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// Based on sigma.js/src/rendering/webgl/programs/node.fast.ts
import { NodeDisplayData } from "sigma/types";
import { floatColor } from "sigma/utils";
import vertexShaderSource from "sigma/rendering/webgl/shaders/node.fast.vert.glsl";
import fragmentShaderSource from "sigma/rendering/webgl/shaders/node.fast.frag.glsl";
import { AbstractNodeProgram } from "sigma/rendering/webgl/programs/common/node";
import { RenderParams } from "sigma/rendering/webgl/programs/common/program";
import CircleNodeProgram from 'sigma/rendering/webgl/programs/node.fast';
const POINTS = 2;
const ATTRIBUTES = 4;
/*
export default class NodeContourFastProgram extends AbstractNodeProgram {
//constructor(gl : WebGLRenderingContext) {
constructor(gl) {
super(gl, vertexShaderSource, fragmentShaderSource, POINTS, ATTRIBUTES);
this.bind();
}
*/
export default class NodeContourFastProgram extends CircleNodeProgram {
constructor(gl) {
super(gl, vertexShaderSource, fragmentShaderSource, POINTS, ATTRIBUTES);
// NOTE super method above will set POINTS = 1 from CircleNodeProgram
// We need to overwrite this
// https://gitlab.iscpif.fr/gargantext/purescript-gargantext/issues/471
this.points = POINTS;
this.bind();
}
//process(data: NodeDisplayData, hidden: boolean, offset: number): void {
process(data, hidden, offset) {
const array = this.array;
let i = offset * POINTS * ATTRIBUTES;
if (hidden) {
// contour
array[i++] = 0;
array[i++] = 0;
array[i++] = 0;
array[i++] = 0;
// circle
array[i++] = 0;
array[i++] = 0;
array[i++] = 0;
array[i++] = 0;
return;
}
const color = floatColor(data.color);
//const black = floatColor('black');
const gray = floatColor('#aaa')
// contour
array[i++] = data.x;
array[i++] = data.y;
array[i++] = data.size + 1;
//array[i++] = black;
array[i++] = gray;
// circle
array[i++] = data.x;
array[i++] = data.y;
array[i++] = data.size;
array[i] = color;
}
//render(params: RenderParams): void {
render(params) {
if (this.hasNothingToRender()) return;
const gl = this.gl;
const program = this.program;
gl.useProgram(program);
gl.uniform1f(this.ratioLocation, 1 / Math.sqrt(params.ratio));
gl.uniform1f(this.scaleLocation, params.scalingRatio);
gl.uniformMatrix3fv(this.matrixLocation, false, params.matrix);
gl.drawArrays(gl.POINTS, 0, this.array.length / ATTRIBUTES);
}
}