Commit 42a4aa6a authored by Przemyslaw Kaminski's avatar Przemyslaw Kaminski Committed by Alexandre Delanoë

[sigmajs] screenshot WebGL implementation

parent a89ef80a
......@@ -57,7 +57,8 @@
"react-dom": "^17.0.2",
"react-tooltip": "^4.2.8",
"secp256k1": "^4.0.2",
"sigma": "^2.3.1"
"sigma": "^2.3.1",
"twgl.js": "^5.0.4"
},
"devDependencies": {
"@babel/core": "^7.15.0",
......
......@@ -2,6 +2,7 @@
import Graph from 'graphology';
import Sigma from 'sigma';
import { takeScreenshot } from '../../src/external-deps/sigmajs-screenshot.js';
let sigma = Sigma.Sigma;
console.log('imported sigma', Sigma);
......@@ -192,17 +193,7 @@ function _bindMouseSelectorPlugin(left, right, sig) {
function _on(sigma, event, handler) { sigma.on(event, handler); }
function _takeScreenshot(sigma) {
let c = sigma.renderers[0].container;
let edges = c.getElementsByClassName('sigma-edges')[0];
let scene = c.getElementsByClassName('sigma-scene')[0];
// let sceneCtx = scene.getContext('2d');
// sceneCtx.globalAlpha = 1;
// sceneCtx.drawImage(edges, 0, 0);
// return scene.toDataURL('image/png');
let edgesCtx = edges.getContext('2d');
edgesCtx.globalAlpha = 1;
edgesCtx.drawImage(scene, 0, 0);
return edges.toDataURL('image/png');
return takeScreenshot(sigma);
}
function _proxySetSettings(window, sigma, settings) {
......
import * as twgl from 'twgl.js';
const vertexShader = `
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_resolution;
varying vec2 v_texCoord;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
// pass the texCoord to the fragment shader
// The GPU will interpolate this value between points.
v_texCoord = a_texCoord;
}
`;
const fragmentShader = `
precision mediump float;
// our 2 canvases
uniform sampler2D u_canvas1;
uniform sampler2D u_canvas2;
// the texCoords passed in from the vertex shader.
// note: we're only using 1 set of texCoords which means
// we're assuming the canvases are the same size.
varying vec2 v_texCoord;
void main() {
// Look up a pixel from first canvas
vec4 color1 = texture2D(u_canvas1, v_texCoord);
// Look up a pixel from second canvas
vec4 color2 = texture2D(u_canvas2, v_texCoord);
// return the 2 colors multiplied
// TODO Modify this
gl_FragColor = color1 * color2;
}
`;
function setupTexture(gl, canvas, textureUnit, program, uniformName) {
let tex = gl.createTexture();
updateTextureFromCanvas(gl, tex, canvas, textureUnit);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
let location = gl.getUniformLocation(program, uniformName);
gl.uniform1i(location, textureUnit);
}
function updateTextureFromCanvas(gl, tex, canvas, textureUnit) {
gl.activeTexture(gl.TEXTURE0 + textureUnit);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
}
export function takeScreenshot(sigma) {
// https://stackoverflow.com/questions/12590685/blend-two-canvases-onto-one-with-webgl
let c = sigma.container;
let edges = c.getElementsByClassName('sigma-edges')[0];
let nodes = c.getElementsByClassName('sigma-nodes')[0];
// let sceneCtx = scene.getContext('2d');
// sceneCtx.globalAlpha = 1;
// sceneCtx.drawImage(edges, 0, 0);
// return scene.toDataURL('image/png');
let edgesCtx = twgl.getContext(edges);
//edgesCtx.globalAlpha = 1;
//edgesCtx.drawImage(nodes, 0, 0);
let gl = edgesCtx; // TODO Create separate canvas for this
const program = twgl.createProgramFromSources(gl, [vertexShader, fragmentShader]);
gl.useProgram(program);
const positionLocation = gl.getAttribLocation(program, "a_position");
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// lookup uniforms
let resolutionLocation = gl.getUniformLocation(program, "u_resolution");
// set the resolution
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
// Create a buffer for the position of the rectangle corners.
let buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// Set a rectangle the same size as the image.
setRectangle(gl, 0, 0, gl.canvas.width, gl.canvas.height);
let tex1 = setupTexture(gl, nodes, 0, program, "u_canvas1");
let tex2 = setupTexture(gl, edges, 1, program, "u_canvas2");
// Draw the rectangle.
gl.drawArrays(gl.TRIANGLES, 0, 6);
return gl.canvas.toDataURL('image/png');
}
function setRectangle(gl, x, y, width, height) {
const x1 = x;
const x2 = x + width;
const y1 = y;
const y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1,
x2, y1,
x1, y2,
x1, y2,
x2, y1,
x2, y2]), gl.STATIC_DRAW);
}
......@@ -10218,6 +10218,11 @@ tweetnacl@^0.14.3, tweetnacl@~0.14.0:
resolved "https://registry.yarnpkg.com/tweetnacl/-/tweetnacl-0.14.5.tgz#5ae68177f192d4456269d108afa93ff8743f4f64"
integrity sha1-WuaBd/GS1EViadEIr6k/+HQ/T2Q=
twgl.js@^5.0.4:
version "5.0.4"
resolved "https://registry.yarnpkg.com/twgl.js/-/twgl.js-5.0.4.tgz#4e3d54c4e8ff01af418bfbf7ce38df26595a6108"
integrity sha512-8U0ehLWvqOMTqMQd3xGjeQJSDwCNtoFvLg4V3Ne4QTCaPoJmOB4CSpy7MMHkMkc1qO2DMRhnV0uAgZmhO3Q/2w==
type-check@~0.3.2:
version "0.3.2"
resolved "https://registry.yarnpkg.com/type-check/-/type-check-0.3.2.tgz#5884cab512cf1d355e3fb784f30804b2b520db72"
......
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