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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130 lines
3.2 KiB
130 lines
3.2 KiB
'use strict'
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var now = require('right-now')
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var bunny = require('bunny')
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var perspective = require('gl-mat4/perspective')
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var fit = require('canvas-fit')
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var createContext = require('gl-context')
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var createAxes = require('gl-axes')
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var createMesh = require('gl-simplicial-complex')
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var createCamera = require('../turntable')
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//Set up WebGL
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var canvas = document.createElement('canvas')
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document.body.appendChild(canvas)
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window.addEventListener('resize', fit(canvas), false)
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var gl = createContext(canvas, {}, render)
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var controlDiv = document.createElement('div')
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controlDiv.style.position = 'absolute'
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controlDiv.style['z-index'] = 10
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controlDiv.style.left = '10px'
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controlDiv.style.top = '10px'
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document.body.appendChild(controlDiv)
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var delayControl = document.createElement('input')
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delayControl.type = 'range'
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delayControl.min = 0
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delayControl.max = 200
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delayControl.value = 30
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controlDiv.appendChild(delayControl)
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var tareButton = document.createElement('input')
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tareButton.type = 'submit'
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tareButton.value = 'Roll'
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controlDiv.appendChild(tareButton)
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var lookAtButton = document.createElement('input')
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lookAtButton.type = 'submit'
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lookAtButton.value = 'Reset'
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controlDiv.appendChild(lookAtButton)
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//Create objects for rendering
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var bounds = [[-10,-10,-10], [10,10,10]]
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var mesh = createMesh(gl, {
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cells: bunny.cells,
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positions: bunny.positions,
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colormap: 'jet'
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})
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var axes = createAxes(gl, {
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bounds: bounds,
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tickSpacing: [1,1,1],
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textSize: 0.05
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})
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//Set up camera
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var projectionMatrix = new Array(16)
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var camera = createCamera({
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radius: 50,
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center: [
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0.5*(bounds[0][0]+bounds[1][0]),
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0.5*(bounds[0][1]+bounds[1][1]),
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0.5*(bounds[0][2]+bounds[1][2]) ]
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})
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//Hook event listeners
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var lastX = 0, lastY = 0
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document.oncontextmenu = function(e) {
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e.preventDefault()
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e.stopPropagation()
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return false
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}
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canvas.addEventListener('mousemove', function(ev) {
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var dx = (ev.clientX - lastX) / gl.drawingBufferWidth
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var dy = (ev.clientY - lastY) / gl.drawingBufferHeight
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if(ev.which === 1) {
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camera.rotate(now(),
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-150 * dx,
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150 * dy)
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}
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if(ev.which === 3) {
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camera.pan(now(), -dx, dy)
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}
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lastX = ev.clientX
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lastY = ev.clientY
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})
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canvas.addEventListener('wheel', function(e) {
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camera.zoom(now(), 0.001 * e.deltaY)
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})
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tareButton.addEventListener('click', function() {
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camera.tare(now(), 2)
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})
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lookAtButton.addEventListener('click', function() {
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camera.lookAt(now(),
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[ 0, 0, -50 ],
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[ 0.5*(bounds[0][0]+bounds[1][0]),
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0.5*(bounds[0][1]+bounds[1][1]),
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0.5*(bounds[0][2]+bounds[1][2]) ],
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[ 0, 1, 0 ])
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})
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//Redraw frame
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function render() {
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//Update camera parameters
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var t = now()
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var delay = +delayControl.value
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camera.idle(t - delay)
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camera.tick(t - 2 * delay)
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//Compute parameters
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var cameraParams = {
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view: camera.get(),
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projection: perspective(
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projectionMatrix,
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Math.PI/4.0,
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gl.drawingBufferWidth/gl.drawingBufferHeight,
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0.1,
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1000.0)
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}
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//Draw everything
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
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gl.enable(gl.DEPTH_TEST)
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axes.draw(cameraParams)
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mesh.draw(cameraParams)
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} |