sigma
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A JavaScript library dedicated to graph drawing.
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text/typescript
/**
* Sigma.js WebGL Renderer Quadratic Bezier Edge Program
* ======================================================
* @module
*/
import { EdgeAttributes, NodeAttributes } from "../../../types";
import { floatColor } from "../../../utils";
import vertexShaderSource from "../shaders/edge.quadraticBezier.vert.glsl";
import fragmentShaderSource from "../shaders/edge.quadraticBezier.frag.glsl";
import { AbstractEdgeProgram, RenderEdgeParams } from "./common/edge";
const POINTS = 3,
ATTRIBUTES = 5;
export default class EdgeQuadraticBezierProgram extends AbstractEdgeProgram {
positionLocation: GLint;
colorLocation: GLint;
coordLocation: GLint;
matrixLocation: WebGLUniformLocation;
resolutionLocation: WebGLUniformLocation;
ratioLocation: WebGLUniformLocation;
scaleLocation: WebGLUniformLocation;
constructor(gl: WebGLRenderingContext) {
super(gl, vertexShaderSource, fragmentShaderSource, POINTS, ATTRIBUTES);
// 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:
const 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;
const 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;
const 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;
const 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();
}
bind(): void {
const 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);
}
computeIndices(): void {
// nothing to do
}
process(
sourceData: NodeAttributes,
targetData: NodeAttributes,
data: EdgeAttributes,
hidden: boolean,
offset: number,
): void {
let i = 0;
if (hidden) {
for (let l = i + POINTS * ATTRIBUTES; i < l; i++) this.array[i] = 0;
}
const x1 = sourceData.x,
y1 = sourceData.y,
x2 = targetData.x,
y2 = targetData.y,
color = floatColor(data.color);
i = POINTS * ATTRIBUTES * offset;
const 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;
}
render(params: RenderEdgeParams): void {
const gl = this.gl;
const 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);
}
}