@sigma/node-image
Version:
A node program that renders images for sigma.js
1,331 lines (1,276 loc) • 50.1 kB
JavaScript
import { NodeProgram } from 'sigma/rendering';
import { floatColor } from 'sigma/utils';
import { EventEmitter } from 'events';
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function getFragmentShader(_ref) {
var texturesCount = _ref.texturesCount;
// language=GLSL
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec4 v_color;\nvarying vec2 v_diffVector;\nvarying float v_radius;\nvarying vec4 v_texture;\nvarying float v_textureIndex;\n\nuniform sampler2D u_atlas[".concat(texturesCount, "];\nuniform float u_correctionRatio;\nuniform float u_cameraAngle;\nuniform float u_percentagePadding;\nuniform bool u_colorizeImages;\nuniform bool u_keepWithinCircle;\n\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nconst float radius = 0.5;\n\nvoid main(void) {\n float border = 2.0 * u_correctionRatio;\n float dist = length(v_diffVector);\n vec4 color = gl_FragColor;\n\n float c = cos(-u_cameraAngle);\n float s = sin(-u_cameraAngle);\n vec2 diffVector = mat2(c, s, -s, c) * (v_diffVector);\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n border = 0.0;\n color = v_color;\n\n #else\n // First case: No image to display\n if (v_texture.w <= 0.0) {\n if (!u_colorizeImages) {\n color = v_color;\n }\n }\n\n // Second case: Image loaded into the texture\n else {\n float paddingRatio = 1.0 + 2.0 * u_percentagePadding;\n float coef = u_keepWithinCircle ? 1.0 : ").concat(Math.SQRT2, ";\n vec2 coordinateInTexture = diffVector * vec2(paddingRatio, -paddingRatio) / v_radius / 2.0 * coef + vec2(0.5, 0.5);\n int index = int(v_textureIndex + 0.5); // +0.5 avoid rounding errors\n\n bool noTextureFound = false;\n vec4 texel;\n\n ").concat(_toConsumableArray(new Array(texturesCount)).map(function (_, i) {
return "if (index == ".concat(i, ") texel = texture2D(u_atlas[").concat(i, "], (v_texture.xy + coordinateInTexture * v_texture.zw), -1.0);");
}).join("\n else ") + "else {\n texel = texture2D(u_atlas[0], (v_texture.xy + coordinateInTexture * v_texture.zw), -1.0);\n noTextureFound = true;\n }", "\n\n if (noTextureFound) {\n color = v_color;\n } else {\n // Colorize all visible image pixels:\n if (u_colorizeImages) {\n color = mix(gl_FragColor, v_color, texel.a);\n }\n\n // Colorize background pixels, keep image pixel colors:\n else {\n color = vec4(mix(v_color, texel, texel.a).rgb, max(texel.a, v_color.a));\n }\n\n // Erase pixels \"in the padding\":\n if (abs(diffVector.x) > v_radius / paddingRatio || abs(diffVector.y) > v_radius / paddingRatio) {\n color = u_colorizeImages ? gl_FragColor : v_color;\n }\n }\n }\n #endif\n\n // Crop in a circle when u_keepWithinCircle is truthy:\n if (u_keepWithinCircle) {\n if (dist < v_radius - border) {\n gl_FragColor = color;\n } else if (dist < v_radius) {\n gl_FragColor = mix(transparent, color, (v_radius - dist) / border);\n }\n }\n\n // Crop in a square else:\n else {\n float squareHalfSize = v_radius * ").concat(Math.SQRT1_2 * Math.cos(Math.PI / 12), ";\n if (abs(diffVector.x) > squareHalfSize || abs(diffVector.y) > squareHalfSize) {\n gl_FragColor = transparent;\n } else {\n gl_FragColor = color;\n }\n }\n}\n");
return SHADER;
}
// language=GLSL
var VERTEX_SHADER_SOURCE = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\nattribute vec4 a_texture;\nattribute float a_textureIndex;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec4 v_color;\nvarying vec2 v_diffVector;\nvarying float v_radius;\nvarying vec4 v_texture;\nvarying float v_textureIndex;\n\nconst float bias = 255.0 / 254.0;\nconst float marginRatio = 1.05;\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector * marginRatio;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_diffVector = diffVector;\n v_radius = size / 2.0 / marginRatio;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n\n // Pass the texture coordinates:\n v_textureIndex = a_textureIndex;\n v_texture = a_texture;\n #endif\n\n v_color.a *= bias;\n}\n";
var VERTEX_SHADER_SOURCE$1 = VERTEX_SHADER_SOURCE;
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configurable: !0
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}
/**
* Useful types:
* *************
*/
var DEFAULT_TEXTURE_MANAGER_OPTIONS = {
size: {
mode: "max",
value: 512
},
objectFit: "cover",
correctCentering: false,
maxTextureSize: 4096,
debounceTimeout: 500,
crossOrigin: "anonymous"
};
// This margin helps to avoid images collisions in the texture:
var MARGIN_IN_TEXTURE = 1;
/**
* Helpers:
* ********
*/
/**
* This helper loads an image at a given URL, and returns an HTMLImageElement
* with it displayed once it's properly loaded, within a promise.
*/
function loadRasterImage(imageSource) {
var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},
crossOrigin = _ref.crossOrigin;
return new Promise(function (resolve, reject) {
var image = new Image();
image.addEventListener("load", function () {
resolve(image);
}, {
once: true
});
image.addEventListener("error", function (e) {
reject(e.error);
}, {
once: true
});
// Load image:
if (crossOrigin) {
image.setAttribute("crossOrigin", crossOrigin);
}
image.src = imageSource;
});
}
/**
* This helper loads an SVG image at a given URL, adjusts its size to a given
* size, and returns an HTMLImageElement with it displayed once it's properly
* loaded, within a promise.
*/
function loadSVGImage(_x) {
return _loadSVGImage.apply(this, arguments);
}
/**
* This helper loads an image using the proper function.
*/
function _loadSVGImage() {
_loadSVGImage = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime().mark(function _callee2(imageSource) {
var _ref2,
size,
crossOrigin,
resp,
svgString,
svg,
root,
originalWidth,
originalHeight,
correctedSvgString,
blob,
url,
res,
_args2 = arguments;
return _regeneratorRuntime().wrap(function _callee2$(_context2) {
while (1) switch (_context2.prev = _context2.next) {
case 0:
_ref2 = _args2.length > 1 && _args2[1] !== undefined ? _args2[1] : {}, size = _ref2.size, crossOrigin = _ref2.crossOrigin;
if (!(crossOrigin === "use-credentials")) {
_context2.next = 7;
break;
}
_context2.next = 4;
return fetch(imageSource, {
credentials: "include"
});
case 4:
resp = _context2.sent;
_context2.next = 10;
break;
case 7:
_context2.next = 9;
return fetch(imageSource);
case 9:
resp = _context2.sent;
case 10:
_context2.next = 12;
return resp.text();
case 12:
svgString = _context2.sent;
svg = new DOMParser().parseFromString(svgString, "image/svg+xml");
root = svg.documentElement;
originalWidth = root.getAttribute("width");
originalHeight = root.getAttribute("height");
if (!(!originalWidth || !originalHeight)) {
_context2.next = 19;
break;
}
throw new Error("loadSVGImage: cannot use `size` if target SVG has no definite dimensions.");
case 19:
if (typeof size === "number") {
root.setAttribute("width", "" + size);
root.setAttribute("height", "" + size);
}
// NOTE: since Google Material last changes to their icon viewBox, this
// code is no longer necessary (hopefully it does not break something else...)
// root.setAttribute("viewBox", `0 0 ${originalWidth} ${originalHeight}`);
correctedSvgString = new XMLSerializer().serializeToString(svg);
blob = new Blob([correctedSvgString], {
type: "image/svg+xml"
});
url = URL.createObjectURL(blob);
res = loadRasterImage(url);
res["finally"](function () {
return URL.revokeObjectURL(url);
});
return _context2.abrupt("return", res);
case 26:
case "end":
return _context2.stop();
}
}, _callee2);
}));
return _loadSVGImage.apply(this, arguments);
}
function loadImage(_x2) {
return _loadImage.apply(this, arguments);
}
/**
* This helper computes exact coordinates to draw an image onto a texture.
*/
function _loadImage() {
_loadImage = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime().mark(function _callee3(imageSource) {
var _imageSource$split$0$;
var _ref3,
size,
crossOrigin,
isSVG,
image,
_args3 = arguments;
return _regeneratorRuntime().wrap(function _callee3$(_context3) {
while (1) switch (_context3.prev = _context3.next) {
case 0:
_ref3 = _args3.length > 1 && _args3[1] !== undefined ? _args3[1] : {}, size = _ref3.size, crossOrigin = _ref3.crossOrigin;
isSVG = ((_imageSource$split$0$ = imageSource.split(/[#?]/)[0].split(".").pop()) === null || _imageSource$split$0$ === void 0 ? void 0 : _imageSource$split$0$.trim().toLowerCase()) === "svg";
if (!(isSVG && size)) {
_context3.next = 16;
break;
}
_context3.prev = 3;
_context3.next = 6;
return loadSVGImage(imageSource, {
size: size,
crossOrigin: crossOrigin
});
case 6:
image = _context3.sent;
_context3.next = 14;
break;
case 9:
_context3.prev = 9;
_context3.t0 = _context3["catch"](3);
_context3.next = 13;
return loadRasterImage(imageSource, {
crossOrigin: crossOrigin
});
case 13:
image = _context3.sent;
case 14:
_context3.next = 19;
break;
case 16:
_context3.next = 18;
return loadRasterImage(imageSource, {
crossOrigin: crossOrigin
});
case 18:
image = _context3.sent;
case 19:
return _context3.abrupt("return", image);
case 20:
case "end":
return _context3.stop();
}
}, _callee3, null, [[3, 9]]);
}));
return _loadImage.apply(this, arguments);
}
function refineImage(image, corrector, _ref4) {
var objectFit = _ref4.objectFit,
size = _ref4.size,
correctCentering = _ref4.correctCentering;
var sourceSize = objectFit === "contain" ? Math.max(image.width, image.height) : Math.min(image.width, image.height);
var destinationSize = size.mode === "auto" ? sourceSize : size.mode === "force" ? size.value : Math.min(size.value, sourceSize);
var sourceX = (image.width - sourceSize) / 2;
var sourceY = (image.height - sourceSize) / 2;
if (correctCentering) {
var correction = corrector.getCorrectionOffset(image, sourceSize);
sourceX = correction.x;
sourceY = correction.y;
}
return {
sourceX: sourceX,
sourceY: sourceY,
sourceSize: sourceSize,
destinationSize: destinationSize
};
}
/**
* This helper takes an array of ready-to-draw images, and draws as much as possible in a single texture.
* It then returns the atlas of the draw images, as well as the texture itself.
*/
function drawTexture(images, ctx, cursor) {
var _ctx$canvas = ctx.canvas,
width = _ctx$canvas.width,
height = _ctx$canvas.height;
// Refine images coordinates:
var refinedImagesArray = [];
var x = cursor.x,
y = cursor.y,
rowHeight = cursor.rowHeight,
maxRowWidth = cursor.maxRowWidth;
var atlas = {};
for (var i = 0, l = images.length; i < l; i++) {
var _images$i = images[i],
key = _images$i.key,
image = _images$i.image,
sourceSize = _images$i.sourceSize,
sourceX = _images$i.sourceX,
sourceY = _images$i.sourceY,
destinationSize = _images$i.destinationSize;
var destinationSizeWithMargin = destinationSize + MARGIN_IN_TEXTURE;
// If the image does not fit, just skip it:
if (y + destinationSizeWithMargin > height || x + destinationSizeWithMargin > width && y + destinationSizeWithMargin + rowHeight > height) {
continue;
}
if (x + destinationSizeWithMargin > width) {
maxRowWidth = Math.max(maxRowWidth, x);
x = 0;
y += rowHeight;
rowHeight = destinationSizeWithMargin;
}
refinedImagesArray.push({
key: key,
image: image,
sourceX: sourceX,
sourceY: sourceY,
sourceSize: sourceSize,
destinationX: x,
destinationY: y,
destinationSize: destinationSize
});
atlas[key] = {
x: x,
y: y,
size: destinationSize
};
x += destinationSizeWithMargin;
rowHeight = Math.max(rowHeight, destinationSizeWithMargin);
}
// Crop texture to final best dimensions:
maxRowWidth = Math.max(maxRowWidth, x);
var effectiveWidth = maxRowWidth;
var effectiveHeight = y + rowHeight;
// Fill texture:
for (var _i = 0, _l = refinedImagesArray.length; _i < _l; _i++) {
var _refinedImagesArray$_ = refinedImagesArray[_i],
_image = _refinedImagesArray$_.image,
_sourceSize = _refinedImagesArray$_.sourceSize,
_sourceX = _refinedImagesArray$_.sourceX,
_sourceY = _refinedImagesArray$_.sourceY,
_destinationSize = _refinedImagesArray$_.destinationSize,
destinationX = _refinedImagesArray$_.destinationX,
destinationY = _refinedImagesArray$_.destinationY;
ctx.drawImage(_image, _sourceX, _sourceY, _sourceSize, _sourceSize, destinationX, destinationY, _destinationSize, _destinationSize);
}
return {
atlas: atlas,
texture: ctx.getImageData(0, 0, effectiveWidth, effectiveHeight),
cursor: {
x: x,
y: y,
rowHeight: rowHeight,
maxRowWidth: maxRowWidth
}
};
}
/**
* This helper takes a collection of image states and a context, draw all the
* images in the context, and returns an atlas to get where each image is drawn
* on the texture.
*/
function drawTextures(_ref5, images, ctx) {
var prevAtlas = _ref5.atlas,
prevTextures = _ref5.textures,
prevCursor = _ref5.cursor;
var res = {
atlas: _objectSpread2({}, prevAtlas),
textures: _toConsumableArray(prevTextures.slice(0, -1)),
cursor: _objectSpread2({}, prevCursor)
};
// Extract images that are ready to draw, but not drawn yet:
var imagesToDraw = [];
for (var key in images) {
var _prevAtlas$key;
// Skip images that are not ready yet:
var imageState = images[key];
if (imageState.status !== "ready") continue;
// Skip all images that already exist in a texture:
var textureIndex = (_prevAtlas$key = prevAtlas[key]) === null || _prevAtlas$key === void 0 ? void 0 : _prevAtlas$key.textureIndex;
if (typeof textureIndex === "number") continue;
// Keep all the rest:
imagesToDraw.push(_objectSpread2({
key: key
}, imageState));
}
// Draw remaining images on new textures until there are none remaining:
var _loop = function _loop() {
var _drawTexture = drawTexture(imagesToDraw, ctx, res.cursor),
atlas = _drawTexture.atlas,
texture = _drawTexture.texture,
cursor = _drawTexture.cursor;
res.cursor = cursor;
var remainingImages = [];
imagesToDraw.forEach(function (image) {
if (atlas[image.key]) {
res.atlas[image.key] = _objectSpread2(_objectSpread2({}, atlas[image.key]), {}, {
textureIndex: res.textures.length
});
} else {
remainingImages.push(image);
}
});
res.textures.push(texture);
imagesToDraw = remainingImages;
if (imagesToDraw.length) {
res.cursor = {
x: 0,
y: 0,
rowHeight: 0,
maxRowWidth: 0
};
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
};
while (imagesToDraw.length) {
_loop();
}
return res;
}
/**
* This class helps to "correct" the centering of an SVG pictogram by finding
* the "true" visually correct center through the barycenter of the pictogram's
* alpha layer in x and y dimension.
*/
var PictogramCenteringCorrector = /*#__PURE__*/function () {
function PictogramCenteringCorrector() {
_classCallCheck(this, PictogramCenteringCorrector);
this.canvas = document.createElement("canvas");
this.context = this.canvas.getContext("2d", {
willReadFrequently: true
});
}
_createClass(PictogramCenteringCorrector, [{
key: "getCorrectionOffset",
value: function getCorrectionOffset(image, size) {
this.canvas.width = size;
this.canvas.height = size;
this.context.clearRect(0, 0, size, size);
this.context.drawImage(image, 0, 0, size, size);
var data = this.context.getImageData(0, 0, size, size).data;
var alpha = new Uint8ClampedArray(data.length / 4);
for (var i = 0; i < data.length; i++) {
alpha[i] = data[i * 4 + 3];
}
var sumX = 0;
var sumY = 0;
var total = 0;
for (var y = 0; y < size; y++) {
for (var x = 0; x < size; x++) {
var a = alpha[y * size + x];
total += a;
sumX += a * x;
sumY += a * y;
}
}
var barycenterX = sumX / total;
var barycenterY = sumY / total;
return {
x: barycenterX - size / 2,
y: barycenterY - size / 2
};
}
}]);
return PictogramCenteringCorrector;
}();
var TextureManager = /*#__PURE__*/function (_EventEmitter) {
_inherits(TextureManager, _EventEmitter);
function TextureManager() {
var _this;
var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
_classCallCheck(this, TextureManager);
_this = _callSuper(this, TextureManager);
_defineProperty(_assertThisInitialized(_this), "canvas", document.createElement("canvas"));
_defineProperty(_assertThisInitialized(_this), "ctx", _this.canvas.getContext("2d", {
willReadFrequently: true
}));
_defineProperty(_assertThisInitialized(_this), "corrector", new PictogramCenteringCorrector());
_defineProperty(_assertThisInitialized(_this), "imageStates", {});
_defineProperty(_assertThisInitialized(_this), "textures", [_this.ctx.getImageData(0, 0, 1, 1)]);
_defineProperty(_assertThisInitialized(_this), "lastTextureCursor", {
x: 0,
y: 0,
rowHeight: 0,
maxRowWidth: 0
});
_defineProperty(_assertThisInitialized(_this), "atlas", {});
_this.options = _objectSpread2(_objectSpread2({}, DEFAULT_TEXTURE_MANAGER_OPTIONS), options);
_this.canvas.width = _this.options.maxTextureSize;
_this.canvas.height = _this.options.maxTextureSize;
return _this;
}
_createClass(TextureManager, [{
key: "scheduleGenerateTexture",
value: function scheduleGenerateTexture() {
var _this2 = this;
if (typeof this.frameId === "number") return;
if (typeof this.options.debounceTimeout === "number") {
this.frameId = window.setTimeout(function () {
_this2.generateTextures();
_this2.frameId = undefined;
}, this.options.debounceTimeout);
} else {
this.generateTextures();
}
}
}, {
key: "generateTextures",
value: function generateTextures() {
var _drawTextures = drawTextures({
atlas: this.atlas,
textures: this.textures,
cursor: this.lastTextureCursor
}, this.imageStates, this.ctx),
atlas = _drawTextures.atlas,
textures = _drawTextures.textures,
cursor = _drawTextures.cursor;
this.atlas = atlas;
this.textures = textures;
this.lastTextureCursor = cursor;
this.emit(TextureManager.NEW_TEXTURE_EVENT, {
atlas: atlas,
textures: textures
});
}
// PUBLIC API:
}, {
key: "registerImage",
value: function () {
var _registerImage = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime().mark(function _callee(source) {
var size, image;
return _regeneratorRuntime().wrap(function _callee$(_context) {
while (1) switch (_context.prev = _context.next) {
case 0:
if (!this.imageStates[source]) {
_context.next = 2;
break;
}
return _context.abrupt("return");
case 2:
this.imageStates[source] = {
status: "loading"
};
_context.prev = 3;
size = this.options.size;
_context.next = 7;
return loadImage(source, {
size: size.mode === "force" ? size.value : undefined,
crossOrigin: this.options.crossOrigin || undefined
});
case 7:
image = _context.sent;
this.imageStates[source] = _objectSpread2({
status: "ready",
image: image
}, refineImage(image, this.corrector, this.options));
this.scheduleGenerateTexture();
_context.next = 15;
break;
case 12:
_context.prev = 12;
_context.t0 = _context["catch"](3);
this.imageStates[source] = {
status: "error"
};
case 15:
case "end":
return _context.stop();
}
}, _callee, this, [[3, 12]]);
}));
function registerImage(_x3) {
return _registerImage.apply(this, arguments);
}
return registerImage;
}()
}, {
key: "getAtlas",
value: function getAtlas() {
return this.atlas;
}
}, {
key: "getTextures",
value: function getTextures() {
return this.textures;
}
}]);
return TextureManager;
}(EventEmitter);
_defineProperty(TextureManager, "NEW_TEXTURE_EVENT", "newTexture");
var _excluded = ["drawHover", "drawLabel", "drawingMode", "keepWithinCircle", "padding", "colorAttribute", "imageAttribute"];
var _WebGLRenderingContex = WebGLRenderingContext,
UNSIGNED_BYTE = _WebGLRenderingContex.UNSIGNED_BYTE,
FLOAT = _WebGLRenderingContex.FLOAT;
var DEFAULT_CREATE_NODE_IMAGE_OPTIONS = _objectSpread2(_objectSpread2({}, DEFAULT_TEXTURE_MANAGER_OPTIONS), {}, {
drawingMode: "background",
keepWithinCircle: true,
drawLabel: undefined,
drawHover: undefined,
padding: 0,
colorAttribute: "color",
imageAttribute: "image"
});
var UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_cameraAngle", "u_percentagePadding", "u_matrix", "u_colorizeImages", "u_keepWithinCircle", "u_atlas"];
/**
* To share the texture between the program instances of the graph and the
* hovered nodes (to prevent some flickering, mostly), this program must be
* "built" for each sigma instance:
*/
function createNodeImageProgram(options) {
var _NodeImageProgram;
// Compute effective MAX_TEXTURE_SIZE from the current WebGL context:
var gl = document.createElement("canvas").getContext("webgl");
var defaultMaxTextureSize = Math.min(gl.getParameter(gl.MAX_TEXTURE_SIZE), DEFAULT_TEXTURE_MANAGER_OPTIONS.maxTextureSize);
gl.canvas.remove();
var _maxTextureSize = _objectSpread2(_objectSpread2(_objectSpread2({}, DEFAULT_CREATE_NODE_IMAGE_OPTIONS), {
maxTextureSize: defaultMaxTextureSize
}), options || {}),
drawHover = _maxTextureSize.drawHover,
drawLabel = _maxTextureSize.drawLabel,
drawingMode = _maxTextureSize.drawingMode,
keepWithinCircle = _maxTextureSize.keepWithinCircle,
padding = _maxTextureSize.padding,
colorAttribute = _maxTextureSize.colorAttribute,
imageAttribute = _maxTextureSize.imageAttribute,
textureManagerOptions = _objectWithoutProperties(_maxTextureSize, _excluded);
/**
* This texture manager is shared between all instances of this exact class,
* returned by this call to createNodeProgramImage. This means that
* remounting the sigma instance will not reload the images and regenerate
* the texture.
*/
var textureManager = new TextureManager(textureManagerOptions);
return _NodeImageProgram = /*#__PURE__*/function (_NodeProgram) {
_inherits(NodeImageProgram, _NodeProgram);
function NodeImageProgram(gl, pickingBuffer, renderer) {
var _this;
_classCallCheck(this, NodeImageProgram);
_this = _callSuper(this, NodeImageProgram, [gl, pickingBuffer, renderer]);
_defineProperty(_assertThisInitialized(_this), "drawLabel", drawLabel);
_defineProperty(_assertThisInitialized(_this), "drawHover", drawHover);
_defineProperty(_assertThisInitialized(_this), "textureManagerCallback", null);
_this.textureManagerCallback = function (_ref) {
var atlas = _ref.atlas,
textures = _ref.textures;
var shouldUpgradeShaders = textures.length !== _this.textures.length;
_this.atlas = atlas;
_this.textureImages = textures;
if (shouldUpgradeShaders) _this.upgradeShaders();
_this.bindTextures();
if (_this.latestRenderParams) _this.render(_this.latestRenderParams);
if (_this.renderer && _this.renderer.refresh) _this.renderer.refresh();
};
textureManager.on(TextureManager.NEW_TEXTURE_EVENT, _this.textureManagerCallback);
_this.atlas = textureManager.getAtlas();
_this.textureImages = textureManager.getTextures();
_this.textures = _this.textureImages.map(function () {
return gl.createTexture();
});
_this.bindTextures();
return _this;
}
_createClass(NodeImageProgram, [{
key: "getDefinition",
value: function getDefinition() {
return {
VERTICES: 3,
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$1,
FRAGMENT_SHADER_SOURCE: getFragmentShader({
texturesCount: textureManager.getTextures().length
}),
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS: UNIFORMS,
ATTRIBUTES: [{
name: "a_position",
size: 2,
type: FLOAT
}, {
name: "a_size",
size: 1,
type: FLOAT
}, {
name: "a_color",
size: 4,
type: UNSIGNED_BYTE,
normalized: true
}, {
name: "a_id",
size: 4,
type: UNSIGNED_BYTE,
normalized: true
}, {
name: "a_texture",
size: 4,
type: FLOAT
}, {
name: "a_textureIndex",
size: 1,
type: FLOAT
}],
CONSTANT_ATTRIBUTES: [{
name: "a_angle",
size: 1,
type: FLOAT
}],
CONSTANT_DATA: [[NodeImageProgram.ANGLE_1], [NodeImageProgram.ANGLE_2], [NodeImageProgram.ANGLE_3]]
};
}
}, {
key: "upgradeShaders",
value: function upgradeShaders() {
var def = this.getDefinition();
var _this$normalProgram = this.normalProgram,
program = _this$normalProgram.program,
buffer = _this$normalProgram.buffer,
vertexShader = _this$normalProgram.vertexShader,
fragmentShader = _this$normalProgram.fragmentShader,
gl = _this$normalProgram.gl;
gl.deleteProgram(program);
gl.deleteBuffer(buffer);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
this.normalProgram = this.getProgramInfo("normal", gl, def.VERTEX_SHADER_SOURCE, def.FRAGMENT_SHADER_SOURCE, null);
}
}, {
key: "kill",
value: function kill() {
var _this$normalProgram2;
var gl = (_this$normalProgram2 = this.normalProgram) === null || _this$normalProgram2 === void 0 ? void 0 : _this$normalProgram2.gl;
if (gl) {
for (var i = 0; i < this.textures.length; i++) {
gl.deleteTexture(this.textures[i]);
}
}
if (this.textureManagerCallback) {
textureManager.off(TextureManager.NEW_TEXTURE_EVENT, this.textureManagerCallback);
this.textureManagerCallback = null;
}
_superPropGet(NodeImageProgram, "kill", this, 3)([]);
}
}, {
key: "bindTextures",
value: function bindTextures() {
var gl = this.normalProgram.gl;
for (var i = 0; i < this.textureImages.length; i++) {
if (i >= this.textures.length) {
var texture = gl.createTexture();
if (texture) this.textures.push(texture);
}
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, this.textures[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.textureImages[i]);
gl.generateMipmap(gl.TEXTURE_2D);
}
}
}, {
key: "renderProgram",
value: function renderProgram(params, programInfo) {
if (!programInfo.isPicking) {
// Rebind texture (since it's been just unbound by picking):
var _gl = programInfo.gl;
for (var i = 0; i < this.textureImages.length; i++) {
_gl.activeTexture(_gl.TEXTURE0 + i);
_gl.bindTexture(_gl.TEXTURE_2D, this.textures[i]);
}
}
_superPropGet(NodeImageProgram, "renderProgram", this, 3)([params, programInfo]);
}
}, {
key: "processVisibleItem",
value: function processVisibleItem(nodeIndex, startIndex, data) {
var array = this.array;
var color = floatColor(data[colorAttribute]);
var imageSource = data[imageAttribute];
var imagePosition = imageSource ? this.atlas[imageSource] : undefined;
if (typeof imageSource === "string" && !imagePosition) textureManager.registerImage(imageSource);
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = data.size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
// Reference texture:
if (imagePosition && typeof imagePosition.textureIndex === "number") {
var _this$textureImages$i = this.textureImages[imagePosition.textureIndex],
width = _this$textureImages$i.width,
height = _this$textureImages$i.height;
array[startIndex++] = imagePosition.x / width;
array[startIndex++] = imagePosition.y / height;
array[startIndex++] = imagePosition.size / width;
array[startIndex++] = imagePosition.size / height;
array[startIndex++] = imagePosition.textureIndex;
} else {
array[startIndex++] = 0;
array[startIndex++] = 0;
array[startIndex++] = 0;
array[startIndex++] = 0;
array[startIndex++] = 0;
}
}
}, {
key: "setUniforms",
value: function setUniforms(params, _ref2) {
var gl = _ref2.gl,
uniformLocations = _ref2.uniformLocations;
var u_sizeRatio = uniformLocations.u_sizeRatio,
u_correctionRatio = uniformLocations.u_correctionRatio,
u_matrix = uniformLocations.u_matrix,
u_atlas = uniformLocations.u_atlas,
u_colorizeImages = uniformLocations.u_colorizeImages,
u_keepWithinCircle = uniformLocations.u_keepWithinCircle,
u_cameraAngle = uniformLocations.u_cameraAngle,
u_percentagePadding = uniformLocations.u_percentagePadding;
this.latestRenderParams = params;
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, keepWithinCircle ? params.sizeRatio : params.sizeRatio / Math.SQRT2);
gl.uniform1f(u_cameraAngle, params.cameraAngle);
gl.uniform1f(u_percentagePadding, padding);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
gl.uniform1iv(u_atlas, _toConsumableArray(new Array(this.textureImages.length)).map(function (_, i) {
return i;
}));
gl.uniform1i(u_colorizeImages, drawingMode === "color" ? 1 : 0);
gl.uniform1i(u_keepWithinCircle, keepWithinCircle ? 1 : 0);
}
}]);
return NodeImageProgram;
}(NodeProgram), _defineProperty(_NodeImageProgram, "ANGLE_1", 0), _defineProperty(_NodeImageProgram, "ANGLE_2", 2 * Math.PI / 3), _defineProperty(_NodeImageProgram, "ANGLE_3", 4 * Math.PI / 3), _defineProperty(_NodeImageProgram, "textureManager", textureManager), _NodeImageProgram;
}
var NodeImageProgram = createNodeImageProgram();
var NodePictogramProgram = createNodeImageProgram({
keepWithinCircle: false,
size: {
mode: "force",
value: 256