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sigma

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A JavaScript library aimed at visualizing graphs of thousands of nodes and edges.

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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_arrowHead_vert_glsl_1 = __importDefault(require("../shaders/edge.arrowHead.vert.glsl.js")); var edge_arrowHead_frag_glsl_1 = __importDefault(require("../shaders/edge.arrowHead.frag.glsl.js")); var edge_1 = require("./common/edge"); var POINTS = 3, ATTRIBUTES = 9, STRIDE = POINTS * ATTRIBUTES; var EdgeArrowHeadProgram = /** @class */ (function (_super) { __extends(EdgeArrowHeadProgram, _super); function EdgeArrowHeadProgram(gl) { var _this = _super.call(this, gl, edge_arrowHead_vert_glsl_1.default, edge_arrowHead_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.normalLocation = gl.getAttribLocation(_this.program, "a_normal"); _this.radiusLocation = gl.getAttribLocation(_this.program, "a_radius"); _this.barycentricLocation = gl.getAttribLocation(_this.program, "a_barycentric"); // Uniform locations var matrixLocation = gl.getUniformLocation(_this.program, "u_matrix"); if (matrixLocation === null) throw new Error("EdgeArrowHeadProgram: error while getting matrixLocation"); _this.matrixLocation = matrixLocation; var sqrtZoomRatioLocation = gl.getUniformLocation(_this.program, "u_sqrtZoomRatio"); if (sqrtZoomRatioLocation === null) throw new Error("EdgeArrowHeadProgram: error while getting sqrtZoomRatioLocation"); _this.sqrtZoomRatioLocation = sqrtZoomRatioLocation; var correctionRatioLocation = gl.getUniformLocation(_this.program, "u_correctionRatio"); if (correctionRatioLocation === null) throw new Error("EdgeArrowHeadProgram: error while getting correctionRatioLocation"); _this.correctionRatioLocation = correctionRatioLocation; _this.bind(); return _this; } EdgeArrowHeadProgram.prototype.bind = function () { var gl = this.gl; // Bindings gl.enableVertexAttribArray(this.positionLocation); gl.enableVertexAttribArray(this.normalLocation); gl.enableVertexAttribArray(this.radiusLocation); gl.enableVertexAttribArray(this.colorLocation); gl.enableVertexAttribArray(this.barycentricLocation); 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.radiusLocation, 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); // TODO: maybe we can optimize here by packing this in a bit mask gl.vertexAttribPointer(this.barycentricLocation, 3, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 24); }; EdgeArrowHeadProgram.prototype.computeIndices = function () { // nothing to do }; EdgeArrowHeadProgram.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, radius = targetData.size || 1, x1 = sourceData.x, y1 = sourceData.y, x2 = targetData.x, y2 = targetData.y, color = (0, 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 * thickness; n2 = dx * len * thickness; } var i = POINTS * ATTRIBUTES * offset; var array = this.array; // First point array[i++] = x2; array[i++] = y2; array[i++] = -n1; array[i++] = -n2; array[i++] = radius; array[i++] = color; array[i++] = 1; array[i++] = 0; array[i++] = 0; // Second point array[i++] = x2; array[i++] = y2; array[i++] = -n1; array[i++] = -n2; array[i++] = radius; array[i++] = color; array[i++] = 0; array[i++] = 1; array[i++] = 0; // Third point array[i++] = x2; array[i++] = y2; array[i++] = -n1; array[i++] = -n2; array[i++] = radius; array[i++] = color; array[i++] = 0; array[i++] = 0; array[i] = 1; }; EdgeArrowHeadProgram.prototype.render = function (params) { if (this.hasNothingToRender()) return; var gl = this.gl; var program = this.program; gl.useProgram(program); // Binding uniforms gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix); gl.uniform1f(this.sqrtZoomRatioLocation, Math.sqrt(params.ratio)); gl.uniform1f(this.correctionRatioLocation, params.correctionRatio); // Drawing: gl.drawArrays(gl.TRIANGLES, 0, this.array.length / ATTRIBUTES); }; return EdgeArrowHeadProgram; }(edge_1.AbstractEdgeProgram)); exports.default = EdgeArrowHeadProgram;