Releases: mapequation/d3gl
@mapequation/d3gl@0.7.0
Minor Changes
- 50a8506: Collide rotated labels by their true oriented footprint.
LabelBox/LabelAnchorgain
rotation(radians),textAnchor(start | middle | end, like SVG), andkeepUpright; the
library now derives both the rendered CSS transform and the collision box from the same
angle (an oriented-box / separating-axis test, with the fast axis-aligned path kept for plain
labels). Previously rotated labels were culled by their un-rotated dimensions, so near-vertical
labels — e.g. toward the top of a radial tree — over-excluded their angular neighbors and left
gaps that grew with the rotation.
Patch Changes
-
f170ba6: Share engine-level options through one
BaseEngineOptionstype.tooltipClass,
width/height/aspectRatio, andbackendwere re-declared per engine and
consumed in each subclass — soplot(host, { tooltipClass })was silently
dropped (onlygeoMapwired it). These shared fields now live on a single
BaseEngineOptions(exported) that bothGeoMapOptionsandPlotOptions
extend, and theBaseEngineconstructor consumes them once.plot()tooltips
now honortooltipClass, and base-level options can no longer drift between
engines. -
3c55631: Add
h, a tiny framework-free hyperscript helper exported from@mapequation/d3gl/map, for building rich tooltip / HTML-overlay content declaratively. The layertooltipoption accepts the returnedHTMLElement, sotooltip: (d) => h("div", null, [...])replaces hand-rolleddocument.createElementceremony. Children are always inserted as text nodes (never parsed as markup). -
350f1ba: Make screen-space glyph
declutterscale to very large node counts. The per-zoom cull
ran on every transform but rebuilt transform-independent work each frame and materialized
the full vector view twice. It now:- caches the anchor grouping on the Scene (built once per layer, reused every frame);
- bins with a reused flat typed-array grid + intrusive linked list (no per-frame
Map
or bucket allocation), bounded to the viewport plus a one-cell margin; - writes visibility flags in place; and
- skips the export-only
drawables()rebuild on WebGL while interacting (the new optional
Backend.updateLayerStylesdrawablesarg +stylesNeedDrawablescapability — Canvas/SVG
render from the vector view and still receive it; the settle frame refreshes it fortoSVG).
At 131k screen-mode nodes a full zoom frame drops from ~33ms to ~8ms; cull output is
unchanged (verified against a brute-force reference).Also fixes declutter not being applied on the first draw — it now runs before the initial
upload, not only after the first zoom/pan. -
7968c2c: Let screen-space
declutteract on analytic points (Plot.points). A lone point's anchor now
defaults to its center, andpoints()accepts adeclutteroption, so a decluttered scatter can
use lightweight GPU points (~4 verts each) instead of tessellatedctx.arcpaths (tens of verts).
This lifts a decluttered cloud from ~256k (where the path geometry OOMs a tab) to ~1M. Rendering
and screen-mode hit-testing are unchanged (the point shader already culls by the visibility flag,
and hit-testing already used a lone point's center as its anchor).
@mapequation/d3gl@0.6.0
Minor Changes
-
df49dd6: Make the engines responsive to their parent and resize in place.
width/heightare now
optional onplot()/geoMap()(and the React<Plot>/<GeoMap>), with a newaspectRatio
option. Sizing is responsive by default:aspectRatioset → width-driven: fills the parent's width and keeps the ratio.- nothing set → fill-parent: tracks the parent box (the parent supplies the height).
- both
width&height→ fixed: a static size (the previous behavior, unchanged).
In responsive modes the engine observes its host (a
ResizeObserver, coalesced per animation
frame) and resizes in place via a newsetSize(width, height)— no teardown, so the view
transform, layers, hover, and selection are preserved. A resizedgeoMapalso refits its
projection to the new box (uniform resizes preserve the original framing exactly; an aspect-ratio
change re-letterboxes via the engine's own retained geometry). The React wrappers no longer
recreate the engine on a size change — they callsetSizeinstead.
@mapequation/d3gl@0.5.1
Patch Changes
- a0294c8: Make the declarative interaction options (
hover,tooltip,selection) universal across
both engines. They were only exposed ongeoMaplayers, even though the underlying machinery
(hover overlay, tooltip, selection styling, hit-testing) already lived in the shared base —
soplotlayers could not declare hover/tooltip/selection. The options are now lifted into a
sharedInteractiveLayerOptionsinterface and forwarded by bothPlot.layer()/Plot.points()
andGeoMap.layer(), soplot.layer(..., { hover, tooltip, selection })and
plot.points(..., { hover, … })work exactly like theirgeoMapcounterparts. No change to
existinggeoMapbehavior.
@mapequation/d3gl@0.5.0
Minor Changes
- b459367: Interactive styling for retained layers:
on("click")(drag-suppressed), hover
highlight via per-item overlay (hoverlayer option /highlight(), with custom
draw throughHighlightBuilder), core tooltips (tooltipoption +tooltipClass),
click selection with complement dimming (selectionoption +select()), per-drawable
style overrides (setStyle/clearStyle) on a new styles-only backend path
(updateLayerStyles), fasterrecolor(), and clip-aware picking (clipTolayers no
longer hit where they are visibly clipped away).
Patch Changes
- 9b7a40f: Backend swap now re-inserts the new rendering surface at the previous surface's DOM
position instead of appending it to the end of the host. This keeps the canvas a stable
base layer, so HTML elements the caller appended to the host after it (e.g. an overlay)
keep painting on top across asetBackend()switch or the"auto"canvas→WebGL upgrade,
with noz-indexneeded.
@mapequation/d3gl@0.4.1
Patch Changes
-
672f1fa: Fix layout shift in
"auto"backend mode. Backend<canvas>elements are now
positioned absolutely within the (positioned) host instead of sitting in normal
flow. During the canvas→WebGL upgrade — and the React StrictMode double-mount that
compounds it — two or more backend canvases briefly coexist; asdisplay:block
elements in normal flow they stacked vertically, inflating the host's height and
rendering the live map below its reserved box until the stale canvases detached (a
visible "jump up"). Absolute positioning overlaps coexisting canvases at the host's
origin so the swap never affects layout. The engine also promotes astatichost
toposition:relativeso the absolute canvas anchors correctly even for bare-engine
consumers (the React<GeoMap>/<Plot>wrappers already setposition:relative).
Hit-testing is unaffected — pointers are measured fromhost.getBoundingClientRect(). -
464fc3b: WebGL now composites overlapping fills and strokes in the same painter's order as Canvas and SVG. Previously WebGL drew all fills then all strokes, so a shape's border always landed on top of every fill — overlapping bordered shapes (e.g. node range pies) looked different on WebGL than on Canvas/SVG, where a later shape's fill correctly occludes an earlier shape's border. The three backends now match. (Internally this is one fewer draw call per layer, not a slowdown.)
Stroke joins and caps now match across backends too: WebGL renders miter/round joins and square/round caps (previously only bevel joins + butt caps), and all three backends are pinned to the same join/cap/miter-limit (Canvas/SVG no longer use their differing defaults of 10 and 4). New layer options
lineJoin("bevel"default |"miter"|"round"),miterLimit(default 10), andlineCap("butt"default |"square"|"round") onplot().layer()andgeoMap().layer()control this consistently everywhere. The default join is"bevel"(matching the prior WebGL look); passlineJoin: "miter"for sharp corners.Stroke joins now emit only the outer-side geometry (the inner side is already covered by the segment quads), and a miter replaces the bevel rather than stacking on top of it. This removes redundant overlapping triangles, so translucent strokes no longer double-blend (darken) at joins — keeping WebGL close to Canvas/SVG for semi-transparent borders too.
Also renders the raster backends at
devicePixelRatio, so WebGL and Canvas stay crisp on HiDPI/retina displays instead of upscaling a CSS-resolution buffer. -
776876c: Export
versionfrom the package root, inlined frompackage.jsonat build time.
Downstream apps can surface the d3gl version (e.g. a "Powered by d3gl v0.4.0" badge)
without importing@mapequation/d3gl/package.json:import { version } from "@mapequation/d3gl"; console.log(`Powered by d3gl v${version}`);
-
456b923: Render the orthographic globe via the same per-frame CPU reprojection as Canvas/SVG instead of an equirectangular bake-to-texture. WebGL now matches Canvas/SVG output (crisp coastlines and lines, correct globe size, no "droplet" artifact when changing layers mid-globe), honors
hideOnInteractionwhile rotating/zooming the globe, and shares one zoom/rotate state model across backends — fixing the inability to zoom back out after switching backends.
@mapequation/d3gl@0.4.0
Minor Changes
- a03c1f8: Add an opt-in
backend: "auto"mode that paints with the Canvas backend
synchronously for an instant first paint, then creates the WebGL device in the
background and swaps to it transparently when ready.whenReady()(and the React
onReady) resolve at the canvas first paint, so consumers see a working map
immediately without paying the WebGL device-creation startup cost up front. If
WebGL is unavailable the map stays on Canvas (with aconsole.warn). Existing
"webgl"/"canvas"/"svg"behavior is unchanged. - cc33ebb: Add a
passThrough: truelayer mode for huge / streaming datasets. A pass-through
layer retains no per-feature geometry in d3gl (no Scene entry, no hit index):
you own the data and d3gl projects, draws, and discards it on each repaint. This
lifts the retained ceiling (~4–7M features, where Canvas runs out of memory and
WebGL silently stops drawing) up to whatever your own array costs — 250M+ for a
packedFloat32Array.- Opt in via
geoMap.layer(name, features, { passThrough: true })or
plot.points(name, data, { passThrough: true }). The data argument may be a
callback (() => features) that d3gl re-invokes on each full repaint, so it
always reflects your current array;handle.append(batch)draws new arrivals
immediately (O(new)). - Works for all GeoJSON geometry — points/multipoints (analytic circles) and
polygons/lines (projected paths) — on both Canvas and WebGL. WebGL accumulates
into an offscreen FBO with per-vertex color (no per-drawable color texture) and
re-tessellates path geometry per repaint. - Pan/zoom uses snapshot-pan (a slightly stale raster during the gesture, re-crisp
on settle); full repaints are time-sliced so a multi-million-feature redraw never
freezes the main thread.automode upgrades Canvas→WebGL with pass-through
layers intact. - Limitations: pass-through layers are not pickable,
clipTois not applied to
them yet, path geometry is world-mode only, and thesvgbackend rejects
passThrough. Retained rendering is unchanged for all existing layers.
- Opt in via
@mapequation/d3gl@0.3.0
Minor Changes
-
925b635: GPU-accelerate orthographic-globe rotation on the WebGL backend: the map is baked
into an equirectangular texture and drawn on a spinning 3D sphere, so rotation and
zoom are uniform updates instead of per-frame re-projection. Activation is
automatic (WebGL + orthographic); canvas/SVG and other projections are unchanged.
GeoMap.enableZoom(extent)now auto-dispatches: versor rotation for spherical
projections (azimuthal,clipAngle > 0), affine pan/zoom for flat ones. -
4397a4b: Add incremental layer append for live-streaming data:
GeoMap.layer(),Plot.layer(), andPlot.points()now return aLayerHandle
(previously the engine instance). The handle exposesappend(items), plus
recolor()/setClip(clipTo?).LayerHandle.append(features)builds and projects only the new items and re-pushes
only that layer — existing features are not re-projected. This makes live streaming
(e.g. species occurrences) cheap instead of quadratic in the total point count.- Appended features survive
setProjectionand globe rotation (re-projected from the
layer's accumulated data). - A duplicate drawable id within a layer now throws (previously it silently corrupted
the layer's id index).
-
524132f: Add map projection switching and a rotatable globe:
GeoMap.setProjection(projection)re-projects existing layers against a new
projection and resets the view.GeoMap.enableRotation(opts?)drag-rotates a spherical projection (versor
trackball) and wheel-scales it, re-projecting on the CPU per frame.BaseEngine.disableInteraction()detaches the current pan/zoom or rotation.LayerOptions.hideOnInteractiondrops dense layers from the render while the
user is interacting — a rotation drag or a zoom/pan gesture — so only cheap
layers re-project per frame; they reappear when the gesture ends.- The WebGL backend now alpha-blends, so fills/strokes with alpha < 1 (e.g.
"#9bd1a466") composite correctly instead of rendering opaque. - On azimuthal projections (e.g. orthographic), point geometries on the back
hemisphere are culled instead of showing through the globe.
-
c98087c: Make incremental layer append O(new) on the Canvas backend (and lay the groundwork
for WebGL):Scene.appendedBuffers(name, fromDrawable)returns GPU-ready buffers for only the
appended tail (group-absolute indices), andScene.drawables(name, from)reads only
the new vector views — so an append serializes O(new), not O(total).- New
Backend.appendToLayer(delta)contract carrying aRenderDelta(delta buffers +
new drawables). The Canvas backend implements it as draw-on-top: new drawables are
drawn over the current canvas with no clear; full redraws happen only on
transform/recolor/resize. This restores cheap live streaming on canvas. - Fix: appending a large batch no longer throws
RangeError— the engine and backends
extend their arrays with loops instead ofpush(...spread)(which exceeded the
argument-count limit for big batches).
WebGL still rebuilds the layer's renderer on a count change (correct, O(total) per
batch); a true O(new) WebGLbufferSubDatapath is a follow-up. -
310db91: Reduce memory for very large layers (live streaming):
- New
pickable: falseoption onGeoMap.layer/Plot.layer/Plot.pointsskips
building the CPU hit index for that layer (no hover/pick on it) — saves oneEntry
object per drawable, which dominates memory for huge non-interactive layers. - Drawable ids are now keyed by their raw value (string or number) instead of
String(id)in the scene's id map and the engine's per-layer id set, so numeric-id
layers no longer allocate a string per drawable.
- New
-
be9c7bf: SVG pan/zoom is now O(1). The SVG backend keeps persistent
<defs>/ view-<g>/
screen-<g>elements;setTransformupdates only the view group'stransform
attribute instead of re-serializing the whole document every frame. This applies
whenever no layer usessizeMode: "screen"(the common case — maps, polygons,
world points). Screen-mode content (constant-pixel circles/glyphs) still bakes the
transform into coordinates and is re-serialized on a move, as before.svgFromLayers
output is unchanged. -
e111f6c: WebGL incremental append is now O(new) per batch.
Backend.appendToLayeris
implemented on the WebGL backend with capacity-doubling growable buffers
(bufferSubDatafor the appended tail, reallocate + rebind the model only when a
buffer overflows) and incremental color/flag texture growth, bumping the indexed
draw count. Previously aLayerHandle.appendon WebGL rebuilt the whole layer
renderer each batch (O(total)), which made live streaming slow down as the layer
grew; appends are now constant-time in the existing size.
@mapequation/d3gl@0.2.0
Minor Changes
- f2bf4c5: Declarative React API and rendering fixes.
- react: new
<Plot>/<Layer>/<Points>components for declarative,
non-geo rendering — the imperative-engine sibling of<GeoMap>. - geo:
GeoInputnow accepts a GeoJSONSphere({ type: "Sphere" })
directly, with no casts. - svg: the SVG backend sets a
viewBoxso it maps identically to the
Canvas2D / WebGL2 backends when the rendered element is resized. - map:
enableZoomgains an optionalonTransformcallback and seeds
d3-zoom from the engine's current transform, so zoom centres correctly from a
non-identity base view. - fix: destroying an engine mid backend-swap no longer leaves an orphaned
canvas; re-applying a layer keeps the current view transform.
- react: new