;(function() { 'use strict'; sigma.utils.pkg('sigma.webgl.edges'); /** * This edge renderer will display edges as lines with the gl.LINES display * mode. Since this mode does not support well thickness, edges are all drawn * with the same thickness (3px), independantly of the edge attributes or the * zooming ratio. */ sigma.webgl.edges.fast = { POINTS: 2, ATTRIBUTES: 3, 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'], 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++] = color; data[i++] = x2; data[i++] = y2; data[i++] = color; }, render: function(gl, program, data, params) { var buffer; // Define attributes: var colorLocation = gl.getAttribLocation(program, 'a_color'), positionLocation = gl.getAttribLocation(program, 'a_position'), resolutionLocation = gl.getUniformLocation(program, 'u_resolution'), matrixLocation = gl.getUniformLocation(program, 'u_matrix'); buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW); gl.uniform2f(resolutionLocation, params.width, params.height); gl.uniformMatrix3fv(matrixLocation, false, params.matrix); gl.enableVertexAttribArray(positionLocation); gl.enableVertexAttribArray(colorLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 0 ); gl.vertexAttribPointer(colorLocation, 1, gl.FLOAT, false, this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 8 ); gl.lineWidth(3); gl.drawArrays( gl.LINES, params.start || 0, params.count || (data.length / this.ATTRIBUTES) ); }, initProgram: function(gl) { var vertexShader, fragmentShader, program; vertexShader = sigma.utils.loadShader( gl, [ 'attribute vec2 a_position;', 'attribute float a_color;', 'uniform vec2 u_resolution;', 'uniform mat3 u_matrix;', 'varying vec4 color;', 'void main() {', // Scale from [[-1 1] [-1 1]] to the container: 'gl_Position = vec4(', '((u_matrix * vec3(a_position, 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; } }; })();