Commit d8f1ac3a authored by Karen Konou's avatar Karen Konou

[Sigma] Update programs for new Sigma API

parent 38e9b3a8
Pipeline #7373 passed with stages
in 21 minutes and 57 seconds
......@@ -198,7 +198,7 @@ function _sigma(left, right, el, opts) {
const settings = {
labelRenderer: drawLabel,
nodeProgramClasses: {
circle: NodeCircleProgram, // TODO why default? It seems that import should be fixed
circle: NodeCircleProgram,
ccircle: ContourCircleNodeProgram,
triangle: TriangleNodeProgram,
ctriangle: ContourTriangleNodeProgram,
......
// language=GLSL
const SHADER_SOURCE = /*glsl*/ `
precision mediump float;
varying vec4 v_color;
varying float v_border;
const float radius = 0.5;
const vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);
void main(void) {
vec2 m = gl_PointCoord - vec2(0.5, 0.5);
float dist = radius - length(m);
// No antialiasing for picking mode:
#ifdef PICKING_MODE
if (dist > v_border)
gl_FragColor = v_color;
else
gl_FragColor = transparent;
#else
float t = 0.0;
if (dist > v_border)
t = 1.0;
else if (dist > 0.0)
t = dist / v_border;
gl_FragColor = mix(transparent, v_color, t);
#endif
}
`;
export default SHADER_SOURCE;
\ No newline at end of file
// language=GLSL
const SHADER_SOURCE = /*glsl*/ `
attribute vec4 a_id;
attribute vec4 a_color;
attribute vec2 a_position;
attribute float a_size;
uniform float u_sizeRatio;
uniform float u_pixelRatio;
uniform mat3 u_matrix;
varying vec4 v_color;
varying float v_border;
const float bias = 255.0 / 254.0;
void main() {
gl_Position = vec4(
(u_matrix * vec3(a_position, 1)).xy,
0,
1
);
// Multiply the point size twice:
// - x SCALING_RATIO to correct the canvas scaling
// - x 2 to correct the formulae
gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;
v_border = (0.5 / a_size) * u_sizeRatio;
#ifdef PICKING_MODE
// For picking mode, we use the ID as the color:
v_color = a_id;
#else
// For normal mode, we use the color:
v_color = a_color;
#endif
v_color.a *= bias;
}
`;
export default SHADER_SOURCE;
\ No newline at end of file
......@@ -3,80 +3,8 @@
import { floatColor } from "sigma/utils";
import { NodeProgram } from 'sigma/rendering';
// From https://github.com/jacomyal/sigma.js/blob/main/packages/sigma/src/rendering/programs/node-point/frag.glsl.ts
const FRAGMENT_SHADER_SOURCE = /*glsl*/ `
precision mediump float;
varying vec4 v_color;
varying float v_border;
const float radius = 0.5;
const vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);
void main(void) {
vec2 m = gl_PointCoord - vec2(0.5, 0.5);
float dist = radius - length(m);
// No antialiasing for picking mode:
#ifdef PICKING_MODE
if (dist > v_border)
gl_FragColor = v_color;
else
gl_FragColor = transparent;
#else
float t = 0.0;
if (dist > v_border)
t = 1.0;
else if (dist > 0.0)
t = dist / v_border;
gl_FragColor = mix(transparent, v_color, t);
#endif
}
`;
// From https://github.com/jacomyal/sigma.js/blob/main/packages/sigma/src/rendering/programs/node-point/vert.glsl.ts
const VERTEX_SHADER_SOURCE = /*glsl*/ `
attribute vec4 a_id;
attribute vec4 a_color;
attribute vec2 a_position;
attribute float a_size;
uniform float u_sizeRatio;
uniform float u_pixelRatio;
uniform mat3 u_matrix;
varying vec4 v_color;
varying float v_border;
const float bias = 255.0 / 254.0;
void main() {
gl_Position = vec4(
(u_matrix * vec3(a_position, 1)).xy,
0,
1
);
// Multiply the point size twice:
// - x SCALING_RATIO to correct the canvas scaling
// - x 2 to correct the formulae
gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;
v_border = (0.5 / a_size) * u_sizeRatio;
#ifdef PICKING_MODE
// For picking mode, we use the ID as the color:
v_color = a_id;
#else
// For normal mode, we use the color:
v_color = a_color;
#endif
v_color.a *= bias;
}
`;
import VERTEX_SHADER_SOURCE from "./circle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./circle-frag.glsl";
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
......
......@@ -8,33 +8,72 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import TriangleProgram from "./sigmajs-triangle-abstract";
import { NodeProgram } from "sigma/rendering";
const POINTS = 12;
const ATTRIBUTES = 5;
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const ANGLE_1_1 = (0 * Math.PI) / 4;
const ANGLE_1_2 = (2 * Math.PI) / 4;
const ANGLE_1_3 = (4 * Math.PI) / 4;
const ANGLE_2_1 = (4 * Math.PI) / 4;
const ANGLE_2_2 = (6 * Math.PI) / 4;
const ANGLE_2_3 = (8 * Math.PI) / 4;
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
export default class NodeProgram extends TriangleProgram {
constructor(gl) {
super(gl, POINTS, ATTRIBUTES);
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeDiamondContourProgram extends NodeProgram {
static ANGLE_1_1 = (0 * Math.PI) / 4;
static ANGLE_1_2 = (2 * Math.PI) / 4;
static ANGLE_1_3 = (4 * Math.PI) / 4;
static ANGLE_2_1 = (4 * Math.PI) / 4;
static ANGLE_2_2 = (6 * Math.PI) / 4;
static ANGLE_2_3 = (8 * Math.PI) / 4;
getDefinition() {
return {
VERTICES: 12,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeDiamondContourProgram.ANGLE_1_1], [NodeDiamondContourProgram.ANGLE_1_2], [NodeDiamondContourProgram.ANGLE_1_3]
,[NodeDiamondContourProgram.ANGLE_2_1], [NodeDiamondContourProgram.ANGLE_2_2], [NodeDiamondContourProgram.ANGLE_2_3]
,[NodeDiamondContourProgram.ANGLE_1_1], [NodeDiamondContourProgram.ANGLE_1_2], [NodeDiamondContourProgram.ANGLE_1_3]
,[NodeDiamondContourProgram.ANGLE_2_1], [NodeDiamondContourProgram.ANGLE_2_2], [NodeDiamondContourProgram.ANGLE_2_3]],
};
}
triangleDefinitions(data) {
const gray = '#aaa';
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
const color = floatColor(data.color);
const gray = floatColor('#aaa')
const size = data.size / 1.7; // experimental...
const contourSize = size + 0.8; // experimental...
const contour_size = size + 0.8;
// contour
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = contour_size;
array[startIndex++] = gray;
array[startIndex++] = nodeIndex;
// circle
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
return [ { x: data.x, y: data.y, size: contourSize, color: gray, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: contourSize, color: gray, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] } ];
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
}
\ No newline at end of file
......@@ -8,29 +8,60 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import TriangleProgram from "./sigmajs-triangle-abstract";
import { NodeProgram } from "sigma/rendering";
const POINTS = 6;
const ATTRIBUTES = 5;
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const ANGLE_1_1 = (0 * Math.PI) / 4;
const ANGLE_1_2 = (2 * Math.PI) / 4;
const ANGLE_1_3 = (4 * Math.PI) / 4;
const ANGLE_2_1 = (4 * Math.PI) / 4;
const ANGLE_2_2 = (6 * Math.PI) / 4;
const ANGLE_2_3 = (8 * Math.PI) / 4;
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
export default class NodeProgram extends TriangleProgram {
constructor(gl) {
super(gl, POINTS, ATTRIBUTES);
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeDiamondProgram extends NodeProgram {
static ANGLE_1_1 = (0 * Math.PI) / 4;
static ANGLE_1_2 = (2 * Math.PI) / 4;
static ANGLE_1_3 = (4 * Math.PI) / 4;
static ANGLE_2_1 = (4 * Math.PI) / 4;
static ANGLE_2_2 = (6 * Math.PI) / 4;
static ANGLE_2_3 = (8 * Math.PI) / 4;
getDefinition() {
return {
VERTICES: 6,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeDiamondProgram.ANGLE_1_1], [NodeDiamondProgram.ANGLE_1_2], [NodeDiamondProgram.ANGLE_1_3]
,[NodeDiamondProgram.ANGLE_2_1], [NodeDiamondProgram.ANGLE_2_2], [NodeDiamondProgram.ANGLE_2_3]],
};
}
triangleDefinitions(data) {
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
const color = floatColor(data.color);
const size = data.size / 1.7; // experimental...
return [ { x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] } ];
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
......@@ -8,33 +8,72 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import TriangleProgram from "./sigmajs-triangle-abstract";
import { NodeProgram } from "sigma/rendering";
const POINTS = 12;
const ATTRIBUTES = 5;
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const ANGLE_1_1 = - (1 * Math.PI) / 4;
const ANGLE_1_2 = (1 * Math.PI) / 4;
const ANGLE_1_3 = (3 * Math.PI) / 4;
const ANGLE_2_1 = (3 * Math.PI) / 4;
const ANGLE_2_2 = (5 * Math.PI) / 4;
const ANGLE_2_3 = (7 * Math.PI) / 4;
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
export default class NodeProgram extends TriangleProgram {
constructor(gl) {
super(gl, POINTS, ATTRIBUTES);
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeSquareContourProgram extends NodeProgram {
static ANGLE_1_1 = - (1 * Math.PI) / 4;
static ANGLE_1_2 = (1 * Math.PI) / 4;
static ANGLE_1_3 = (3 * Math.PI) / 4;
static ANGLE_2_1 = (3 * Math.PI) / 4;
static ANGLE_2_2 = (5 * Math.PI) / 4;
static ANGLE_2_3 = (7 * Math.PI) / 4;
getDefinition() {
return {
VERTICES: 12,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeSquareContourProgram.ANGLE_1_1], [NodeSquareContourProgram.ANGLE_1_2], [NodeSquareContourProgram.ANGLE_1_3]
,[NodeSquareContourProgram.ANGLE_2_1], [NodeSquareContourProgram.ANGLE_2_2], [NodeSquareContourProgram.ANGLE_2_3]
,[NodeSquareContourProgram.ANGLE_1_1], [NodeSquareContourProgram.ANGLE_1_2], [NodeSquareContourProgram.ANGLE_1_3]
,[NodeSquareContourProgram.ANGLE_2_1], [NodeSquareContourProgram.ANGLE_2_2], [NodeSquareContourProgram.ANGLE_2_3]],
};
}
triangleDefinitions(data) {
const gray = '#aaa';
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
const color = floatColor(data.color);
const gray = floatColor('#aaa')
const size = data.size / 1.7; // experimental...
const contourSize = size + 0.8; // experimental...
const contour_size = size + 0.8;
// contour
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = contour_size;
array[startIndex++] = gray;
array[startIndex++] = nodeIndex;
// circle
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
return [ { x: data.x, y: data.y, size: contourSize, color: gray, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: contourSize, color: gray, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] } ];
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
}
\ No newline at end of file
......@@ -8,29 +8,61 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import TriangleProgram from "./sigmajs-triangle-abstract";
import { NodeProgram } from "sigma/rendering";
const POINTS = 6;
const ATTRIBUTES = 5;
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const ANGLE_1_1 = - (1 * Math.PI) / 4;
const ANGLE_1_2 = (1 * Math.PI) / 4;
const ANGLE_1_3 = (3 * Math.PI) / 4;
const ANGLE_2_1 = (3 * Math.PI) / 4;
const ANGLE_2_2 = (5 * Math.PI) / 4;
const ANGLE_2_3 = (7 * Math.PI) / 4;
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
export default class NodeProgram extends TriangleProgram {
constructor(gl) {
super(gl, POINTS, ATTRIBUTES);
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeSquareProgram extends NodeProgram {
static ANGLE_1_1 = - (1 * Math.PI) / 4;
static ANGLE_1_2 = (1 * Math.PI) / 4;
static ANGLE_1_3 = (3 * Math.PI) / 4;
static ANGLE_2_1 = (3 * Math.PI) / 4;
static ANGLE_2_2 = (5 * Math.PI) / 4;
static ANGLE_2_3 = (7 * Math.PI) / 4;
getDefinition() {
return {
VERTICES: 6,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeSquareProgram.ANGLE_1_1], [NodeSquareProgram.ANGLE_1_2], [NodeSquareProgram.ANGLE_1_3]
,[NodeSquareProgram.ANGLE_2_1], [NodeSquareProgram.ANGLE_2_2], [NodeSquareProgram.ANGLE_2_3]],
};
}
triangleDefinitions(data) {
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
const color = floatColor(data.color);
const size = data.size / 1.7; // experimental...
return [ { x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_1_1, ANGLE_1_2, ANGLE_1_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_2_1, ANGLE_2_2, ANGLE_2_3] }];
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
/**
* Sigma.js WebGL Renderer Node Program
* =====================================
*
* Simple program rendering nodes as triangles.
* It does not extend AbstractNodeProgram, which works very differently, and
* really targets the gl.POINTS drawing methods.
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import { AbstractProgram } from "sigma/rendering";
const vertexShaderSource = `
attribute vec2 a_position;
attribute float a_size;
attribute float a_angle;
attribute vec4 a_color;
uniform mat3 u_matrix;
uniform float u_sqrtZoomRatio;
uniform float u_correctionRatio;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
varying float v_border;
const float bias = 255.0 / 254.0;
const float marginRatio = 1.05;
void main() {
float size = a_size * u_correctionRatio * u_sqrtZoomRatio * 4.0;
vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));
vec2 position = a_position + diffVector * marginRatio;
gl_Position = vec4(
(u_matrix * vec3(position, 1)).xy,
0,
1
);
v_border = u_correctionRatio * u_sqrtZoomRatio * u_sqrtZoomRatio;
v_diffVector = diffVector;
//v_radius = size / 2.0 / marginRatio;
v_radius = 1.0;
v_color = a_color;
v_color.a *= bias;
}
`;
const fragmentShaderSource = `
precision mediump float;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
varying float v_border;
const vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);
void main(void) {
float dist = length(v_diffVector) - v_radius;
// Originally, a triangle is drawn. This code paints it in such a
// way that a circle is rendered.
//float t = 0.0;
//if (dist > v_border) {
// t = 1.0;
//} else if (dist > 0.0) {
// t = dist / v_border;
//}
//gl_FragColor = mix(v_color, transparent, t);
gl_FragColor = v_color;
}
`;
const POINTS = 3;
const ATTRIBUTES = 5;
const ANGLE_1 = - (0.5 * Math.PI) / 3;
const ANGLE_2 = (1.5 * Math.PI) / 3;
const ANGLE_3 = (3.5 * Math.PI) / 3;
export default class NodeProgram extends AbstractProgram {
constructor(gl, points, attributes) {
let pts = points || POINTS;
let attribs = attributes || ATTRIBUTES;
super(gl, vertexShaderSource, fragmentShaderSource, pts, attribs);
// Locations
this.positionLocation = gl.getAttribLocation(this.program, "a_position");
this.sizeLocation = gl.getAttribLocation(this.program, "a_size");
this.colorLocation = gl.getAttribLocation(this.program, "a_color");
this.angleLocation = gl.getAttribLocation(this.program, "a_angle");
// Uniform Location
const matrixLocation = gl.getUniformLocation(this.program, "u_matrix");
if (matrixLocation === null) throw new Error("AbstractNodeProgram: error while getting matrixLocation");
this.matrixLocation = matrixLocation;
const sqrtZoomRatioLocation = gl.getUniformLocation(this.program, "u_sqrtZoomRatio");
if (sqrtZoomRatioLocation === null) throw new Error("NodeProgram: error while getting sqrtZoomRatioLocation");
this.sqrtZoomRatioLocation = sqrtZoomRatioLocation;
const correctionRatioLocation = gl.getUniformLocation(this.program, "u_correctionRatio");
if (correctionRatioLocation === null) throw new Error("NodeProgram: error while getting correctionRatioLocation");
this.correctionRatioLocation = correctionRatioLocation;
this.bind();
}
bind() {
const gl = this.gl;
gl.enableVertexAttribArray(this.positionLocation);
gl.enableVertexAttribArray(this.sizeLocation);
gl.enableVertexAttribArray(this.colorLocation);
gl.enableVertexAttribArray(this.angleLocation);
gl.vertexAttribPointer(
this.positionLocation,
2,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
0,
);
gl.vertexAttribPointer(
this.sizeLocation,
1,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
8
);
gl.vertexAttribPointer(
this.colorLocation,
4,
gl.UNSIGNED_BYTE,
true,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
12,
);
gl.vertexAttribPointer(
this.angleLocation,
1,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
16,
);
}
process(data, hidden, offset) {
const array = this.array;
let i = offset * this.points * this.attributes;
if (hidden) {
for (let l = i + this.points * this.attributes; i < l; i++) array[i] = 0;
return;
}
let definitions = this.triangleDefinitions(data);
for(let l = 0; l < definitions.length; l++) {
this.renderTriangle(i + l * 3*this.attributes, definitions[l]);
}
}
// overwrite this function
triangleDefinitions(data) {
const size = data.size / 1.7; // experimental...
return [ { x: data.x, y: data.y, size: data.size, color: data.color, angles: [ANGLE_1, ANGLE_2, ANGLE_3] } ];
}
renderTriangle(i, { x, y, size, color, angles }) {
const array = this.array;
const fColor = floatColor(color);
array[i++] = x;
array[i++] = y;
array[i++] = size;
array[i++] = fColor;
array[i++] = angles[0];
array[i++] = x;
array[i++] = y;
array[i++] = size;
array[i++] = fColor;
array[i++] = angles[1];
array[i++] = x;
array[i++] = y;
array[i++] = size;
array[i++] = fColor;
array[i] = angles[2];
}
render(params) {
if (this.hasNothingToRender()) return;
const gl = this.gl;
const program = this.program;
gl.useProgram(program);
gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix);
gl.uniform1f(this.sqrtZoomRatioLocation, Math.sqrt(params.ratio));
gl.uniform1f(this.correctionRatioLocation, params.correctionRatio);
gl.drawArrays(gl.TRIANGLES, 0, this.array.length / this.attributes);
}
}
......@@ -8,28 +8,67 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import TriangleProgram from "./sigmajs-triangle-abstract";
import { NodeProgram } from "sigma/rendering";
const POINTS = 6;
const ATTRIBUTES = 5;
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const ANGLE_1 = - (0.5 * Math.PI) / 3;
const ANGLE_2 = (1.5 * Math.PI) / 3;
const ANGLE_3 = (3.5 * Math.PI) / 3;
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
export default class NodeProgram extends TriangleProgram {
constructor(gl) {
super(gl, POINTS, ATTRIBUTES);
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeTriangleContourProgram extends NodeProgram {
static ANGLE_1 = - (0.5 * Math.PI) / 3;
static ANGLE_2 = (1.5 * Math.PI) / 3;
static ANGLE_3 = (3.5 * Math.PI) / 3;
getDefinition() {
return {
VERTICES: 6,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeTriangleContourProgram.ANGLE_1], [NodeTriangleContourProgram.ANGLE_2], [NodeTriangleContourProgram.ANGLE_3]
,[NodeTriangleContourProgram.ANGLE_1], [NodeTriangleContourProgram.ANGLE_2], [NodeTriangleContourProgram.ANGLE_3]],
};
}
triangleDefinitions(data) {
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
const color = floatColor(data.color);
const gray = floatColor('#aaa')
const size = data.size / 2.3; // experimental...
const contourSize = size + 0.8; // experimental...
const size = data.size / 1.7; // experimental...
const contour_size = size + 0.8;
// contour
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = contour_size;
array[startIndex++] = gray;
array[startIndex++] = nodeIndex;
// circle
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
return [ { x: data.x, y: data.y, size: contourSize, color: '#aaa', angles: [ANGLE_1, ANGLE_2, ANGLE_3] },
{ x: data.x, y: data.y, size: size, color: data.color, angles: [ANGLE_1, ANGLE_2, ANGLE_3] }];
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
}
\ No newline at end of file
......@@ -8,193 +8,56 @@
* @module
*/
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import { AbstractProgram} from "sigma/rendering";
const vertexShaderSource = `
attribute vec2 a_position;
attribute float a_size;
attribute float a_angle;
attribute vec4 a_color;
uniform mat3 u_matrix;
uniform float u_sqrtZoomRatio;
uniform float u_correctionRatio;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
varying float v_border;
const float bias = 255.0 / 254.0;
const float marginRatio = 1.05;
void main() {
float size = a_size * u_correctionRatio * u_sqrtZoomRatio * 4.0;
vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));
vec2 position = a_position + diffVector * marginRatio;
gl_Position = vec4(
(u_matrix * vec3(position, 1)).xy,
0,
1
);
v_border = u_correctionRatio * u_sqrtZoomRatio * u_sqrtZoomRatio;
v_diffVector = diffVector;
//v_radius = size / 2.0 / marginRatio;
v_radius = 1.0;
v_color = a_color;
v_color.a *= bias;
}
`;
const fragmentShaderSource = `
precision mediump float;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
varying float v_border;
const vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);
void main(void) {
float dist = length(v_diffVector) - v_radius;
// Originally, a triangle is drawn. This code paints it in such a
// way that a circle is rendered.
//float t = 0.0;
//if (dist > v_border) {
// t = 1.0;
//} else if (dist > 0.0) {
// t = dist / v_border;
//}
//gl_FragColor = mix(v_color, transparent, t);
gl_FragColor = v_color;
}
`;
const POINTS = 3;
const ATTRIBUTES = 5;
const ANGLE_1 = - (0.5 * Math.PI) / 3;
const ANGLE_2 = (1.5 * Math.PI) / 3;
const ANGLE_3 = (3.5 * Math.PI) / 3;
export default class NodeProgram extends AbstractProgram {
constructor(gl) {
super(gl, vertexShaderSource, fragmentShaderSource, POINTS, ATTRIBUTES);
// Locations
this.positionLocation = gl.getAttribLocation(this.program, "a_position");
this.sizeLocation = gl.getAttribLocation(this.program, "a_size");
this.colorLocation = gl.getAttribLocation(this.program, "a_color");
this.angleLocation = gl.getAttribLocation(this.program, "a_angle");
// Uniform Location
const matrixLocation = gl.getUniformLocation(this.program, "u_matrix");
if (matrixLocation === null) throw new Error("AbstractNodeProgram: error while getting matrixLocation");
this.matrixLocation = matrixLocation;
const sqrtZoomRatioLocation = gl.getUniformLocation(this.program, "u_sqrtZoomRatio");
if (sqrtZoomRatioLocation === null) throw new Error("NodeProgram: error while getting sqrtZoomRatioLocation");
this.sqrtZoomRatioLocation = sqrtZoomRatioLocation;
const correctionRatioLocation = gl.getUniformLocation(this.program, "u_correctionRatio");
if (correctionRatioLocation === null) throw new Error("NodeProgram: error while getting correctionRatioLocation");
this.correctionRatioLocation = correctionRatioLocation;
this.bind();
import { NodeProgram } from "sigma/rendering";
import VERTEX_SHADER_SOURCE from "./triangle-vert.glsl";
import FRAGMENT_SHADER_SOURCE from "./triangle-frag.glsl";
const { UNSIGNED_BYTE, FLOAT } = WebGLRenderingContext;
const UNIFORMS = ["u_sizeRatio", "u_correctionRatio", "u_matrix"];
export default class NodeTriangleProgram extends NodeProgram {
static ANGLE_1 = - (0.5 * Math.PI) / 3;
static ANGLE_2 = (1.5 * Math.PI) / 3;
static ANGLE_3 = (3.5 * Math.PI) / 3;
getDefinition() {
return {
VERTICES: 3,
VERTEX_SHADER_SOURCE,
FRAGMENT_SHADER_SOURCE,
METHOD: WebGLRenderingContext.TRIANGLES,
UNIFORMS,
ATTRIBUTES: [
{ name: "a_position", size: 2, type: FLOAT },
{ name: "a_size", size: 1, type: FLOAT },
{ name: "a_color", size: 4, type: UNSIGNED_BYTE, normalized: true },
{ name: "a_id", size: 4, type: UNSIGNED_BYTE, normalized: true },
],
CONSTANT_ATTRIBUTES: [{ name: "a_angle", size: 1, type: FLOAT }],
CONSTANT_DATA: [[NodeTriangleProgram.ANGLE_1], [NodeTriangleProgram.ANGLE_2], [NodeTriangleProgram.ANGLE_3]],
};
}
bind() {
const gl = this.gl;
gl.enableVertexAttribArray(this.positionLocation);
gl.enableVertexAttribArray(this.sizeLocation);
gl.enableVertexAttribArray(this.colorLocation);
gl.enableVertexAttribArray(this.angleLocation);
gl.vertexAttribPointer(
this.positionLocation,
2,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
0,
);
gl.vertexAttribPointer(
this.sizeLocation,
1,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
8
);
gl.vertexAttribPointer(
this.colorLocation,
4,
gl.UNSIGNED_BYTE,
true,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
12,
);
gl.vertexAttribPointer(
this.angleLocation,
1,
gl.FLOAT,
false,
this.attributes * Float32Array.BYTES_PER_ELEMENT,
16,
);
}
process(data, hidden, offset) {
processVisibleItem(nodeIndex, startIndex, data) {
const array = this.array;
let i = offset * POINTS * ATTRIBUTES;
if (hidden) {
for (let l = i + POINTS * ATTRIBUTES; i < l; i++) array[i] = 0;
return;
}
const color = floatColor(data.color);
const size = data.size / 1.7; // experimental...
array[i++] = data.x;
array[i++] = data.y;
array[i++] = size;
array[i++] = color;
array[i++] = ANGLE_1;
array[i++] = data.x;
array[i++] = data.y;
array[i++] = size;
array[i++] = color;
array[i++] = ANGLE_2;
array[i++] = data.x;
array[i++] = data.y;
array[i++] = size;
array[i++] = color;
array[i] = ANGLE_3;
array[startIndex++] = data.x;
array[startIndex++] = data.y;
array[startIndex++] = size;
array[startIndex++] = color;
array[startIndex++] = nodeIndex;
}
render(params) {
if (this.hasNothingToRender()) return;
const gl = this.gl;
const program = this.program;
gl.useProgram(program);
gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix);
gl.uniform1f(this.sqrtZoomRatioLocation, Math.sqrt(params.ratio));
gl.uniform1f(this.correctionRatioLocation, params.correctionRatio);
setUniforms(params, { gl, uniformLocations }) {
const { u_sizeRatio, u_correctionRatio, u_matrix } = uniformLocations;
gl.drawArrays(gl.TRIANGLES, 0, this.array.length / ATTRIBUTES);
gl.uniform1f(u_correctionRatio, params.correctionRatio);
gl.uniform1f(u_sizeRatio, params.sizeRatio);
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
}
}
// language=GLSL
const SHADER_SOURCE = /*glsl*/ `
precision highp float;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
uniform float u_correctionRatio;
const vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);
void main(void) {
float border = u_correctionRatio * 2.0;
float dist = length(v_diffVector) - v_radius + border;
// Originally, a triangle is drawn. This code paints it in such a
// way that a circle is rendered.
//float t = 0.0;
//if (dist > v_border) {
// t = 1.0;
//} else if (dist > 0.0) {
// t = dist / v_border;
//}
//gl_FragColor = mix(v_color, transparent, t);
gl_FragColor = v_color;
}
`;
export default SHADER_SOURCE;
\ No newline at end of file
// language=GLSL
const SHADER_SOURCE = /*glsl*/ `
attribute vec4 a_id;
attribute vec4 a_color;
attribute vec2 a_position;
attribute float a_size;
attribute float a_angle;
uniform mat3 u_matrix;
uniform float u_sizeRatio;
uniform float u_correctionRatio;
varying vec4 v_color;
varying vec2 v_diffVector;
varying float v_radius;
varying float v_border;
const float bias = 255.0 / 254.0;
void main() {
float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;
vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));
vec2 position = a_position + diffVector;
gl_Position = vec4(
(u_matrix * vec3(position, 1)).xy,
0,
1
);
v_diffVector = diffVector;
v_radius = size / 2.0;
#ifdef PICKING_MODE
// For picking mode, we use the ID as the color:
v_color = a_id;
#else
// For normal mode, we use the color:
v_color = a_color;
#endif
v_color.a *= bias;
}
`;
export default SHADER_SOURCE;
\ No newline at end of file
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