StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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225 lines
9.8 KiB
225 lines
9.8 KiB
"use strict";
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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Object.defineProperty(exports, "__esModule", { value: true });
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var glsl_1 = require("../glsl/glsl");
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var stardust_core_1 = require("stardust-core");
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var stardust_core_2 = require("stardust-core");
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var GenerateMode;
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(function (GenerateMode) {
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GenerateMode[GenerateMode["NORMAL"] = 0] = "NORMAL";
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GenerateMode[GenerateMode["PICK"] = 1] = "PICK";
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})(GenerateMode = exports.GenerateMode || (exports.GenerateMode = {}));
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var ViewType;
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(function (ViewType) {
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ViewType[ViewType["VIEW_2D"] = 0] = "VIEW_2D";
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ViewType[ViewType["VIEW_3D"] = 1] = "VIEW_3D";
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})(ViewType = exports.ViewType || (exports.ViewType = {}));
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var GLSLGeometryShaderGenerator = /** @class */ (function (_super) {
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__extends(GLSLGeometryShaderGenerator, _super);
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function GLSLGeometryShaderGenerator(parent) {
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var _this = _super.call(this) || this;
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_this._parent = parent;
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return _this;
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}
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GLSLGeometryShaderGenerator.prototype.addEmitStatement = function (sEmit) {
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for (var name_1 in sEmit.attributes) {
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this.addLine(this._parent._goutMapping.get(name_1) + " = " + this.generateExpression(sEmit.attributes[name_1]) + ";");
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}
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var position = this._parent._goutMapping.get("position");
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switch (this._parent._spec.output["position"].type) {
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case "Vector2":
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{
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this.addLine("gl_Position = s3_render_vertex(vec3(" + position + ", 0.0));");
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}
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break;
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case "Vector3":
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{
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this.addLine("gl_Position = s3_render_vertex(" + position + ");");
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}
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break;
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case "Vector4":
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{
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this.addLine("gl_Position = s3_render_vertex(" + position + ".xyz);");
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}
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break;
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}
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this.addLine("EmitVertex();");
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this.addLine("s3_emit_count += 1;");
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this.addLine("if(s3_emit_count % 3 == 0) EndPrimitive();");
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};
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return GLSLGeometryShaderGenerator;
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}(glsl_1.ShaderGenerator));
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exports.GLSLGeometryShaderGenerator = GLSLGeometryShaderGenerator;
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var GLSLFragmentShaderGenerator = /** @class */ (function (_super) {
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__extends(GLSLFragmentShaderGenerator, _super);
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function GLSLFragmentShaderGenerator(parent) {
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var _this = _super.call(this) || this;
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_this._parent = parent;
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return _this;
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}
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GLSLFragmentShaderGenerator.prototype.addEmitStatement = function (sEmit) {
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this.addLine(this._parent._fragmentOutputName + " = " + this.generateExpression(sEmit.attributes["color"]) + ";");
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};
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return GLSLFragmentShaderGenerator;
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}(glsl_1.ShaderGenerator));
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exports.GLSLFragmentShaderGenerator = GLSLFragmentShaderGenerator;
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var Generator = /** @class */ (function (_super) {
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__extends(Generator, _super);
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function Generator(prefixCode, spec, shader, asUniform) {
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var _this = _super.call(this, spec, shader, asUniform) || this;
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_this._vertex = new glsl_1.ShaderGenerator();
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_this._geometry = new GLSLGeometryShaderGenerator(_this);
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_this._fragment = new GLSLFragmentShaderGenerator(_this);
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_this._geometry.addAdditionalCode(prefixCode);
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_this.compile();
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return _this;
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}
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Generator.prototype.compile = function () {
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var _this = this;
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var spec = this._spec;
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var shader = this._shader;
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var asUniform = this._asUniform;
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this._voutMapping = new stardust_core_1.Dictionary();
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this._goutMapping = new stardust_core_1.Dictionary();
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this._vertex.addLine("#version 330");
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this._geometry.addLine("#version 330");
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this._fragment.addLine("#version 330");
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this._geometry.addLine("layout(points) in;");
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var maxVertices = stardust_core_2.flattenEmits(spec).count;
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this._geometry.addLine("layout(triangle_strip, max_vertices = " + maxVertices + ") out;");
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// Input attributes
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for (var name_2 in spec.input) {
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if (spec.input.hasOwnProperty(name_2)) {
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if (asUniform(name_2)) {
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this._geometry.addDeclaration(name_2, spec.input[name_2].type, "uniform");
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}
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else {
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this._vertex.addDeclaration(name_2, spec.input[name_2].type, "in");
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var vname = this.getUnusedName(name_2);
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this._voutMapping.set(name_2, vname);
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this._vertex.addDeclaration(vname, spec.input[name_2].type, "out");
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this._geometry.addArrayDeclaration(vname, spec.input[name_2].type, 1, "in");
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}
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}
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}
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// Output attributes
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for (var name_3 in spec.output) {
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if (spec.output.hasOwnProperty(name_3)) {
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var oname = this.getUnusedName(name_3);
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this._goutMapping.set(name_3, oname);
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this._geometry.addDeclaration(oname, spec.output[name_3].type, "out");
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}
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}
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// Fragment shader inputs
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var fragment_passthrus = []; // gname, input_name
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for (var name_4 in shader.input) {
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if (shader.input.hasOwnProperty(name_4)) {
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if (this.fragmentPassthru(name_4)) {
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var gname = this.getUnusedName(name_4);
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fragment_passthrus.push([gname, name_4]);
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this._geometry.addDeclaration(gname, shader.input[name_4].type, "out");
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this._fragment.addDeclaration(gname, shader.input[name_4].type, "in");
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}
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else {
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var gname = this._goutMapping.get(name_4);
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this._fragment.addDeclaration(gname, shader.input[name_4].type, "in");
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}
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}
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}
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this._geometry.addAdditionalCode("\n vec4 s3_render_vertex(vec3 p) {\n return omni_render(omni_transform(p));\n }\n ");
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this._geometry.addLine("@additionalCode");
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// The vertex shader.
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this._vertex.addLine("void main() {");
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this._vertex.indent();
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for (var name_5 in spec.input) {
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if (spec.input.hasOwnProperty(name_5)) {
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if (!asUniform(name_5)) {
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this._vertex.addLine(this._voutMapping.get(name_5) + " = " + name_5 + ";");
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}
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}
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}
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this._vertex.unindent();
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this._vertex.addLine("}");
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// The geometry shader.
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this._geometry.addLine("void main() {");
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this._geometry.indent();
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this._geometry.addLine("int s3_emit_count = 0;");
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for (var name_6 in spec.input) {
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if (spec.input.hasOwnProperty(name_6)) {
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if (!asUniform(name_6)) {
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this._geometry.addDeclaration(name_6, spec.input[name_6].type);
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this._geometry.addLine(name_6 + " = " + this._voutMapping.get(name_6) + "[0];");
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}
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}
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}
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// Define arguments.
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for (var name_7 in spec.variables) {
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if (spec.variables.hasOwnProperty(name_7)) {
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var type = spec.variables[name_7];
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this._geometry.addDeclaration(name_7, type);
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}
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}
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fragment_passthrus.forEach(function (_a) {
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var gname = _a[0], name = _a[1];
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_this._geometry.addLine(gname + " = " + name + ";");
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});
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this._geometry.addStatements(spec.statements);
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this._geometry.unindent();
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this._geometry.addLine("}");
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// The fragment shader
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this._fragmentOutputName = this.getUnusedName("fragmentColor");
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this._fragment.addLine("layout(location = 0) out vec4 " + this._fragmentOutputName + ";");
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this._fragment.addLine("void main() {");
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this._fragment.indent();
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var _loop_1 = function (name_8) {
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if (shader.input.hasOwnProperty(name_8)) {
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if (this_1.fragmentPassthru(name_8)) {
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fragment_passthrus.forEach(function (_a) {
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var gname = _a[0], vname = _a[1];
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if (vname == name_8) {
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_this._fragment.addLine(name_8 + " = " + gname + ";");
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}
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});
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}
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else {
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this_1._fragment.addDeclaration(name_8, shader.input[name_8].type);
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this_1._fragment.addLine(name_8 + " = " + this_1._goutMapping.get(name_8) + ";");
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}
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}
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};
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var this_1 = this;
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for (var name_8 in shader.input) {
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_loop_1(name_8);
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}
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for (var name_9 in shader.variables) {
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if (shader.variables.hasOwnProperty(name_9)) {
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var type = shader.variables[name_9];
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this._fragment.addDeclaration(name_9, type);
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}
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}
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this._fragment.addStatements(shader.statements);
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this._fragment.unindent();
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this._fragment.addLine("}");
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};
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Generator.prototype.getVertexCode = function () {
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return this._vertex.getCode();
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};
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Generator.prototype.getGeometryCode = function () {
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return this._geometry.getCode();
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};
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Generator.prototype.getFragmentCode = function () {
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return this._fragment.getCode();
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};
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return Generator;
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}(glsl_1.ProgramGenerator));
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exports.Generator = Generator;
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//# sourceMappingURL=generator.js.map
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