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scRNA-seq_analysis
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318
tools/interactive_2D_viewer/html_WebGL_2D_viewer.py
Executable file
318
tools/interactive_2D_viewer/html_WebGL_2D_viewer.py
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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Created on Tue Aug 7 13:45:37 2018
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@author: Dorin-Mirel Popescu
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"""
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import sys
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args = sys.argv
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save_to = args[1]
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data_frame_fname = args[2]
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template = """
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<!doctype html>
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<html lang='en'>
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<head>
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<meta charset='utf-8'>
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<title>3D viewer</title>
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<meta name='description' content='The HTML5 Herald'>
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<meta name='author' content='Dorin-Mirel Popescu'>
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</head>
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<body>
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<table>
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<tr>
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<th align='left'>
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<label for = 'particleSizeBar'>Particle size: </label>
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<input type='range' name = 'particleSizeBar' min = 0 max = 50 onchange='setParticleSize(value)' value = 5 /><br />
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<label for = 'alphaInput'>Transparency: </label>
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<input type='range' name = 'alphaInput' min = 0 max = 1000 onchange='setAlpha(value)' value = 1000 /><br />
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<label for = 'canvasSizeInput'>Canvas size: </label>
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<input type='range' name = 'canvasSizeInput' min = 200 max = 2000 onchange='setCanvasSize(value)' value = 500 /><br />
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<label for = 'bgInput'>Dark background: </label>
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<input type='radio' name = 'bgInput' onchange='setBackground(value)' value = 'dark' />
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<label for = 'bgInput'>White background: </label>
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<input type='radio' name = 'bgInput' onchange='setBackground(value)' value = 'white' checked />
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<br />
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</th>
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</tr>
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<tr>
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<td>
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<canvas id='canvas' width=600 height=600></canvas>
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</td>
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<td style='vertical-align: top'>
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<label>Categories: </label><br />
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<label for='toggleRadio'>Show all:</label>
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<input type='checkbox' name = 'toggleRadio' id='toggleRadio' onchange='toggleShowTypes()' checked /><br />
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<form id = 'ControlPanel'>
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radiocommands
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</form>
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</td>
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</tr>
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</table>
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<script id='vertex-shader' type='x-shader/x-fragment'>
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attribute vec4 a_Position;
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attribute vec3 a_Color;
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uniform float u_basePointSize;
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uniform float u_Alpha;
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varying vec4 v_Color;
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void main() {
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gl_Position = a_Position;
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gl_PointSize = u_basePointSize;
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v_Color = vec4(a_Color, u_Alpha);
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}
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</script>
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<script id ='fragment-shader' type='x-shader/x-fragment'>
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precision mediump float;
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varying vec4 v_Color;
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void main() {
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float r = 0.0;
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vec2 cxy = 2.0 * gl_PointCoord - 1.0;
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r = dot(cxy, cxy);
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if (r > 1.0){
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discard;
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}
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gl_FragColor = v_Color;
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}
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</script>
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<script type='text/javascript'>
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function selectData(){
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controlPanel = document.getElementById('ControlPanel')
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controlRadios = controlPanel.elements
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values = []
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for(i=0;i<controlRadios.length;i++){
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if(controlRadios[i].checked){
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values = values.concat(index_table[controlRadios[i].id])
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}
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}
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new_indices = []
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for (i=0;i<values.length;i++){
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v = values[i]
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new_indices.push(5*v)
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new_indices.push(5*v+1)
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new_indices.push(5*v+2)
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new_indices.push(5*v+3)
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new_indices.push(5*v+4)
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}
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current_data_buffer = []
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new_indices.forEach(function(val, i){current_data_buffer.push(data_buffer[val])})
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current_data_buffer = new Float32Array(current_data_buffer)
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gl_context.bufferData(gl_context.ARRAY_BUFFER, current_data_buffer, gl_context.STATIC_DRAW); // load data to buffer
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n = current_data_buffer.length / 5
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gl_context.clear(gl_context.COLOR_BUFFER_BIT)
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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}
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function toggleShowTypes(){
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toggleRadio = document.getElementById('toggleRadio')
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controlPanel = document.getElementById('ControlPanel')
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controlRadios = controlPanel.elements
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for(i=0;i<controlRadios.length;i++){
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controlRadios[i].checked = toggleRadio.checked
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}
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selectData()
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}
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function setParticleSize(value){
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particleSize = parseInt(value)
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gl_context.uniform1f(u_basePointSize, particleSize)
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gl_context.clear(gl_context.COLOR_BUFFER_BIT)
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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}
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function setAlpha(value){
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alphaValue = parseInt(value) / 1000
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gl_context.uniform1f(u_Alpha, alphaValue)
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gl_context.clear(gl_context.COLOR_BUFFER_BIT);
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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}
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function setCanvasSize(value){
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value = parseInt(value)
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canvas.width = value
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canvas.height = value
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gl_context = getContext(canvas)
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gl_context = initContext(gl_context)
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gl_context.viewport(0, 0, canvas.width, canvas.height)
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if(bg_color == "white"){
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gl_context.clearColor(1, 1, 1, 1)
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}else{
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gl_context.clearColor(0, 0, 0, 1)
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}
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gl_context.clear(gl_context.COLOR_BUFFER_BIT)
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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}
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function setBackground(value){
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if(value == "dark"){
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gl_context.clearColor(0, 0, 0, 1)
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bg_color = "dark"
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}else{
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gl_context.clearColor(1, 1, 1, 1)
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bg_color = "white"
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}
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gl_context.clear(gl_context.COLOR_BUFFER_BIT)
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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}
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function shadersFromScriptElement(gl, ID, type){
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shaderScript = document.getElementById(ID)
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var str = ''
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var k = shaderScript.firstChild;
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while(k){
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if (k.nodeType == 3){
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str += k.textContent;
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}
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k = k.nextSibling
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}
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var shader = gl.createShader(type)
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gl.shaderSource(shader, str)
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gl.compileShader(shader)
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return shader
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}
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function getContext(canvasWidget){
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var names = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
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for(var i=0; i<names.length; i++){
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try{
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var gl = canvasWidget.getContext(names[i])
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}catch(e){}
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if(gl){i=names.length}
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}
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var vshader = shadersFromScriptElement(gl, 'vertex-shader', gl.VERTEX_SHADER),
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fshader = shadersFromScriptElement(gl, 'fragment-shader', gl.FRAGMENT_SHADER)
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program = gl.createProgram();
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gl.attachShader(program, vshader)
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gl.attachShader(program, fshader)
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gl.linkProgram(program)
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gl.useProgram(program)
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gl.program = program
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return gl
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}
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function initContext(gl){
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n = current_data_buffer.length / 5
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var vertexColourBuffer = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexColourBuffer)
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gl.bufferData(gl.ARRAY_BUFFER, current_data_buffer, gl.STATIC_DRAW)
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var FSIZE = data_buffer.BYTES_PER_ELEMENT;
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var a_Position = gl.getAttribLocation(gl.program, 'a_Position')
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gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 5, 0)
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gl.enableVertexAttribArray(a_Position)
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var a_Color = gl.getAttribLocation(gl.program, 'a_Color')
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gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, 2 * FSIZE)
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gl.enableVertexAttribArray(a_Color)
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u_basePointSize = gl.getUniformLocation(gl.program, 'u_basePointSize')
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gl.uniform1f(u_basePointSize, particleSize)
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u_Alpha = gl.getUniformLocation(gl.program, "u_Alpha")
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gl.uniform1f(u_Alpha, alphaValue)
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gl.clearColor(1, 1, 1, 1); // add ternary conditional
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if(bg_color == "dark"){
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gl.clearColor(0, 0, 0, 1)
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}
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gl.disable(gl.DEPTH_TEST)
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gl.enable(gl.BLEND)
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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gl.clear(gl.COLOR_BUFFER_BIT);
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return gl
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}
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var canvas = document.getElementById('canvas'),
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particleSize = 5,
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alphaValue = 1.0,
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bg_color = "white"
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data_buffer = new Float32Array([
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datahere
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])
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index_table = []
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indiceshere
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current_data_buffer = data_buffer
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gl_context = getContext(canvas)
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gl_context = initContext(gl_context)
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gl_context.drawArrays(gl_context.POINTS, 0, n)
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</script>
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</body>
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</html>
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"""
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import pandas as pd
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import numpy as np
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data = pd.read_csv(data_frame_fname, index_col = None)
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# convert Colours to r, g, b values, then to floats < 1.0
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def hexdec_to_1floats(hexdec):
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return np.array([int(hexdec[1:][i:(i+2)], 16) for i in (0, 2, 4)]) / 255.0
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# map Labels to colours
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labels = sorted(list(data.Labels.unique()))
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index_table = []
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radio_commands = []
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for index, label in enumerate(labels):
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indices = data.Labels == label
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indices = indices.values
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indices = np.where(indices)
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indices = ','.join([str(i) for i in indices[0]])
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indices = "[{indices}]".format(indices = indices)
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index_table.append("index_table['{label}'] = {indices}".format(label = label, indices = indices))
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colour = data.Colours[data.Labels == label].values[0]
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radio_command = "<div style='background-color:{colour}'><input style='float:left' type='checkbox' id='{label}' checked onchange='selectData()' /><label style='float:left' for='{label}'>{label}: </label><br /></div>".format(colour = colour, label = label)
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radio_commands.append(radio_command)
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index_table = ';\n '.join(index_table)
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radio_commands = '\n '.join(radio_commands)
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# make data string
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coordinates = data.values[:, 0:2].astype('float32')
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# next few steps are compressing the data into a stadard cube centered at (0,0,0) and L = 200
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Xrange = np.percentile(coordinates[:, 0], q = [1, 98]) * 1.2
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Yrange = np.percentile(coordinates[:, 1], q = [1, 98]) * 1.2
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center = np.array((np.mean(Xrange), np.mean(Yrange)))
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coordinates = coordinates - np.tile(center, (coordinates.shape[0], 1))
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ratio = max(np.abs(np.percentile(coordinates[:, 0], q = [1, 98]) * 1.2))
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ratio = max(ratio, max(np.abs(np.percentile(coordinates[:, 1], q = [1, 98]) * 1.2)))
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ratio = 1.0 / ratio
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coordinates = coordinates * ratio
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# next few steps the buffer data is created as string
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colours = data.Colours.values
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buffer_data = []
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for index in range(coordinates.shape[0]):
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coordinate = [str(i) for i in coordinates[index, :]]
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colour = [str(i) for i in hexdec_to_1floats(colours[index]).astype('float32')]
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vertex_data = coordinate + colour
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buffer_data.append(",".join(vertex_data))
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buffer_data = ",".join(buffer_data)
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template_str = template.replace('datahere', buffer_data)
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template_str = template_str.replace('indiceshere', index_table)
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template_str = template_str.replace('radiocommands', radio_commands)
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with open(save_to, 'w') as result:
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result.write(template_str)
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