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sigma

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A JavaScript library dedicated to graph drawing.

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); /** * Sigma.js WebGL Renderer Edge Program * ===================================== * * Program rendering edges as thick lines using four points translated * orthogonally from the source & target's centers by half thickness. * * Rendering two triangles by using only four points is made possible through * the use of indices. * * This method should be faster than the 6 points / 2 triangles approach and * should handle thickness better than with gl.LINES. * * This version of the shader balances geometry computation evenly between * the CPU & GPU (normals are computed on the CPU side). * @module */ var utils_1 = require("../../../utils"); var edge_vert_glsl_1 = __importDefault(require("../shaders/edge.vert.glsl.js")); var edge_frag_glsl_1 = __importDefault(require("../shaders/edge.frag.glsl.js")); var edge_1 = require("./common/edge"); var POINTS = 4, ATTRIBUTES = 6, STRIDE = POINTS * ATTRIBUTES; var EdgeProgram = /** @class */ (function (_super) { __extends(EdgeProgram, _super); function EdgeProgram(gl) { var _this = _super.call(this, gl, edge_vert_glsl_1.default, edge_frag_glsl_1.default, POINTS, ATTRIBUTES) || this; // Initializing indices buffer var indicesBuffer = gl.createBuffer(); if (indicesBuffer === null) throw new Error("EdgeProgram: error while getting resolutionLocation"); _this.indicesBuffer = indicesBuffer; // Locations _this.positionLocation = gl.getAttribLocation(_this.program, "a_position"); _this.colorLocation = gl.getAttribLocation(_this.program, "a_color"); _this.normalLocation = gl.getAttribLocation(_this.program, "a_normal"); _this.thicknessLocation = gl.getAttribLocation(_this.program, "a_thickness"); // Uniform locations var scaleLocation = gl.getUniformLocation(_this.program, "u_scale"); if (scaleLocation === null) throw new Error("EdgeProgram: error while getting scaleLocation"); _this.scaleLocation = scaleLocation; var matrixLocation = gl.getUniformLocation(_this.program, "u_matrix"); if (matrixLocation === null) throw new Error("EdgeProgram: error while getting matrixLocation"); _this.matrixLocation = matrixLocation; var cameraRatioLocation = gl.getUniformLocation(_this.program, "u_cameraRatio"); if (cameraRatioLocation === null) throw new Error("EdgeProgram: error while getting cameraRatioLocation"); _this.cameraRatioLocation = cameraRatioLocation; var viewportRatioLocation = gl.getUniformLocation(_this.program, "u_viewportRatio"); if (viewportRatioLocation === null) throw new Error("EdgeProgram: error while getting viewportRatioLocation"); _this.viewportRatioLocation = viewportRatioLocation; var thicknessRatioLocation = gl.getUniformLocation(_this.program, "u_thicknessRatio"); if (thicknessRatioLocation === null) throw new Error("EdgeProgram: error while getting thicknessRatioLocation"); _this.thicknessRatioLocation = thicknessRatioLocation; // Enabling the OES_element_index_uint extension // NOTE: on older GPUs, this means that really large graphs won't // have all their edges rendered. But it seems that the // `OES_element_index_uint` is quite everywhere so we'll handle // the potential issue if it really arises. // NOTE: when using webgl2, the extension is enabled by default _this.canUse32BitsIndices = utils_1.canUse32BitsIndices(gl); _this.IndicesArray = _this.canUse32BitsIndices ? Uint32Array : Uint16Array; _this.indicesArray = new _this.IndicesArray(); _this.indicesType = _this.canUse32BitsIndices ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT; _this.bind(); return _this; } EdgeProgram.prototype.bind = function () { var gl = this.gl; gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); // Bindings gl.enableVertexAttribArray(this.positionLocation); gl.enableVertexAttribArray(this.normalLocation); gl.enableVertexAttribArray(this.thicknessLocation); gl.enableVertexAttribArray(this.colorLocation); gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(this.normalLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 8); gl.vertexAttribPointer(this.thicknessLocation, 1, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 16); gl.vertexAttribPointer(this.colorLocation, 4, gl.UNSIGNED_BYTE, true, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 20); }; EdgeProgram.prototype.computeIndices = function () { var l = this.array.length / ATTRIBUTES; var size = l + l / 2; var indices = new this.IndicesArray(size); for (var i = 0, c = 0; i < l; i += 4) { indices[c++] = i; indices[c++] = i + 1; indices[c++] = i + 2; indices[c++] = i + 2; indices[c++] = i + 1; indices[c++] = i + 3; } this.indicesArray = indices; }; EdgeProgram.prototype.bufferData = function () { _super.prototype.bufferData.call(this); // Indices data var gl = this.gl; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indicesArray, gl.STATIC_DRAW); }; EdgeProgram.prototype.process = function (sourceData, targetData, data, hidden, offset) { if (hidden) { for (var i_1 = offset * STRIDE, l = i_1 + STRIDE; i_1 < l; i_1++) this.array[i_1] = 0; return; } var thickness = data.size || 1, x1 = sourceData.x, y1 = sourceData.y, x2 = targetData.x, y2 = targetData.y, color = utils_1.floatColor(data.color); // Computing normals var dx = x2 - x1, dy = y2 - y1; var len = dx * dx + dy * dy, n1 = 0, n2 = 0; if (len) { len = 1 / Math.sqrt(len); n1 = -dy * len; n2 = dx * len; } var i = POINTS * ATTRIBUTES * offset; var array = this.array; // First point array[i++] = x1; array[i++] = y1; array[i++] = n1; array[i++] = n2; array[i++] = thickness; array[i++] = color; // First point flipped array[i++] = x1; array[i++] = y1; array[i++] = -n1; array[i++] = -n2; array[i++] = thickness; array[i++] = color; // Second point array[i++] = x2; array[i++] = y2; array[i++] = n1; array[i++] = n2; array[i++] = thickness; array[i++] = color; // Second point flipped array[i++] = x2; array[i++] = y2; array[i++] = -n1; array[i++] = -n2; array[i++] = thickness; array[i] = color; }; EdgeProgram.prototype.render = function (params) { var gl = this.gl; var program = this.program; gl.useProgram(program); // Binding uniforms gl.uniform1f(this.scaleLocation, params.scalingRatio); gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix); gl.uniform1f(this.cameraRatioLocation, params.ratio); gl.uniform1f(this.viewportRatioLocation, 1 / Math.min(params.width, params.height)); gl.uniform1f(this.thicknessRatioLocation, 1 / Math.pow(params.ratio, params.edgesPowRatio)); // Drawing: gl.drawElements(gl.TRIANGLES, this.indicesArray.length, this.indicesType, 0); }; return EdgeProgram; }(edge_1.AbstractEdgeProgram)); exports.default = EdgeProgram;