etnbrd/flx-compiler

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prototypes/express/src/console/sigma/src/renderers/webgl/sigma.webgl.edges.arrow.js

Summary

Maintainability
D
2 days
Test Coverage
;(function() {
  'use strict';

  sigma.utils.pkg('sigma.webgl.edges');

  /**
   * This edge renderer will display edges as arrows going from the source node
   * to the target node. To deal with edge thicknesses, the lines are made of
   * three triangles: two forming rectangles, with the gl.TRIANGLES drawing
   * mode.
   *
   * It is expensive, since drawing a single edge requires 9 points, each
   * having a lot of attributes.
   */
  sigma.webgl.edges.arrow = {
    POINTS: 9,
    ATTRIBUTES: 11,
    addEdge: function(edge, source, target, data, i, prefix, settings) {
      var w = (edge[prefix + 'size'] || 1) / 2,
          x1 = source[prefix + 'x'],
          y1 = source[prefix + 'y'],
          x2 = target[prefix + 'x'],
          y2 = target[prefix + 'y'],
          targetSize = target[prefix + 'size'],
          color = edge.color;

      if (!color)
        switch (settings('edgeColor')) {
          case 'source':
            color = source.color || settings('defaultNodeColor');
            break;
          case 'target':
            color = target.color || settings('defaultNodeColor');
            break;
          default:
            color = settings('defaultEdgeColor');
            break;
        }

      // Normalize color:
      color = sigma.utils.floatColor(color);

      data[i++] = x1;
      data[i++] = y1;
      data[i++] = x2;
      data[i++] = y2;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x1;
      data[i++] = y1;
      data[i++] = x2;
      data[i++] = y2;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 0.0;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x1;
      data[i++] = y1;
      data[i++] = x2;
      data[i++] = y2;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = 0.0;
      data[i++] = color;

      // Arrow head:
      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 1.0;
      data[i++] = -1.0;
      data[i++] = color;

      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = color;

      data[i++] = x2;
      data[i++] = y2;
      data[i++] = x1;
      data[i++] = y1;
      data[i++] = w;
      data[i++] = targetSize;
      data[i++] = 1.0;
      data[i++] = 0.0;
      data[i++] = 1.0;
      data[i++] = 1.0;
      data[i++] = color;
    },
    render: function(gl, program, data, params) {
      var buffer;

      // Define attributes:
      var positionLocation1 =
            gl.getAttribLocation(program, 'a_pos1'),
          positionLocation2 =
            gl.getAttribLocation(program, 'a_pos2'),
          thicknessLocation =
            gl.getAttribLocation(program, 'a_thickness'),
          targetSizeLocation =
            gl.getAttribLocation(program, 'a_tSize'),
          delayLocation =
            gl.getAttribLocation(program, 'a_delay'),
          minusLocation =
            gl.getAttribLocation(program, 'a_minus'),
          headLocation =
            gl.getAttribLocation(program, 'a_head'),
          headPositionLocation =
            gl.getAttribLocation(program, 'a_headPosition'),
          colorLocation =
            gl.getAttribLocation(program, 'a_color'),
          resolutionLocation =
            gl.getUniformLocation(program, 'u_resolution'),
          matrixLocation =
            gl.getUniformLocation(program, 'u_matrix'),
          matrixHalfPiLocation =
            gl.getUniformLocation(program, 'u_matrixHalfPi'),
          matrixHalfPiMinusLocation =
            gl.getUniformLocation(program, 'u_matrixHalfPiMinus'),
          ratioLocation =
            gl.getUniformLocation(program, 'u_ratio'),
          nodeRatioLocation =
            gl.getUniformLocation(program, 'u_nodeRatio'),
          arrowHeadLocation =
            gl.getUniformLocation(program, 'u_arrowHead'),
          scaleLocation =
            gl.getUniformLocation(program, 'u_scale');

      buffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
      gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

      gl.uniform2f(resolutionLocation, params.width, params.height);
      gl.uniform1f(
        ratioLocation,
        params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio'))
      );
      gl.uniform1f(
        nodeRatioLocation,
        Math.pow(params.ratio, params.settings('nodesPowRatio')) /
        params.ratio
      );
      gl.uniform1f(arrowHeadLocation, 5.0);
      gl.uniform1f(scaleLocation, params.scalingRatio);
      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
      gl.uniformMatrix2fv(
        matrixHalfPiLocation,
        false,
        sigma.utils.matrices.rotation(Math.PI / 2, true)
      );
      gl.uniformMatrix2fv(
        matrixHalfPiMinusLocation,
        false,
        sigma.utils.matrices.rotation(-Math.PI / 2, true)
      );

      gl.enableVertexAttribArray(positionLocation1);
      gl.enableVertexAttribArray(positionLocation2);
      gl.enableVertexAttribArray(thicknessLocation);
      gl.enableVertexAttribArray(targetSizeLocation);
      gl.enableVertexAttribArray(delayLocation);
      gl.enableVertexAttribArray(minusLocation);
      gl.enableVertexAttribArray(headLocation);
      gl.enableVertexAttribArray(headPositionLocation);
      gl.enableVertexAttribArray(colorLocation);

      gl.vertexAttribPointer(positionLocation1,
        2,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        0
      );
      gl.vertexAttribPointer(positionLocation2,
        2,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        8
      );
      gl.vertexAttribPointer(thicknessLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        16
      );
      gl.vertexAttribPointer(targetSizeLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        20
      );
      gl.vertexAttribPointer(delayLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        24
      );
      gl.vertexAttribPointer(minusLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        28
      );
      gl.vertexAttribPointer(headLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        32
      );
      gl.vertexAttribPointer(headPositionLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        36
      );
      gl.vertexAttribPointer(colorLocation,
        1,
        gl.FLOAT,
        false,
        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
        40
      );

      gl.drawArrays(
        gl.TRIANGLES,
        params.start || 0,
        params.count || (data.length / this.ATTRIBUTES)
      );
    },
    initProgram: function(gl) {
      var vertexShader,
          fragmentShader,
          program;

      vertexShader = sigma.utils.loadShader(
        gl,
        [
          'attribute vec2 a_pos1;',
          'attribute vec2 a_pos2;',
          'attribute float a_thickness;',
          'attribute float a_tSize;',
          'attribute float a_delay;',
          'attribute float a_minus;',
          'attribute float a_head;',
          'attribute float a_headPosition;',
          'attribute float a_color;',

          'uniform vec2 u_resolution;',
          'uniform float u_ratio;',
          'uniform float u_nodeRatio;',
          'uniform float u_arrowHead;',
          'uniform float u_scale;',
          'uniform mat3 u_matrix;',
          'uniform mat2 u_matrixHalfPi;',
          'uniform mat2 u_matrixHalfPiMinus;',

          'varying vec4 color;',

          'void main() {',
            // Find the good point:
            'vec2 pos = normalize(a_pos2 - a_pos1);',

            'mat2 matrix = (1.0 - a_head) *',
              '(',
                'a_minus * u_matrixHalfPiMinus +',
                '(1.0 - a_minus) * u_matrixHalfPi',
              ') + a_head * (',
                'a_headPosition * u_matrixHalfPiMinus * 0.6 +',
                '(a_headPosition * a_headPosition - 1.0) * mat2(1.0)',
              ');',

            'pos = a_pos1 + (',
              // Deal with body:
              '(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +',
              // Deal with head:
              'a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +',
              // Deal with delay:
              'a_delay * pos * (',
                'a_tSize / u_nodeRatio +',
                'u_arrowHead * a_thickness * u_ratio',
              ')',
            ');',

            // Scale from [[-1 1] [-1 1]] to the container:
            'gl_Position = vec4(',
              '((u_matrix * vec3(pos, 1)).xy /',
                'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
              '0,',
              '1',
            ');',

            // Extract the color:
            'float c = a_color;',
            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
            'color.a = 1.0;',
          '}'
        ].join('\n'),
        gl.VERTEX_SHADER
      );

      fragmentShader = sigma.utils.loadShader(
        gl,
        [
          'precision mediump float;',

          'varying vec4 color;',

          'void main(void) {',
            'gl_FragColor = color;',
          '}'
        ].join('\n'),
        gl.FRAGMENT_SHADER
      );

      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);

      return program;
    }
  };
})();