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edge.arrowHead.ts
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/**
* Sigma.js WebGL Renderer Arrow Program
* ======================================
*
* Program rendering direction arrows as a simple triangle.
* @module
*/
import { EdgeDisplayData, NodeDisplayData } from "../../../types";
import { floatColor } from "../../../utils";
import vertexShaderSource from "../shaders/edge.arrowHead.vert.glsl";
import fragmentShaderSource from "../shaders/edge.arrowHead.frag.glsl";
import { AbstractEdgeProgram } from "./common/edge";
import { RenderParams } from "./common/program";
const POINTS = 3,
ATTRIBUTES = 9,
STRIDE = POINTS * ATTRIBUTES;
export default class EdgeArrowHeadProgram extends AbstractEdgeProgram {
// Locations
positionLocation: GLint;
colorLocation: GLint;
normalLocation: GLint;
radiusLocation: GLint;
barycentricLocation: GLint;
matrixLocation: WebGLUniformLocation;
sqrtZoomRatioLocation: WebGLUniformLocation;
correctionRatioLocation: WebGLUniformLocation;
constructor(gl: WebGLRenderingContext) {
super(gl, vertexShaderSource, fragmentShaderSource, POINTS, ATTRIBUTES);
// 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
const matrixLocation = gl.getUniformLocation(this.program, "u_matrix");
if (matrixLocation === null) throw new Error("EdgeArrowHeadProgram: error while getting matrixLocation");
this.matrixLocation = matrixLocation;
const sqrtZoomRatioLocation = gl.getUniformLocation(this.program, "u_sqrtZoomRatio");
if (sqrtZoomRatioLocation === null)
throw new Error("EdgeArrowHeadProgram: error while getting sqrtZoomRatioLocation");
this.sqrtZoomRatioLocation = sqrtZoomRatioLocation;
const correctionRatioLocation = gl.getUniformLocation(this.program, "u_correctionRatio");
if (correctionRatioLocation === null)
throw new Error("EdgeArrowHeadProgram: error while getting correctionRatioLocation");
this.correctionRatioLocation = correctionRatioLocation;
this.bind();
}
bind(): void {
const 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,
);
}
computeIndices(): void {
// nothing to do
}
process(
sourceData: NodeDisplayData,
targetData: NodeDisplayData,
data: EdgeDisplayData,
hidden: boolean,
offset: number,
): void {
if (hidden) {
for (let i = offset * STRIDE, l = i + STRIDE; i < l; i++) this.array[i] = 0;
return;
}
const thickness = data.size || 1,
radius = targetData.size || 1,
x1 = sourceData.x,
y1 = sourceData.y,
x2 = targetData.x,
y2 = targetData.y,
color = floatColor(data.color);
// Computing normals
const dx = x2 - x1,
dy = y2 - y1;
let len = dx * dx + dy * dy,
n1 = 0,
n2 = 0;
if (len) {
len = 1 / Math.sqrt(len);
n1 = -dy * len * thickness;
n2 = dx * len * thickness;
}
let i = POINTS * ATTRIBUTES * offset;
const 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;
}
render(params: RenderParams): void {
if (this.hasNothingToRender()) return;
const gl = this.gl;
const 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);
}
}