.HALF_FLOAT_OES)) {
              shimExtensions.push('EXT_color_buffer_half_float');
              shimLookup.EXT_color_buffer_half_float = {
                shim: true,
                RGBA16F_EXT: 0x881A,
                RGB16F_EXT: 0x881B,
                FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: 0x8211,
                UNSIGNED_NORMALIZED_EXT: 0x8C17
              };
            } else {
              unshimExtensions.push('EXT_color_buffer_half_float');
            }
          } else {
            if (checkColorBuffer(gl, halfFloatExt.HALF_FLOAT_OES)) {
              shimExtensions.push('EXT_color_buffer_half_float');
            } else {
              unshimExtensions.push('EXT_color_buffer_half_float');
            }
          }
          extobj = gl.getExtension('OES_texture_half_float_linear');
          if (extobj === null) {
            if (checkFloatLinear(gl, halfFloatExt.HALF_FLOAT_OES)) {
              shimExtensions.push('OES_texture_half_float_linear');
              return shimLookup.OES_texture_half_float_linear = {
                shim: true
              };
            } else {
              return unshimExtensions.push('OES_texture_half_float_linear');
            }
          } else {
            if (checkFloatLinear(gl, halfFloatExt.HALF_FLOAT_OES)) {
              return shimExtensions.push('OES_texture_half_float_linear');
            } else {
              return unshimExtensions.push('OES_texture_half_float_linear');
            }
          }
        }
      }
    };
    if (window.WebGLRenderingContext != null) {
      checkSupport();
      unshimLookup = {};
      for (_i = 0, _len = unshimExtensions.length; _i < _len; _i++) {
        name = unshimExtensions[_i];
        unshimLookup[name] = true;
      }
      getExtension = WebGLRenderingContext.prototype.getExtension;
      WebGLRenderingContext.prototype.getExtension = function(name) {
        var extobj;
        extobj = shimLookup[name];
        if (extobj === void 0) {
          if (unshimLookup[name]) {
            return null;
          } else {
            return getExtension.call(this, name);
          }
        } else {
          return extobj;
        }
      };
      getSupportedExtensions = WebGLRenderingContext.prototype.getSupportedExtensions;
      WebGLRenderingContext.prototype.getSupportedExtensions = function() {
        var extension, result, supported, _j, _k, _len1, _len2;
        supported = getSupportedExtensions.call(this);
        result = [];
        for (_j = 0, _len1 = supported.length; _j < _len1; _j++) {
          extension = supported[_j];
          if (unshimLookup[extension] === void 0) {
            result.push(extension);
          }
        }
        for (_k = 0, _len2 = shimExtensions.length; _k < _len2; _k++) {
          extension = shimExtensions[_k];
          if (__indexOf.call(result, extension) < 0) {
            result.push(extension);
          }
        }
        return result;
      };
      return WebGLRenderingContext.prototype.getFloatExtension = function(spec) {
        var candidate, candidates, half, halfFramebuffer, halfLinear, halfTexture, i, importance, preference, result, single, singleFramebuffer, singleLinear, singleTexture, use, _j, _k, _l, _len1, _len2, _len3, _len4, _m, _ref, _ref1, _ref2;
        if (spec.prefer == null) {
          spec.prefer = ['half'];
        }
        if (spec.require == null) {
          spec.require = [];
        }
        if (spec.throws == null) {
          spec.throws = true;
        }
        singleTexture = this.getExtension('OES_texture_float');
        halfTexture = this.getExtension('OES_texture_half_float');
        singleFramebuffer = this.getExtension('WEBGL_color_buffer_float');
        halfFramebuffer = this.getExtension('EXT_color_buffer_half_float');
        singleLinear = this.getExtension('OES_texture_float_linear');
        halfLinear = this.getExtension('OES_texture_half_float_linear');
        single = {
          texture: singleTexture !== null,
          filterable: singleLinear !== null,
          renderable: singleFramebuffer !== null,
          score: 0,
          precision: 'single',
          half: false,
          single: true,
          type: this.FLOAT
        };
        half = {
          texture: halfTexture !== null,
          filterable: halfLinear !== null,
          renderable: halfFramebuffer !== null,
          score: 0,
          precision: 'half',
          half: true,
          single: false,
          type: (_ref = halfTexture != null ? halfTexture.HALF_FLOAT_OES : void 0) != null ? _ref : null
        };
        candidates = [];
        if (single.texture) {
          candidates.push(single);
        }
        if (half.texture) {
          candidates.push(half);
        }
        result = [];
        for (_j = 0, _len1 = candidates.length; _j < _len1; _j++) {
          candidate = candidates[_j];
          use = true;
          _ref1 = spec.require;
          for (_k = 0, _len2 = _ref1.length; _k < _len2; _k++) {
            name = _ref1[_k];
            if (candidate[name] === false) {
              use = false;
            }
          }
          if (use) {
            result.push(candidate);
          }
        }
        for (_l = 0, _len3 = result.length; _l < _len3; _l++) {
          candidate = result[_l];
          _ref2 = spec.prefer;
          for (i = _m = 0, _len4 = _ref2.length; _m < _len4; i = ++_m) {
            preference = _ref2[i];
            importance = Math.pow(2, spec.prefer.length - i - 1);
            if (candidate[preference]) {
              candidate.score += importance;
            }
          }
        }
        result.sort(function(a, b) {
          if (a.score === b.score) {
            return 0;
          } else if (a.score < b.score) {
            return 1;
          } else if (a.score > b.score) {
            return -1;
          }
        });
        if (result.length === 0) {
          if (spec.throws) {
            throw 'No floating point texture support that is ' + spec.require.join(', ');
          } else {
            return null;
          }
        } else {
          result = result[0];
          return {
            filterable: result.filterable,
            renderable: result.renderable,
            type: result.type,
            precision: result.precision
          };
        }
      };
    }
  };

  nukeVendorPrefix();

  textureFloatShims();

  Shader = (function() {
    function Shader(gl, _arg) {
      var fragment, vertex;
      this.gl = gl;
      vertex = _arg.vertex, fragment = _arg.fragment;
      this.program = this.gl.createProgram();
      this.vs = this.gl.createShader(this.gl.VERTEX_SHADER);
      this.fs = this.gl.createShader(this.gl.FRAGMENT_SHADER);
      this.gl.attachShader(this.program, this.vs);
      this.gl.attachShader(this.program, this.fs);
      this.compileShader(this.vs, vertex);
      this.compileShader(this.fs, fragment);
      this.link();
      this.value_cache = {};
      this.uniform_cache = {};
      this.attribCache = {};
    }

    Shader.prototype.attribLocation = function(name) {
      var location;
      location = this.attribCache[name];
      if (location === void 0) {
        location = this.attribCache[name] = this.gl.getAttribLocation(this.program, name);
      }
      return location;
    };

    Shader.prototype.compileShader = function(shader, source) {
      this.gl.shaderSource(shader, source);
      this.gl.compileShader(shader);
      if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
        throw "Shader Compile Error: " + (this.gl.getShaderInfoLog(shader));
      }
    };

    Shader.prototype.link = function() {
      this.gl.linkProgram(this.program);
      if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
        throw "Shader Link Error: " + (this.gl.getProgramInfoLog(this.program));
      }
    };

    Shader.prototype.use = function() {
      this.gl.useProgram(this.program);
      return this;
    };

    Shader.prototype.uniformLoc = function(name) {
      var location;
      location = this.uniform_cache[name];
      if (location === void 0) {
        location = this.uniform_cache[name] = this.gl.getUniformLocation(this.program, name);
      }
      return location;
    };

    Shader.prototype.int = function(name, value) {
      var cached, loc;
      cached = this.value_cache[name];
      if (cached !== value) {
        this.value_cache[name] = value;
        loc = this.uniformLoc(name);
        if (loc) {
          this.gl.uniform1i(loc, value);
        }
      }
      return this;
    };

    Shader.prototype.vec2 = function(name, a, b) {
      var loc;
      loc = this.uniformLoc(name);
      if (loc) {
        this.gl.uniform2f(loc, a, b);
      }
      return this;
    };

    Shader.prototype.float = function(name, value) {
      var cached, loc;
      cached = this.value_cache[name];
      if (cached !== value) {
        this.value_cache[name] = value;
        loc = this.uniformLoc(name);
        if (loc) {
          this.gl.uniform1f(loc, value);
        }
      }
      return this;
    };

    return Shader;

  })();

  Framebuffer = (function() {
    function Framebuffer(gl) {
      this.gl = gl;
      this.buffer = this.gl.createFramebuffer();
    }

    Framebuffer.prototype.destroy = function() {
      return this.gl.deleteFRamebuffer(this.buffer);
    };

    Framebuffer.prototype.bind = function() {
      this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.buffer);
      return this;
    };

    Framebuffer.prototype.unbind = function() {
      this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
      return this;
    };

    Framebuffer.prototype.check = function() {
      var result;
      result = this.gl.checkFramebufferStatus(this.gl.FRAMEBUFFER);
      switch (result) {
        case this.gl.FRAMEBUFFER_UNSUPPORTED:
          throw 'Framebuffer is unsupported';
          break;
        case this.gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
          throw 'Framebuffer incomplete attachment';
          break;
        case this.gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
          throw 'Framebuffer incomplete dimensions';
          break;
        case this.gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
          throw 'Framebuffer incomplete missing attachment';
      }
      return this;
    };

    Framebuffer.prototype.color = function(texture) {
      this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, texture.target, texture.handle, 0);
      this.check();
      return this;
    };

    Framebuffer.prototype.depth = function(buffer) {
      this.gl.framebufferRenderbuffer(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.RENDERBUFFER, buffer.id);
      this.check();
      return this;
    };

    Framebuffer.prototype.destroy = function() {
      return this.gl.deleteFramebuffer(this.buffer);
    };

    return Framebuffer;

  })();

  Texture = (function() {
    function Texture(gl, params) {
      var _ref, _ref1;
      this.gl = gl;
      if (params == null) {
        params = {};
      }
      this.channels = this.gl[((_ref = params.channels) != null ? _ref : 'rgba').toUpperCase()];
      if (typeof params.type === 'number') {
        this.type = params.type;
      } else {
        this.type = this.gl[((_ref1 = params.type) != null ? _ref1 : 'unsigned_byte').toUpperCase()];
      }
      switch (this.channels) {
        case this.gl.RGBA:
          this.chancount = 4;
          break;
        case this.gl.RGB:
          this.chancount = 3;
          break;
        case this.gl.LUMINANCE_ALPHA:
          this.chancount = 2;
          break;
        default:
          this.chancount = 1;
      }
      this.target = this.gl.TEXTURE_2D;
      this.handle = this.gl.createTexture();
    }

    Texture.prototype.destroy = function() {
      return this.gl.deleteTexture(this.handle);
    };

    Texture.prototype.bind = function(unit) {
      if (unit == null) {
        unit = 0;
      }
      if (unit > 15) {
        throw 'Texture unit too large: ' + unit;
      }
      this.gl.activeTexture(this.gl.TEXTURE0 + unit);
      this.gl.bindTexture(this.target, this.handle);
      return this;
    };

    Texture.prototype.setSize = function(width, height) {
      this.width = width;
      this.height = height;
      this.gl.texImage2D(this.target, 0, this.channels, this.width, this.height, 0, this.channels, this.type, null);
      return this;
    };

    Texture.prototype.upload = function(data) {
      this.width = data.width;
      this.height = data.height;
      this.gl.texImage2D(this.target, 0, this.channels, this.channels, this.type, data);
      return this;
    };

    Texture.prototype.linear = function() {
      this.gl.texParameteri(this.target, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
      this.gl.texParameteri(this.target, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
      return this;
    };

    Texture.prototype.nearest = function() {
      this.gl.texParameteri(this.target, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
      this.gl.texParameteri(this.target, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
      return this;
    };

    Texture.prototype.clampToEdge = function() {
      this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
      this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
      return this;
    };

    Texture.prototype.repeat = function() {
      this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_S, this.gl.REPEAT);
      this.gl.texParameteri(this.target, this.gl.TEXTURE_WRAP_T, this.gl.REPEAT);
      return this;
    };

    return Texture;

  })();

  Node = (function() {
    function Node(gl, width, height) {
      var floatExt;
      this.gl = gl;
      this.width = width;
      this.height = height;
      floatExt = this.gl.getFloatExtension({
        require: ['renderable']
      });
      this.texture = new Texture(this.gl, {
        type: floatExt.type
      }).bind(0).setSize(this.width, this.height).nearest().clampToEdge();
      this.fbo = new Framebuffer(this.gl).bind().color(this.texture).unbind();
    }

    Node.prototype.use = function() {
      return this.fbo.bind();
    };

    Node.prototype.bind = function(unit) {
      return this.texture.bind(unit);
    };

    Node.prototype.end = function() {
      return this.fbo.unbind();
    };

    Node.prototype.resize = function(width, height) {
      this.width = width;
      this.height = height;
      return this.texture.bind(0).setSize(this.width, this.height);
    };

    return Node;

  })();

  vertexShaderBlit = 'attribute vec4 position;\nvarying vec2 texcoord;\nvoid main(){\n    texcoord = position.xy*0.5+0.5;\n    gl_Position = position;\n}';

  fragmentShaderBlit = '#ifdef GL_FRAGMENT_PRECISION_HIGH\n    precision highp int;\n    precision highp float;\n#else\n    precision mediump int;\n    precision mediump float;\n#endif\nuniform sampler2D source;\nvarying vec2 texcoord;';

  Heights = (function() {
    function Heights(heatmap, gl, width, height) {
      var i, _i, _ref;
      this.heatmap = heatmap;
      this.gl = gl;
      this.width = width;
      this.height = height;
      this.shader = new Shader(this.gl, {
        vertex: 'attribute vec4 position, intensity;\nvarying vec2 off, dim;\nvarying float vIntensity;\nuniform vec2 viewport;\n\nvoid main(){\n    dim = abs(position.zw);\n    off = position.zw;\n    vec2 pos = position.xy + position.zw;\n    vIntensity = intensity.x;\n    gl_Position = vec4((pos/viewport)*2.0-1.0, 0.0, 1.0);\n}',
        fragment: '#ifdef GL_FRAGMENT_PRECISION_HIGH\n    precision highp int;\n    precision highp float;\n#else\n    precision mediump int;\n    precision mediump float;\n#endif\nvarying vec2 off, dim;\nvarying float vIntensity;\nvoid main(){\n    float falloff = (1.0 - smoothstep(0.0, 1.0, length(off/dim)));\n    float intensity = falloff*vIntensity;\n    gl_FragColor = vec4(intensity);\n}'
      });
      this.clampShader = new Shader(this.gl, {
        vertex: vertexShaderBlit,
        fragment: fragmentShaderBlit + 'uniform float low, high;\nvoid main(){\n    gl_FragColor = vec4(clamp(texture2D(source, texcoord).rgb, low, high), 1.0);\n}'
      });
      this.multiplyShader = new Shader(this.gl, {
        vertex: vertexShaderBlit,
        fragment: fragmentShaderBlit + 'uniform float value;\nvoid main(){\n    gl_FragColor = vec4(texture2D(source, texcoord).rgb*value, 1.0);\n}'
      });
      this.blurShader = new Shader(this.gl, {
        vertex: vertexShaderBlit,
        fragment: fragmentShaderBlit + 'uniform vec2 viewport;\nvoid main(){\n    vec4 result = vec4(0.0);\n    for(int x=-1; x<=1; x++){\n        for(int y=-1; y<=1; y++){\n            vec2 off = vec2(x,y)/viewport;\n            //float factor = 1.0 - smoothstep(0.0, 1.5, length(off));\n            float factor = 1.0;\n            result += vec4(texture2D(source, texcoord+off).rgb*factor, factor);\n        }\n    }\n    gl_FragColor = vec4(result.rgb/result.w, 1.0);\n}'
      });
      this.nodeBack = new Node(this.gl, this.width, this.height);
      this.nodeFront = new Node(this.gl, this.width, this.height);
      this.vertexBuffer = this.gl.createBuffer();
      this.vertexSize = 8;
      this.maxPointCount = 1024 * 10;
      this.vertexBufferData = new Float32Array(this.maxPointCount * this.vertexSize * 6);
      this.vertexBufferViews = [];
      for (i = _i = 0, _ref = this.maxPointCount; 0 <= _ref ? _i < _ref : _i > _ref; i = 0 <= _ref ? ++_i : --_i) {
        this.vertexBufferViews.push(new Float32Array(this.vertexBufferData.buffer, 0, i * this.vertexSize * 6));
      }
      this.bufferIndex = 0;
      this.pointCount = 0;
    }

    Heights.prototype.resize = function(width, height) {
      this.width = width;
      this.height = height;
      this.nodeBack.resize(this.width, this.height);
      return this.nodeFront.resize(this.width, this.height);
    };

    Heights.prototype.update = function() {
      var intensityLoc, positionLoc;
      if (this.pointCount > 0) {
        this.gl.enable(this.gl.BLEND);
        this.nodeFront.use();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
        this.gl.bufferData(this.gl.ARRAY_BUFFER, this.vertexBufferViews[this.pointCount], this.gl.STREAM_DRAW);
        positionLoc = this.shader.attribLocation('position');
        intensityLoc = this.shader.attribLocation('intensity');
        this.gl.enableVertexAttribArray(1);
        this.gl.vertexAttribPointer(positionLoc, 4, this.gl.FLOAT, false, 8 * 4, 0 * 4);
        this.gl.vertexAttribPointer(intensityLoc, 4, this.gl.FLOAT, false, 8 * 4, 4 * 4);
        this.shader.use().vec2('viewport', this.width, this.height);
        this.gl.drawArrays(this.gl.TRIANGLES, 0, this.pointCount * 6);
        this.gl.disableVertexAttribArray(1);
        this.pointCount = 0;
        this.bufferIndex = 0;
        this.nodeFront.end();
        return this.gl.disable(this.gl.BLEND);
      }
    };

    Heights.prototype.clear = function() {
      this.nodeFront.use();
      this.gl.clearColor(0, 0, 0, 1);
      this.gl.clear(this.gl.COLOR_BUFFER_BIT);
      return this.nodeFront.end();
    };

    Heights.prototype.clamp = function(min, max) {
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
      this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
      this.nodeFront.bind(0);
      this.nodeBack.use();
      this.clampShader.use().int('source', 0).float('low', min).float('high', max);
      this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
      this.nodeBack.end();
      return this.swap();
    };

    Heights.prototype.multiply = function(value) {
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
      this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
      this.nodeFront.bind(0);
      this.nodeBack.use();
      this.multiplyShader.use().int('source', 0).float('value', value);
      this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
      this.nodeBack.end();
      return this.swap();
    };

    Heights.prototype.blur = function() {
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.heatmap.quad);
      this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
      this.nodeFront.bind(0);
      this.nodeBack.use();
      this.blurShader.use().int('source', 0).vec2('viewport', this.width, this.height);
      this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
      this.nodeBack.end();
      return this.swap();
    };

    Heights.prototype.swap = function() {
      var tmp;
      tmp = this.nodeFront;
      this.nodeFront = this.nodeBack;
      return this.nodeBack = tmp;
    };

    Heights.prototype.addVertex = function(x, y, xs, ys, intensity) {
      this.vertexBufferData[this.bufferIndex++] = x;
      this.vertexBufferData[this.bufferIndex++] = y;
      this.vertexBufferData[this.bufferIndex++] = xs;
      this.vertexBufferData[this.bufferIndex++] = ys;
      this.vertexBufferData[this.bufferIndex++] = intensity;
      this.vertexBufferData[this.bufferIndex++] = intensity;
      this.vertexBufferData[this.bufferIndex++] = intensity;
      return this.vertexBufferData[this.bufferIndex++] = intensity;
    };

    Heights.prototype.addPoint = function(x, y, size, intensity) {
      var s;
      if (size == null) {
        size = 50;
      }
      if (intensity == null) {
        intensity = 0.2;
      }
      if (this.pointCount >= this.maxPointCount - 1) {
        this.update();
      }
      y = this.height - y;
      s = size / 2;
      this.addVertex(x, y, -s, -s, intensity);
      this.addVertex(x, y, +s, -s, intensity);
      this.addVertex(x, y, -s, +s, intensity);
      this.addVertex(x, y, -s, +s, intensity);
      this.addVertex(x, y, +s, -s, intensity);
      this.addVertex(x, y, +s, +s, intensity);
      return this.pointCount += 1;
    };

    return Heights;

  })();

  WebGLHeatmap = (function() {
    function WebGLHeatmap(_arg) {
      var alphaEnd, alphaRange, alphaStart, error, getColorFun, gradientTexture, image, intensityToAlpha, output, quad, textureGradient, _ref, _ref1;
      _ref = _arg != null ? _arg : {}, this.canvas = _ref.canvas, this.width = _ref.width, this.height = _ref.height, intensityToAlpha = _ref.intensityToAlpha, gradientTexture = _ref.gradientTexture, alphaRange = _ref.alphaRange;
      if (!this.canvas) {
        this.canvas = document.createElement('canvas');
      }
      try {
        this.gl = this.canvas.getContext('experimental-webgl', {
          depth: false,
          antialias: false
        });
        if (this.gl === null) {
          this.gl = this.canvas.getContext('webgl', {
            depth: false,
            antialias: false
          });
          if (this.gl === null) {
            throw 'WebGL not supported';
          }
        }
      } catch (_error) {
        error = _error;
        throw 'WebGL not supported';
      }
      if (window.WebGLDebugUtils != null) {
        console.log('debugging mode');
        this.gl = WebGLDebugUtils.makeDebugContext(this.gl, function(err, funcName, args) {
          throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to: " + funcName;
        });
      }
      this.gl.enableVertexAttribArray(0);
      this.gl.blendFunc(this.gl.ONE, this.gl.ONE);
      if (gradientTexture) {
        textureGradient = this.gradientTexture = new Texture(this.gl, {
          channels: 'rgba'
        }).bind(0).setSize(2, 2).nearest().clampToEdge();
        if (typeof gradientTexture === 'string') {
          image = new Image();
          image.onload = function() {
            return textureGradient.bind().upload(image);
          };
          image.src = gradientTexture;
        } else {
          if (gradientTexture.width > 0 && gradientTexture.height > 0) {
            textureGradient.upload(gradientTexture);
          } else {
            gradientTexture.onload = function() {
              return textureGradient.upload(gradientTexture);
            };
          }
        }
        getColorFun = 'uniform sampler2D gradientTexture;\nvec3 getColor(float intensity){\n    return texture2D(gradientTexture, vec2(intensity, 0.0)).rgb;\n}';
      } else {
        textureGradient = null;
        getColorFun = 'vec3 getColor(float intensity){\n    vec3 blue = vec3(0.0, 0.0, 1.0);\n    vec3 cyan = vec3(0.0, 1.0, 1.0);\n    vec3 green = vec3(0.0, 1.0, 0.0);\n    vec3 yellow = vec3(1.0, 1.0, 0.0);\n    vec3 red = vec3(1.0, 0.0, 0.0);\n\n    vec3 color = (\n        fade(-0.25, 0.25, intensity)*blue +\n        fade(0.0, 0.5, intensity)*cyan +\n        fade(0.25, 0.75, intensity)*green +\n        fade(0.5, 1.0, intensity)*yellow +\n        smoothstep(0.75, 1.0, intensity)*red\n    );\n    return color;\n}';
      }
      if (intensityToAlpha == null) {
        intensityToAlpha = true;
      }
      if (intensityToAlpha) {
        _ref1 = alphaRange != null ? alphaRange : [0, 1], alphaStart = _ref1[0], alphaEnd = _ref1[1];
        output = "vec4 alphaFun(vec3 color, float intensity){\n    float alpha = smoothstep(" + (alphaStart.toFixed(8)) + ", " + (alphaEnd.toFixed(8)) + ", intensity);\n    return vec4(color*alpha, alpha);\n}";
      } else {
        output = 'vec4 alphaFun(vec3 color, float intensity){\n    return vec4(color, 1.0);\n}';
      }
      this.shader = new Shader(this.gl, {
        vertex: vertexShaderBlit,
        fragment: fragmentShaderBlit + ("float linstep(float low, float high, float value){\n    return clamp((value-low)/(high-low), 0.0, 1.0);\n}\n\nfloat fade(float low, float high, float value){\n    float mid = (low+high)*0.5;\n    float range = (high-low)*0.5;\n    float x = 1.0 - clamp(abs(mid-value)/range, 0.0, 1.0);\n    return smoothstep(0.0, 1.0, x);\n}\n\n" + getColorFun + "\n" + output + "\n\nvoid main(){\n    float intensity = smoothstep(0.0, 1.0, texture2D(source, texcoord).r);\n    vec3 color = getColor(intensity);\n    gl_FragColor = alphaFun(color, intensity);\n}")
      });
      if (this.width == null) {
        this.width = this.canvas.offsetWidth || 2;
      }
      if (this.height == null) {
        this.height = this.canvas.offsetHeight || 2;
      }
      this.canvas.width = this.width;
      this.canvas.height = this.height;
      this.gl.viewport(0, 0, this.width, this.height);
      this.quad = this.gl.createBuffer();
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quad);
      quad = new Float32Array([-1, -1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, 1, 0, 1, 1, -1, 0, 1, 1, 1, 0, 1]);
      this.gl.bufferData(this.gl.ARRAY_BUFFER, quad, this.gl.STATIC_DRAW);
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
      this.heights = new Heights(this, this.gl, this.width, this.height);
    }

    WebGLHeatmap.prototype.adjustSize = function() {
      var canvasHeight, canvasWidth;
      canvasWidth = this.canvas.offsetWidth || 2;
      canvasHeight = this.canvas.offsetHeight || 2;
      if (this.width !== canvasWidth || this.height !== canvasHeight) {
        this.gl.viewport(0, 0, canvasWidth, canvasHeight);
        this.canvas.width = canvasWidth;
        this.canvas.height = canvasHeight;
        this.width = canvasWidth;
        this.height = canvasHeight;
        return this.heights.resize(this.width, this.height);
      }
    };

    WebGLHeatmap.prototype.display = function() {
      this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quad);
      this.gl.vertexAttribPointer(0, 4, this.gl.FLOAT, false, 0, 0);
      this.heights.nodeFront.bind(0);
      if (this.gradientTexture) {
        this.gradientTexture.bind(1);
      }
      this.shader.use().int('source', 0).int('gradientTexture', 1);
      return this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
    };

    WebGLHeatmap.prototype.update = function() {
      return this.heights.update();
    };

    WebGLHeatmap.prototype.clear = function() {
      return this.heights.clear();
    };

    WebGLHeatmap.prototype.clamp = function(min, max) {
      if (min == null) {
        min = 0;
      }
      if (max == null) {
        max = 1;
      }
      return this.heights.clamp(min, max);
    };

    WebGLHeatmap.prototype.multiply = function(value) {
      if (value == null) {
        value = 0.95;
      }
      return this.heights.multiply(value);
    };

    WebGLHeatmap.prototype.blur = function() {
      return this.heights.blur();
    };

    WebGLHeatmap.prototype.addPoint = function(x, y, size, intensity) {
      return this.heights.addPoint(x, y, size, intensity);
    };

    WebGLHeatmap.prototype.addPoints = function(items) {
      var item, _i, _len, _results;
      _results = [];
      for (_i = 0, _len = items.length; _i < _len; _i++) {
        item = items[_i];
        _results.push(this.addPoint(item.x, item.y, item.size, item.intensity));
      }
      return _results;
    };

    return WebGLHeatmap;

  })();

  window.createWebGLHeatmap = function(params) {
    return new WebGLHeatmap(params);
  };

}).call(this);