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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 }); var utils_1 = require("../../../utils"); var edge_quadraticBezier_vert_glsl_1 = __importDefault(require("../shaders/edge.quadraticBezier.vert.glsl.js")); var edge_quadraticBezier_frag_glsl_1 = __importDefault(require("../shaders/edge.quadraticBezier.frag.glsl.js")); var edge_1 = require("./common/edge"); var POINTS = 3, ATTRIBUTES = 5; var EdgeQuadraticBezierProgram = /** @class */ (function (_super) { __extends(EdgeQuadraticBezierProgram, _super); function EdgeQuadraticBezierProgram(gl) { var _this = _super.call(this, gl, edge_quadraticBezier_vert_glsl_1.default, edge_quadraticBezier_frag_glsl_1.default, POINTS, ATTRIBUTES) || this; // Locations _this.positionLocation = gl.getAttribLocation(_this.program, "a_position"); _this.colorLocation = gl.getAttribLocation(_this.program, "a_color"); _this.coordLocation = gl.getAttribLocation(_this.program, "a_coord"); // Uniform locations: var matrixLocation = gl.getUniformLocation(_this.program, "u_matrix"); if (matrixLocation === null) throw new Error("sigma/renderers/webgl/program/edge.EdgeQuadraticBezierProgram: error while getting matrixLocation"); _this.matrixLocation = matrixLocation; var resolutionLocation = gl.getUniformLocation(_this.program, "u_resolution"); if (resolutionLocation === null) throw new Error("sigma/renderers/webgl/program/edge.EdgeQuadraticBezierProgram: error while getting resolutionLocation"); _this.resolutionLocation = resolutionLocation; var ratioLocation = gl.getUniformLocation(_this.program, "u_ratio"); if (ratioLocation === null) throw new Error("sigma/renderers/webgl/program/edge.EdgeQuadraticBezierProgram: error while getting ratioLocation"); _this.ratioLocation = ratioLocation; var scaleLocation = gl.getUniformLocation(_this.program, "u_scale"); if (scaleLocation === null) throw new Error("sigma/renderers/webgl/program/edge.EdgeQuadraticBezierProgram: error while getting scaleLocation"); _this.scaleLocation = scaleLocation; _this.bind(); return _this; } EdgeQuadraticBezierProgram.prototype.bind = function () { var gl = this.gl; // Bindings gl.enableVertexAttribArray(this.positionLocation); gl.enableVertexAttribArray(this.colorLocation); gl.enableVertexAttribArray(this.coordLocation); gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, this.attributes * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(this.colorLocation, 1, gl.FLOAT, false, this.attributes * Float32Array.BYTES_PER_ELEMENT, 8); gl.vertexAttribPointer(this.coordLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 12); }; EdgeQuadraticBezierProgram.prototype.computeIndices = function () { // nothing to do }; EdgeQuadraticBezierProgram.prototype.process = function (sourceData, targetData, data, hidden, offset) { var i = 0; if (hidden) { for (var l = i + POINTS * ATTRIBUTES; i < l; i++) this.array[i] = 0; } var x1 = sourceData.x, y1 = sourceData.y, x2 = targetData.x, y2 = targetData.y, color = utils_1.floatColor(data.color); i = POINTS * ATTRIBUTES * offset; var array = this.array; // Control point array[i++] = (x1 + x2) / 2 + (y2 - y1) / 4; array[i++] = (y1 + y2) / 2 + (x1 - x2) / 4; // array[i++] = thickness; array[i++] = color; array[i++] = 0.5; array[i++] = 0; // First point array[i++] = x1; array[i++] = y1; // array[i++] = thickness; array[i++] = color; array[i++] = 0; array[i++] = 0; // Second point array[i++] = x2; array[i++] = y2; // array[i++] = thickness; array[i++] = color; array[i++] = 1; array[i] = 1; }; EdgeQuadraticBezierProgram.prototype.render = function (params) { var gl = this.gl; var program = this.program; gl.useProgram(program); // Binding uniforms gl.uniform2f(this.resolutionLocation, params.width, params.height); gl.uniform1f(this.ratioLocation, params.ratio / Math.pow(params.ratio, params.edgesPowRatio)); gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix); gl.uniform1f(this.scaleLocation, params.ratio); // Drawing: gl.drawArrays(gl.TRIANGLES, 0, this.array.length / ATTRIBUTES); }; return EdgeQuadraticBezierProgram; }(edge_1.AbstractEdgeProgram)); exports.default = EdgeQuadraticBezierProgram;