;(function(undefined) { 'use strict'; if (typeof sigma === 'undefined') throw 'sigma is not declared'; // Initialize packages: sigma.utils.pkg('sigma.renderers'); /** * This function is the constructor of the canvas sigma's renderer. * * @param {sigma.classes.graph} graph The graph to render. * @param {sigma.classes.camera} camera The camera. * @param {configurable} settings The sigma instance settings * function. * @param {object} object The options object. * @return {sigma.renderers.canvas} The renderer instance. */ sigma.renderers.webgl = function(graph, camera, settings, options) { if (typeof options !== 'object') throw 'sigma.renderers.webgl: Wrong arguments.'; if (!(options.container instanceof HTMLElement)) throw 'Container not found.'; var k, i, l, a, fn, _self = this; sigma.classes.dispatcher.extend(this); // Conrad related attributes: this.jobs = {}; Object.defineProperty(this, 'conradId', { value: sigma.utils.id() }); // Initialize main attributes: this.graph = graph; this.camera = camera; this.contexts = {}; this.domElements = {}; this.options = options; this.container = this.options.container; this.settings = ( typeof options.settings === 'object' && options.settings ) ? settings.embedObjects(options.settings) : settings; // Find the prefix: this.options.prefix = this.camera.readPrefix; // Initialize programs hash Object.defineProperty(this, 'nodePrograms', { value: {} }); Object.defineProperty(this, 'edgePrograms', { value: {} }); Object.defineProperty(this, 'nodeFloatArrays', { value: {} }); Object.defineProperty(this, 'edgeFloatArrays', { value: {} }); Object.defineProperty(this, 'edgeIndicesArrays', { value: {} }); // Initialize the DOM elements: if (this.settings(options, 'batchEdgesDrawing')) { this.initDOM('canvas', 'edges', true); this.initDOM('canvas', 'nodes', true); } else { this.initDOM('canvas', 'scene', true); this.contexts.nodes = this.contexts.scene; this.contexts.edges = this.contexts.scene; } this.initDOM('canvas', 'labels'); this.initDOM('canvas', 'mouse'); this.contexts.hover = this.contexts.mouse; // Initialize captors: this.captors = []; a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch]; for (i = 0, l = a.length; i < l; i++) { fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]]; this.captors.push( new fn( this.domElements.mouse, this.camera, this.settings ) ); } // Deal with sigma events: sigma.misc.bindEvents.call(this, this.camera.prefix); sigma.misc.drawHovers.call(this, this.camera.prefix); this.resize(); }; /** * This method will generate the nodes and edges float arrays. This step is * separated from the "render" method, because to keep WebGL efficient, since * all the camera and middlewares are modelised as matrices and they do not * require the float arrays to be regenerated. * * Basically, when the user moves the camera or applies some specific linear * transformations, this process step will be skipped, and the "render" * method will efficiently refresh the rendering. * * And when the user modifies the graph colors or positions (applying a new * layout or filtering the colors, for instance), this "process" step will be * required to regenerate the float arrays. * * @return {sigma.renderers.webgl} Returns the instance itself. */ sigma.renderers.webgl.prototype.process = function() { var a, i, l, k, type, renderer, graph = this.graph, options = sigma.utils.extend(options, this.options), defaultEdgeType = this.settings(options, 'defaultEdgeType'), defaultNodeType = this.settings(options, 'defaultNodeType'); // Empty float arrays: for (k in this.nodeFloatArrays) delete this.nodeFloatArrays[k]; for (k in this.edgeFloatArrays) delete this.edgeFloatArrays[k]; for (k in this.edgeIndicesArrays) delete this.edgeIndicesArrays[k]; // Sort edges and nodes per types: for (a = graph.edges(), i = 0, l = a.length; i < l; i++) { type = a[i].type || defaultEdgeType; k = (type && sigma.webgl.edges[type]) ? type : 'def'; if (!this.edgeFloatArrays[k]) this.edgeFloatArrays[k] = { edges: [] }; this.edgeFloatArrays[k].edges.push(a[i]); } for (a = graph.nodes(), i = 0, l = a.length; i < l; i++) { type = a[i].type || defaultNodeType; k = (type && sigma.webgl.nodes[type]) ? type : 'def'; if (!this.nodeFloatArrays[k]) this.nodeFloatArrays[k] = { nodes: [] }; this.nodeFloatArrays[k].nodes.push(a[i]); } // Push edges: for (k in this.edgeFloatArrays) { renderer = sigma.webgl.edges[k]; a = this.edgeFloatArrays[k].edges; // Creating the necessary arrays this.edgeFloatArrays[k].array = new Float32Array( a.length * renderer.POINTS * renderer.ATTRIBUTES ); for (i = 0, l = a.length; i < l; i++) { // Just check that the edge and both its extremities are visible: if ( !a[i].hidden && !graph.nodes(a[i].source).hidden && !graph.nodes(a[i].target).hidden ) renderer.addEdge( a[i], graph.nodes(a[i].source), graph.nodes(a[i].target), this.edgeFloatArrays[k].array, i * renderer.POINTS * renderer.ATTRIBUTES, options.prefix, this.settings ); } if (typeof renderer.computeIndices === 'function') this.edgeIndicesArrays[k] = renderer.computeIndices( this.edgeFloatArrays[k].array ); } // Push nodes: for (k in this.nodeFloatArrays) { renderer = sigma.webgl.nodes[k]; a = this.nodeFloatArrays[k].nodes; // Creating the necessary arrays this.nodeFloatArrays[k].array = new Float32Array( a.length * renderer.POINTS * renderer.ATTRIBUTES ); for (i = 0, l = a.length; i < l; i++) { if (!this.nodeFloatArrays[k].array) this.nodeFloatArrays[k].array = new Float32Array( a.length * renderer.POINTS * renderer.ATTRIBUTES ); // Just check that the edge and both its extremities are visible: if ( !a[i].hidden ) renderer.addNode( a[i], this.nodeFloatArrays[k].array, i * renderer.POINTS * renderer.ATTRIBUTES, options.prefix, this.settings ); } } return this; }; /** * This method renders the graph. It basically calls each program (and * generate them if they do not exist yet) to render nodes and edges, batched * per renderer. * * As in the canvas renderer, it is possible to display edges, nodes and / or * labels in batches, to make the whole thing way more scalable. * * @param {?object} params Eventually an object of options. * @return {sigma.renderers.webgl} Returns the instance itself. */ sigma.renderers.webgl.prototype.render = function(params) { var a, i, l, k, o, program, renderer, self = this, graph = this.graph, nodesGl = this.contexts.nodes, edgesGl = this.contexts.edges, matrix = this.camera.getMatrix(), options = sigma.utils.extend(params, this.options), drawLabels = this.settings(options, 'drawLabels'), drawEdges = this.settings(options, 'drawEdges'), drawNodes = this.settings(options, 'drawNodes'); // Call the resize function: this.resize(false); // Check the 'hideEdgesOnMove' setting: if (this.settings(options, 'hideEdgesOnMove')) if (this.camera.isAnimated || this.camera.isMoving) drawEdges = false; // Clear canvases: this.clear(); // Translate matrix to [width/2, height/2]: matrix = sigma.utils.matrices.multiply( matrix, sigma.utils.matrices.translation(this.width / 2, this.height / 2) ); // Kill running jobs: for (k in this.jobs) if (conrad.hasJob(k)) conrad.killJob(k); if (drawEdges) { if (this.settings(options, 'batchEdgesDrawing')) (function() { var a, k, i, id, job, arr, end, start, indices, renderer, batchSize, currentProgram; id = 'edges_' + this.conradId; batchSize = this.settings(options, 'webglEdgesBatchSize'); a = Object.keys(this.edgeFloatArrays); if (!a.length) return; i = 0; renderer = sigma.webgl.edges[a[i]]; arr = this.edgeFloatArrays[a[i]].array; indices = this.edgeIndicesArrays[a[i]]; start = 0; end = Math.min( start + batchSize * renderer.POINTS, arr.length / renderer.ATTRIBUTES ); job = function() { // Check program: if (!this.edgePrograms[a[i]]) this.edgePrograms[a[i]] = renderer.initProgram(edgesGl); if (start < end) { edgesGl.useProgram(this.edgePrograms[a[i]]); renderer.render( edgesGl, this.edgePrograms[a[i]], arr, { settings: this.settings, matrix: matrix, width: this.width, height: this.height, ratio: this.camera.ratio, scalingRatio: this.settings( options, 'webglOversamplingRatio' ), start: start, count: end - start, indicesData: indices } ); } // Catch job's end: if ( end >= arr.length / renderer.ATTRIBUTES && i === a.length - 1 ) { delete this.jobs[id]; return false; } if (end >= arr.length / renderer.ATTRIBUTES) { i++; arr = this.edgeFloatArrays[a[i]].array; renderer = sigma.webgl.edges[a[i]]; start = 0; end = Math.min( start + batchSize * renderer.POINTS, arr.length / renderer.ATTRIBUTES ); } else { start = end; end = Math.min( start + batchSize * renderer.POINTS, arr.length / renderer.ATTRIBUTES ); } return true; }; this.jobs[id] = job; conrad.addJob(id, job.bind(this)); }).call(this); else { for (k in this.edgeFloatArrays) { renderer = sigma.webgl.edges[k]; // Check program: if (!this.edgePrograms[k]) this.edgePrograms[k] = renderer.initProgram(edgesGl); // Render if (this.edgeFloatArrays[k]) { edgesGl.useProgram(this.edgePrograms[k]); renderer.render( edgesGl, this.edgePrograms[k], this.edgeFloatArrays[k].array, { settings: this.settings, matrix: matrix, width: this.width, height: this.height, ratio: this.camera.ratio, scalingRatio: this.settings(options, 'webglOversamplingRatio'), indicesData: this.edgeIndicesArrays[k] } ); } } } } if (drawNodes) { // Enable blending: nodesGl.blendFunc(nodesGl.SRC_ALPHA, nodesGl.ONE_MINUS_SRC_ALPHA); nodesGl.enable(nodesGl.BLEND); for (k in this.nodeFloatArrays) { renderer = sigma.webgl.nodes[k]; // Check program: if (!this.nodePrograms[k]) this.nodePrograms[k] = renderer.initProgram(nodesGl); // Render if (this.nodeFloatArrays[k]) { nodesGl.useProgram(this.nodePrograms[k]); renderer.render( nodesGl, this.nodePrograms[k], this.nodeFloatArrays[k].array, { settings: this.settings, matrix: matrix, width: this.width, height: this.height, ratio: this.camera.ratio, scalingRatio: this.settings(options, 'webglOversamplingRatio') } ); } } } if (drawLabels) { a = this.camera.quadtree.area( this.camera.getRectangle(this.width, this.height) ); // Apply camera view to these nodes: this.camera.applyView( undefined, undefined, { nodes: a, edges: [], width: this.width, height: this.height } ); o = function(key) { return self.settings({ prefix: self.camera.prefix }, key); }; for (i = 0, l = a.length; i < l; i++) if (!a[i].hidden) ( sigma.canvas.labels[ a[i].type || this.settings(options, 'defaultNodeType') ] || sigma.canvas.labels.def )(a[i], this.contexts.labels, o); } this.dispatchEvent('render'); return this; }; /** * This method creates a DOM element of the specified type, switches its * position to "absolute", references it to the domElements attribute, and * finally appends it to the container. * * @param {string} tag The label tag. * @param {string} id The id of the element (to store it in * "domElements"). * @param {?boolean} webgl Will init the WebGL context if true. */ sigma.renderers.webgl.prototype.initDOM = function(tag, id, webgl) { var gl, dom = document.createElement(tag), self = this; dom.style.position = 'absolute'; dom.setAttribute('class', 'sigma-' + id); this.domElements[id] = dom; this.container.appendChild(dom); if (tag.toLowerCase() === 'canvas') { this.contexts[id] = dom.getContext(webgl ? 'experimental-webgl' : '2d', { preserveDrawingBuffer: true }); // Adding webgl context loss listeners if (webgl) { dom.addEventListener('webglcontextlost', function(e) { e.preventDefault(); }, false); dom.addEventListener('webglcontextrestored', function(e) { self.render(); }, false); } } }; /** * This method resizes each DOM elements in the container and stores the new * dimensions. Then, it renders the graph. * * @param {?number} width The new width of the container. * @param {?number} height The new height of the container. * @return {sigma.renderers.webgl} Returns the instance itself. */ sigma.renderers.webgl.prototype.resize = function(w, h) { var k, oldWidth = this.width, oldHeight = this.height, pixelRatio = sigma.utils.getPixelRatio(); if (w !== undefined && h !== undefined) { this.width = w; this.height = h; } else { this.width = this.container.offsetWidth; this.height = this.container.offsetHeight; w = this.width; h = this.height; } if (oldWidth !== this.width || oldHeight !== this.height) { for (k in this.domElements) { this.domElements[k].style.width = w + 'px'; this.domElements[k].style.height = h + 'px'; if (this.domElements[k].tagName.toLowerCase() === 'canvas') { // If simple 2D canvas: if (this.contexts[k] && this.contexts[k].scale) { this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px'); this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px'); if (pixelRatio !== 1) this.contexts[k].scale(pixelRatio, pixelRatio); } else { this.domElements[k].setAttribute( 'width', (w * this.settings('webglOversamplingRatio')) + 'px' ); this.domElements[k].setAttribute( 'height', (h * this.settings('webglOversamplingRatio')) + 'px' ); } } } } // Scale: for (k in this.contexts) if (this.contexts[k] && this.contexts[k].viewport) this.contexts[k].viewport( 0, 0, this.width * this.settings('webglOversamplingRatio'), this.height * this.settings('webglOversamplingRatio') ); return this; }; /** * This method clears each canvas. * * @return {sigma.renderers.webgl} Returns the instance itself. */ sigma.renderers.webgl.prototype.clear = function() { this.contexts.labels.clearRect(0, 0, this.width, this.height); this.contexts.nodes.clear(this.contexts.nodes.COLOR_BUFFER_BIT); this.contexts.edges.clear(this.contexts.edges.COLOR_BUFFER_BIT); return this; }; /** * This method kills contexts and other attributes. */ sigma.renderers.webgl.prototype.kill = function() { var k, captor; // Kill captors: while ((captor = this.captors.pop())) captor.kill(); delete this.captors; // Kill contexts: for (k in this.domElements) { this.domElements[k].parentNode.removeChild(this.domElements[k]); delete this.domElements[k]; delete this.contexts[k]; } delete this.domElements; delete this.contexts; }; /** * The object "sigma.webgl.nodes" contains the different WebGL node * renderers. The default one draw nodes as discs. Here are the attributes * any node renderer must have: * * {number} POINTS The number of points required to draw a node. * {number} ATTRIBUTES The number of attributes needed to draw one point. * {function} addNode A function that adds a node to the data stack that * will be given to the buffer. Here is the arguments: * > {object} node * > {number} index The node index in the * nodes array. * > {Float32Array} data The stack. * > {object} options Some options. * {function} render The function that will effectively render the nodes * into the buffer. * > {WebGLRenderingContext} gl * > {WebGLProgram} program * > {Float32Array} data The stack to give to the * buffer. * > {object} params An object containing some * options, like width, * height, the camera ratio. * {function} initProgram The function that will initiate the program, with * the relevant shaders and parameters. It must return * the newly created program. * * Check sigma.webgl.nodes.def or sigma.webgl.nodes.fast to see how it * works more precisely. */ sigma.utils.pkg('sigma.webgl.nodes'); /** * The object "sigma.webgl.edges" contains the different WebGL edge * renderers. The default one draw edges as direct lines. Here are the * attributes any edge renderer must have: * * {number} POINTS The number of points required to draw an edge. * {number} ATTRIBUTES The number of attributes needed to draw one point. * {function} addEdge A function that adds an edge to the data stack that * will be given to the buffer. Here is the arguments: * > {object} edge * > {object} source * > {object} target * > {Float32Array} data The stack. * > {object} options Some options. * {function} render The function that will effectively render the edges * into the buffer. * > {WebGLRenderingContext} gl * > {WebGLProgram} program * > {Float32Array} data The stack to give to the * buffer. * > {object} params An object containing some * options, like width, * height, the camera ratio. * {function} initProgram The function that will initiate the program, with * the relevant shaders and parameters. It must return * the newly created program. * * Check sigma.webgl.edges.def or sigma.webgl.edges.fast to see how it * works more precisely. */ sigma.utils.pkg('sigma.webgl.edges'); /** * The object "sigma.canvas.labels" contains the different * label renderers for the WebGL renderer. Since displaying texts in WebGL is * definitely painful and since there a way less labels to display than nodes * or edges, the default renderer simply renders them in a canvas. * * A labels renderer is a simple function, taking as arguments the related * node, the renderer and a settings function. */ sigma.utils.pkg('sigma.canvas.labels'); }).call(this);