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gargantext
purescript-gargantext
Commits
70f8173d
Verified
Commit
70f8173d
authored
Mar 14, 2023
by
Przemyslaw Kaminski
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[sigma.js] different graphshot technique
parent
3548afdc
Pipeline
#3756
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in 0 seconds
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3
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3 changed files
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100 additions
and
14 deletions
+100
-14
Sigma.js
src/Gargantext/Hooks/Sigmax/Sigma.js
+2
-1
sigmajs-screenshot-with-canvas.js
src/external-deps/sigmajs-screenshot-with-canvas.js
+82
-0
sigmajs-screenshot.js
src/external-deps/sigmajs-screenshot.js
+16
-13
No files found.
src/Gargantext/Hooks/Sigmax/Sigma.js
View file @
70f8173d
...
...
@@ -2,7 +2,8 @@
import
Graph
from
'graphology'
;
import
Sigma
from
'sigma'
;
import
{
takeScreenshot
}
from
'../../src/external-deps/sigmajs-screenshot.js'
;
//import { takeScreenshot } from '../../src/external-deps/sigmajs-screenshot.js';
import
takeScreenshot
from
'../../src/external-deps/sigmajs-screenshot-with-canvas.js'
;
import
CircleNodeProgram
from
'sigma/rendering/webgl/programs/node.fast'
;
import
ContourCircleNodeProgram
from
'../../src/external-deps/sigmajs-circle-with-contour.js'
;
import
TriangleNodeProgram
from
'../../src/external-deps/sigmajs-triangle.js'
;
...
...
src/external-deps/sigmajs-screenshot-with-canvas.js
0 → 100644
View file @
70f8173d
import
Sigma
from
"sigma"
;
// Copied from https://github.com/jacomyal/sigma.js/blob/main/examples/png-snapshot/saveAsPNG.ts
// Related issue: https://github.com/jacomyal/sigma.js/issues/1348
/**
* There is a bug I can't find sources about, that makes it impossible to render
* WebGL canvases using `#drawImage` as long as they appear onscreen. There are
* basically two solutions:
* 1. Use `webGLContext#readPixels`, transform it to an ImageData, put that
* ImageData in another canvas, and draw this canvas properly using
* `#drawImage`
* 2. Hide the sigma instance
* 3. Create a new sigma instance similar to the initial one (dimensions,
* settings, graph, camera...), use it and kill it
* This exemple uses this last solution.
*/
export
default
function
takeScreenshot
(
renderer
)
{
// , inputLayers?: string[]) {
const
{
width
,
height
}
=
renderer
.
getDimensions
();
// This pixel ratio is here to deal with retina displays.
// Indeed, for dimensions W and H, on a retina display, the canvases
// dimensions actually are 2 * W and 2 * H. Sigma properly deals with it, but
// we need to readapt here:
const
pixelRatio
=
window
.
devicePixelRatio
||
1
;
const
tmpRoot
=
document
.
createElement
(
"DIV"
);
tmpRoot
.
style
.
width
=
`
${
width
}
px`
;
tmpRoot
.
style
.
height
=
`
${
height
}
px`
;
tmpRoot
.
style
.
position
=
"absolute"
;
tmpRoot
.
style
.
right
=
"101%"
;
tmpRoot
.
style
.
bottom
=
"101%"
;
document
.
body
.
appendChild
(
tmpRoot
);
// Instantiate sigma:
const
tmpRenderer
=
new
Sigma
(
renderer
.
getGraph
(),
tmpRoot
,
renderer
.
getSettings
());
// Copy camera and force to render now, to avoid having to wait the schedule /
// debounce frame:
tmpRenderer
.
getCamera
().
setState
(
renderer
.
getCamera
().
getState
());
tmpRenderer
.
refresh
();
// Create a new canvas, on which the different layers will be drawn:
const
canvas
=
document
.
createElement
(
"CANVAS"
);
canvas
.
setAttribute
(
"width"
,
width
*
pixelRatio
+
""
);
canvas
.
setAttribute
(
"height"
,
height
*
pixelRatio
+
""
);
const
ctx
=
canvas
.
getContext
(
"2d"
);
// Draw a white background first:
ctx
.
fillStyle
=
"#fff"
;
ctx
.
fillRect
(
0
,
0
,
width
*
pixelRatio
,
height
*
pixelRatio
);
// For each layer, draw it on our canvas:
const
canvases
=
tmpRenderer
.
getCanvases
();
//const layers = inputLayers ? inputLayers.filter((id) => !!canvases[id]) : Object.keys(canvases);
const
layers
=
Object
.
keys
(
canvases
);
layers
.
forEach
((
id
)
=>
{
ctx
.
drawImage
(
canvases
[
id
],
0
,
0
,
width
*
pixelRatio
,
height
*
pixelRatio
,
0
,
0
,
width
*
pixelRatio
,
height
*
pixelRatio
,
);
});
let
ret
=
ctx
.
canvas
.
toDataURL
(
'image/png'
);
return
ret
;
// Save the canvas as a PNG image:
// canvas.toBlob((blob) => {
// if (blob) FileSaver.saveAs(blob, "graph.png");
// // Cleanup:
// tmpRenderer.kill();
// tmpRoot.remove();
// }, "image/png");
}
src/external-deps/sigmajs-screenshot.js
View file @
70f8173d
import
*
as
twgl
from
'twgl.js'
;
// NOTE This doesn't work on Firefox for some reason. See
// ./sigmajs-screenshot-with-canvas.js
const
vertexShader
=
`
// a_position describes the canvas.
...
...
@@ -164,21 +167,21 @@ export function takeScreenshot(sigma) {
twgl
.
resizeCanvasToDisplaySize
(
gl
.
canvas
);
//gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
let
texParams
=
function
(
src
)
{
return
{
//wrapS: gl.CLAMP_TO_EDGE,
let
createTexture
=
function
(
src
)
{
return
twgl
.
createTexture
(
gl
,
{
//wrapS: gl.CLAMP_TO_EDGE,
//wrapT: gl.CLAMP_TO_EDGE,
//min: gl.NEAREST,
//mag: gl.NEAREST,
src
}
;
src
})
;
};
const
uniforms
=
{
u_edges
:
twgl
.
createTexture
(
gl
,
texParams
(
edges
)
),
u_edgeLabels
:
twgl
.
createTexture
(
gl
,
texParams
(
edgeLabels
)
),
u_nodes
:
twgl
.
createTexture
(
gl
,
texParams
(
nodes
)
),
u_labels
:
twgl
.
createTexture
(
gl
,
texParams
(
labels
)
),
u_hovers
:
twgl
.
createTexture
(
gl
,
texParams
(
hovers
)
),
u_hoverNodes
:
twgl
.
createTexture
(
gl
,
texParams
(
hoverNodes
)
),
u_mouse
:
twgl
.
createTexture
(
gl
,
texParams
(
mouse
)
),
u_edges
:
createTexture
(
edges
),
u_edgeLabels
:
createTexture
(
edgeLabels
),
u_nodes
:
createTexture
(
nodes
),
u_labels
:
createTexture
(
labels
),
u_hovers
:
createTexture
(
hovers
),
u_hoverNodes
:
createTexture
(
hoverNodes
),
u_mouse
:
createTexture
(
mouse
),
u_resolution
:
[
gl
.
canvas
.
width
,
gl
.
canvas
.
height
]
};
...
...
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