feat: Phase 1 — extract the client (web SPA + desktop) to dtoro/oikos-web
Problem: the hexagonal refactor churns the backend tree for nine more phases; the UI delivery stack (web/ SPA, cmd/desktop Wails wrapper, compose/web image) must move to its own repo first so doc/layout rewrites land once on a backend-only tree. Change: - New repo git.hubris.network/dtoro/oikos-web (v0.33.0): web/, desktop/ (updateURL repointed to oikos-web releases), compose/, own CI (web + desktop jobs), own deploy script (CI-green gate, TOCTOU guard, version-tagged images, prune-to-3), own webhook receiver on :9798 + launchd unit, own compose project publishing the same 8091:80. - Cutover executed on mac-mini in order: oikos stack's web service stopped+removed, oikos-web project brought up on 8091; outer Caddy untouched (targets the published port) — serving + Authentik flow + /wails 404 quirk verified post-cutover. - Stripped from oikos: web/, cmd/desktop/, compose/web/, desktop CI workflow, ci.yml web job, Makefile ui/desktop/desktop-package/install targets, the compose web service, oikos-web from deploy.sh's fallback prune list; wails + go-keyring dropped from go.mod, vendor synced. - README / CONTRIBUTING / AGENTS.md / .agents dev+operations docs now point at the new repo; mbse + mascot design docs carry a path note. Risk: production SPA serving depends on the new pipeline now; rollback is versioned-image re-up of the old web service from a pre-split checkout (port 8091). Desktop builds installed before the split still check dtoro/oikos releases — one manual reinstall, noted in the oikos-web release notes. Verification: go vet, make test (race), make generate-check, golangci (no new findings; baseline down 400→365); post-cutover curls — localhost:8091 200, /wails/runtime.js 404, outer Caddy 302 Authentik.
This commit is contained in:
2
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.d.mts
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2
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.d.mts
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vendored
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||||
export * from "../../dist/declarations/src/rendering/index.js";
|
||||
//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoic2lnbWEtcmVuZGVyaW5nLmNqcy5kLm10cyIsInNvdXJjZVJvb3QiOiIiLCJzb3VyY2VzIjpbIi4uLy4uL2Rpc3QvZGVjbGFyYXRpb25zL3NyYy9yZW5kZXJpbmcvaW5kZXguZC50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQSJ9
|
||||
2
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.d.ts
generated
vendored
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2
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.d.ts
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vendored
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@@ -0,0 +1,2 @@
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||||
export * from "../../dist/declarations/src/rendering/index.js";
|
||||
//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoic2lnbWEtcmVuZGVyaW5nLmNqcy5kLnRzIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiLi4vLi4vZGlzdC9kZWNsYXJhdGlvbnMvc3JjL3JlbmRlcmluZy9pbmRleC5kLnRzIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiJBQUFBIn0=
|
||||
465
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.dev.js
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vendored
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web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.dev.js
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vendored
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@@ -0,0 +1,465 @@
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||||
'use strict';
|
||||
|
||||
Object.defineProperty(exports, '__esModule', { value: true });
|
||||
|
||||
var index = require('../../dist/index-5d7c4e29.cjs.dev.js');
|
||||
var inherits = require('../../dist/inherits-04acba6b.cjs.dev.js');
|
||||
var colors = require('../../dist/colors-fe6de9d2.cjs.dev.js');
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$6 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float radius = 0.5;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n vec2 m = gl_PointCoord - vec2(0.5, 0.5);\n float dist = radius - length(m);\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_border)\n gl_FragColor = v_color;\n else\n gl_FragColor = transparent;\n\n #else\n float t = 0.0;\n if (dist > v_border)\n t = 1.0;\n else if (dist > 0.0)\n t = dist / v_border;\n\n gl_FragColor = mix(transparent, v_color, t);\n #endif\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$2 = SHADER_SOURCE$6;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$5 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\nattribute float a_size;\n\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n // Multiply the point size twice:\n // - x SCALING_RATIO to correct the canvas scaling\n // - x 2 to correct the formulae\n gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;\n\n v_border = (0.5 / a_size) * u_sizeRatio;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$3 = SHADER_SOURCE$5;
|
||||
|
||||
var _WebGLRenderingContex$3 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$3 = _WebGLRenderingContex$3.UNSIGNED_BYTE,
|
||||
FLOAT$3 = _WebGLRenderingContex$3.FLOAT;
|
||||
var UNIFORMS$3 = ["u_sizeRatio", "u_pixelRatio", "u_matrix"];
|
||||
var NodePointProgram = /*#__PURE__*/function (_NodeProgram) {
|
||||
function NodePointProgram() {
|
||||
inherits._classCallCheck(this, NodePointProgram);
|
||||
return inherits._callSuper(this, NodePointProgram, arguments);
|
||||
}
|
||||
inherits._inherits(NodePointProgram, _NodeProgram);
|
||||
return inherits._createClass(NodePointProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 1,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$3,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$2,
|
||||
METHOD: WebGLRenderingContext.POINTS,
|
||||
UNIFORMS: UNIFORMS$3,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_size",
|
||||
size: 1,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(nodeIndex, startIndex, data) {
|
||||
var array = this.array;
|
||||
array[startIndex++] = data.x;
|
||||
array[startIndex++] = data.y;
|
||||
array[startIndex++] = data.size;
|
||||
array[startIndex++] = colors.floatColor(data.color);
|
||||
array[startIndex++] = nodeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(_ref, _ref2) {
|
||||
var sizeRatio = _ref.sizeRatio,
|
||||
pixelRatio = _ref.pixelRatio,
|
||||
matrix = _ref.matrix;
|
||||
var gl = _ref2.gl,
|
||||
uniformLocations = _ref2.uniformLocations;
|
||||
var u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniform1f(u_pixelRatio, pixelRatio);
|
||||
gl.uniform1f(u_sizeRatio, sizeRatio);
|
||||
gl.uniformMatrix3fv(u_matrix, false, matrix);
|
||||
}
|
||||
}]);
|
||||
}(index.NodeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$4 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\nattribute float a_sourceRadius;\nattribute float a_targetRadius;\nattribute float a_sourceRadiusCoef;\nattribute float a_targetRadiusCoef;\n\nuniform mat3 u_matrix;\nuniform float u_zoomRatio;\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform float u_correctionRatio;\nuniform float u_minEdgeThickness;\nuniform float u_lengthToThicknessRatio;\nuniform float u_feather;\n\nvarying vec4 v_color;\nvarying vec2 v_normal;\nvarying float v_thickness;\nvarying float v_feather;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n float minThickness = u_minEdgeThickness;\n\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n\n // These first computations are taken from edge.vert.glsl. Please read it to\n // get better comments on what's happening:\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n // Here, we move the point to leave space for the arrow heads:\n // Source arrow head\n float sourceRadius = a_sourceRadius * a_sourceRadiusCoef;\n float sourceDirection = sign(sourceRadius);\n float webGLSourceRadius = sourceDirection * sourceRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLSourceArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 sourceCompensationVector =\n vec2(-sourceDirection * unitNormal.y, sourceDirection * unitNormal.x)\n * (webGLSourceRadius + webGLSourceArrowHeadLength);\n \n // Target arrow head\n float targetRadius = a_targetRadius * a_targetRadiusCoef;\n float targetDirection = sign(targetRadius);\n float webGLTargetRadius = targetDirection * targetRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLTargetArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 targetCompensationVector =\n vec2(-targetDirection * unitNormal.y, targetDirection * unitNormal.x)\n * (webGLTargetRadius + webGLTargetArrowHeadLength);\n\n // Here is the proper position of the vertex\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness + sourceCompensationVector + targetCompensationVector, 1)).xy, 0, 1);\n\n v_thickness = webGLThickness / u_zoomRatio;\n\n v_normal = unitNormal;\n\n v_feather = u_feather * u_correctionRatio / u_zoomRatio / u_pixelRatio * 2.0;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$2 = SHADER_SOURCE$4;
|
||||
|
||||
var _WebGLRenderingContex$2 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$2 = _WebGLRenderingContex$2.UNSIGNED_BYTE,
|
||||
FLOAT$2 = _WebGLRenderingContex$2.FLOAT;
|
||||
var UNIFORMS$2 = ["u_matrix", "u_zoomRatio", "u_sizeRatio", "u_correctionRatio", "u_pixelRatio", "u_feather", "u_minEdgeThickness", "u_lengthToThicknessRatio"];
|
||||
var DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS = {
|
||||
lengthToThicknessRatio: index.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS.lengthToThicknessRatio
|
||||
};
|
||||
function createEdgeDoubleClampedProgram(inputOptions) {
|
||||
var options = index._objectSpread2(index._objectSpread2({}, DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS), inputOptions || {});
|
||||
return /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeDoubleClampedProgram() {
|
||||
inherits._classCallCheck(this, EdgeDoubleClampedProgram);
|
||||
return inherits._callSuper(this, EdgeDoubleClampedProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeDoubleClampedProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeDoubleClampedProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 6,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$2,
|
||||
FRAGMENT_SHADER_SOURCE: index.FRAGMENT_SHADER_SOURCE,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS$2,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_sourceRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_sourceRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1, -1, 0], [0, -1, 1, 0], [1, 1, 0, 1], [1, 1, 0, 1], [0, -1, 1, 0], [1, -1, 0, -1]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var sourceRadius = sourceData.size || 1;
|
||||
var targetRadius = targetData.size || 1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
array[startIndex++] = sourceRadius;
|
||||
array[startIndex++] = targetRadius;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_zoomRatio = uniformLocations.u_zoomRatio,
|
||||
u_feather = uniformLocations.u_feather,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness,
|
||||
u_lengthToThicknessRatio = uniformLocations.u_lengthToThicknessRatio;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_zoomRatio, params.zoomRatio);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_pixelRatio, params.pixelRatio);
|
||||
gl.uniform1f(u_feather, params.antiAliasingFeather);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
gl.uniform1f(u_lengthToThicknessRatio, options.lengthToThicknessRatio);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
}
|
||||
var EdgeDoubleClampedProgram = createEdgeDoubleClampedProgram();
|
||||
var EdgeDoubleClampedProgram$1 = EdgeDoubleClampedProgram;
|
||||
|
||||
function createEdgeDoubleArrowProgram(inputOptions) {
|
||||
return index.createEdgeCompoundProgram([createEdgeDoubleClampedProgram(inputOptions), index.createEdgeArrowHeadProgram(inputOptions), index.createEdgeArrowHeadProgram(index._objectSpread2(index._objectSpread2({}, inputOptions), {}, {
|
||||
extremity: "source"
|
||||
}))]);
|
||||
}
|
||||
var EdgeDoubleArrowProgram = createEdgeDoubleArrowProgram();
|
||||
var EdgeDoubleArrowProgram$1 = EdgeDoubleArrowProgram;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$3 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$1 = SHADER_SOURCE$3;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$2 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\n\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n // Scale from [[-1 1] [-1 1]] to the container:\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$1 = SHADER_SOURCE$2;
|
||||
|
||||
var _WebGLRenderingContex$1 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$1 = _WebGLRenderingContex$1.UNSIGNED_BYTE,
|
||||
FLOAT$1 = _WebGLRenderingContex$1.FLOAT;
|
||||
var UNIFORMS$1 = ["u_matrix"];
|
||||
var EdgeLineProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeLineProgram() {
|
||||
inherits._classCallCheck(this, EdgeLineProgram);
|
||||
return inherits._callSuper(this, EdgeLineProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeLineProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeLineProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 2,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$1,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$1,
|
||||
METHOD: WebGLRenderingContext.LINES,
|
||||
UNIFORMS: UNIFORMS$1,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$1
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var array = this.array;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
|
||||
// Second point
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$1 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE = SHADER_SOURCE$1;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec4 v_color;\n\nconst float minThickness = 1.7;\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n // The only different here with edge.vert.glsl is that we need to handle null\n // input normal vector. Apart from that, you can read edge.vert.glsl more info\n // on how it works:\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n if (normalLength <= 0.0) unitNormal = normal;\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness, 1)).xy, 0, 1);\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE = SHADER_SOURCE;
|
||||
|
||||
var _WebGLRenderingContex = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE = _WebGLRenderingContex.UNSIGNED_BYTE,
|
||||
FLOAT = _WebGLRenderingContex.FLOAT;
|
||||
var UNIFORMS = ["u_matrix", "u_sizeRatio", "u_correctionRatio", "u_minEdgeThickness"];
|
||||
var EdgeTriangleProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeTriangleProgram() {
|
||||
inherits._classCallCheck(this, EdgeTriangleProgram);
|
||||
return inherits._callSuper(this, EdgeTriangleProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeTriangleProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeTriangleProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 3,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1], [0, -1], [1, 0]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
|
||||
exports.AbstractEdgeProgram = index.AbstractEdgeProgram;
|
||||
exports.AbstractNodeProgram = index.AbstractNodeProgram;
|
||||
exports.AbstractProgram = index.AbstractProgram;
|
||||
exports.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS = index.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS;
|
||||
exports.DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS = index.DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS;
|
||||
exports.EdgeArrowHeadProgram = index.EdgeArrowHeadProgram;
|
||||
exports.EdgeArrowProgram = index.EdgeArrowProgram;
|
||||
exports.EdgeClampedProgram = index.EdgeClampedProgram;
|
||||
exports.EdgeProgram = index.EdgeProgram;
|
||||
exports.EdgeRectangleProgram = index.EdgeRectangleProgram;
|
||||
exports.NodeCircleProgram = index.NodeCircleProgram;
|
||||
exports.NodeProgram = index.NodeProgram;
|
||||
exports.Program = index.Program;
|
||||
exports.createEdgeArrowHeadProgram = index.createEdgeArrowHeadProgram;
|
||||
exports.createEdgeArrowProgram = index.createEdgeArrowProgram;
|
||||
exports.createEdgeClampedProgram = index.createEdgeClampedProgram;
|
||||
exports.createEdgeCompoundProgram = index.createEdgeCompoundProgram;
|
||||
exports.createNodeCompoundProgram = index.createNodeCompoundProgram;
|
||||
exports.drawDiscNodeHover = index.drawDiscNodeHover;
|
||||
exports.drawDiscNodeLabel = index.drawDiscNodeLabel;
|
||||
exports.drawStraightEdgeLabel = index.drawStraightEdgeLabel;
|
||||
exports.getAttributeItemsCount = index.getAttributeItemsCount;
|
||||
exports.getAttributesItemsCount = index.getAttributesItemsCount;
|
||||
exports.killProgram = index.killProgram;
|
||||
exports.loadFragmentShader = index.loadFragmentShader;
|
||||
exports.loadProgram = index.loadProgram;
|
||||
exports.loadVertexShader = index.loadVertexShader;
|
||||
exports.numberToGLSLFloat = index.numberToGLSLFloat;
|
||||
exports.DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS = DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS;
|
||||
exports.EdgeDoubleArrowProgram = EdgeDoubleArrowProgram$1;
|
||||
exports.EdgeDoubleClampedProgram = EdgeDoubleClampedProgram$1;
|
||||
exports.EdgeLineProgram = EdgeLineProgram;
|
||||
exports.EdgeTriangleProgram = EdgeTriangleProgram;
|
||||
exports.NodePointProgram = NodePointProgram;
|
||||
exports.createEdgeDoubleArrowProgram = createEdgeDoubleArrowProgram;
|
||||
exports.createEdgeDoubleClampedProgram = createEdgeDoubleClampedProgram;
|
||||
7
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.js
generated
vendored
Normal file
7
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.js
generated
vendored
Normal file
@@ -0,0 +1,7 @@
|
||||
'use strict';
|
||||
|
||||
if (process.env.NODE_ENV === "production") {
|
||||
module.exports = require("./sigma-rendering.cjs.prod.js");
|
||||
} else {
|
||||
module.exports = require("./sigma-rendering.cjs.dev.js");
|
||||
}
|
||||
38
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.mjs
generated
vendored
Normal file
38
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.mjs
generated
vendored
Normal file
@@ -0,0 +1,38 @@
|
||||
export {
|
||||
AbstractEdgeProgram,
|
||||
AbstractNodeProgram,
|
||||
AbstractProgram,
|
||||
DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS,
|
||||
DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS,
|
||||
DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS,
|
||||
EdgeArrowHeadProgram,
|
||||
EdgeArrowProgram,
|
||||
EdgeClampedProgram,
|
||||
EdgeDoubleArrowProgram,
|
||||
EdgeDoubleClampedProgram,
|
||||
EdgeLineProgram,
|
||||
EdgeProgram,
|
||||
EdgeRectangleProgram,
|
||||
EdgeTriangleProgram,
|
||||
NodeCircleProgram,
|
||||
NodePointProgram,
|
||||
NodeProgram,
|
||||
Program,
|
||||
createEdgeArrowHeadProgram,
|
||||
createEdgeArrowProgram,
|
||||
createEdgeClampedProgram,
|
||||
createEdgeCompoundProgram,
|
||||
createEdgeDoubleArrowProgram,
|
||||
createEdgeDoubleClampedProgram,
|
||||
createNodeCompoundProgram,
|
||||
drawDiscNodeHover,
|
||||
drawDiscNodeLabel,
|
||||
drawStraightEdgeLabel,
|
||||
getAttributeItemsCount,
|
||||
getAttributesItemsCount,
|
||||
killProgram,
|
||||
loadFragmentShader,
|
||||
loadProgram,
|
||||
loadVertexShader,
|
||||
numberToGLSLFloat
|
||||
} from "./sigma-rendering.cjs.js";
|
||||
465
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.prod.js
generated
vendored
Normal file
465
web/node_modules/sigma/rendering/dist/sigma-rendering.cjs.prod.js
generated
vendored
Normal file
@@ -0,0 +1,465 @@
|
||||
'use strict';
|
||||
|
||||
Object.defineProperty(exports, '__esModule', { value: true });
|
||||
|
||||
var index = require('../../dist/index-5852423e.cjs.prod.js');
|
||||
var inherits = require('../../dist/inherits-6434e089.cjs.prod.js');
|
||||
var colors = require('../../dist/colors-ee2e2828.cjs.prod.js');
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$6 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float radius = 0.5;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n vec2 m = gl_PointCoord - vec2(0.5, 0.5);\n float dist = radius - length(m);\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_border)\n gl_FragColor = v_color;\n else\n gl_FragColor = transparent;\n\n #else\n float t = 0.0;\n if (dist > v_border)\n t = 1.0;\n else if (dist > 0.0)\n t = dist / v_border;\n\n gl_FragColor = mix(transparent, v_color, t);\n #endif\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$2 = SHADER_SOURCE$6;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$5 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\nattribute float a_size;\n\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n // Multiply the point size twice:\n // - x SCALING_RATIO to correct the canvas scaling\n // - x 2 to correct the formulae\n gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;\n\n v_border = (0.5 / a_size) * u_sizeRatio;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$3 = SHADER_SOURCE$5;
|
||||
|
||||
var _WebGLRenderingContex$3 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$3 = _WebGLRenderingContex$3.UNSIGNED_BYTE,
|
||||
FLOAT$3 = _WebGLRenderingContex$3.FLOAT;
|
||||
var UNIFORMS$3 = ["u_sizeRatio", "u_pixelRatio", "u_matrix"];
|
||||
var NodePointProgram = /*#__PURE__*/function (_NodeProgram) {
|
||||
function NodePointProgram() {
|
||||
inherits._classCallCheck(this, NodePointProgram);
|
||||
return inherits._callSuper(this, NodePointProgram, arguments);
|
||||
}
|
||||
inherits._inherits(NodePointProgram, _NodeProgram);
|
||||
return inherits._createClass(NodePointProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 1,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$3,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$2,
|
||||
METHOD: WebGLRenderingContext.POINTS,
|
||||
UNIFORMS: UNIFORMS$3,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_size",
|
||||
size: 1,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(nodeIndex, startIndex, data) {
|
||||
var array = this.array;
|
||||
array[startIndex++] = data.x;
|
||||
array[startIndex++] = data.y;
|
||||
array[startIndex++] = data.size;
|
||||
array[startIndex++] = colors.floatColor(data.color);
|
||||
array[startIndex++] = nodeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(_ref, _ref2) {
|
||||
var sizeRatio = _ref.sizeRatio,
|
||||
pixelRatio = _ref.pixelRatio,
|
||||
matrix = _ref.matrix;
|
||||
var gl = _ref2.gl,
|
||||
uniformLocations = _ref2.uniformLocations;
|
||||
var u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniform1f(u_pixelRatio, pixelRatio);
|
||||
gl.uniform1f(u_sizeRatio, sizeRatio);
|
||||
gl.uniformMatrix3fv(u_matrix, false, matrix);
|
||||
}
|
||||
}]);
|
||||
}(index.NodeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$4 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\nattribute float a_sourceRadius;\nattribute float a_targetRadius;\nattribute float a_sourceRadiusCoef;\nattribute float a_targetRadiusCoef;\n\nuniform mat3 u_matrix;\nuniform float u_zoomRatio;\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform float u_correctionRatio;\nuniform float u_minEdgeThickness;\nuniform float u_lengthToThicknessRatio;\nuniform float u_feather;\n\nvarying vec4 v_color;\nvarying vec2 v_normal;\nvarying float v_thickness;\nvarying float v_feather;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n float minThickness = u_minEdgeThickness;\n\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n\n // These first computations are taken from edge.vert.glsl. Please read it to\n // get better comments on what's happening:\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n // Here, we move the point to leave space for the arrow heads:\n // Source arrow head\n float sourceRadius = a_sourceRadius * a_sourceRadiusCoef;\n float sourceDirection = sign(sourceRadius);\n float webGLSourceRadius = sourceDirection * sourceRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLSourceArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 sourceCompensationVector =\n vec2(-sourceDirection * unitNormal.y, sourceDirection * unitNormal.x)\n * (webGLSourceRadius + webGLSourceArrowHeadLength);\n \n // Target arrow head\n float targetRadius = a_targetRadius * a_targetRadiusCoef;\n float targetDirection = sign(targetRadius);\n float webGLTargetRadius = targetDirection * targetRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLTargetArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 targetCompensationVector =\n vec2(-targetDirection * unitNormal.y, targetDirection * unitNormal.x)\n * (webGLTargetRadius + webGLTargetArrowHeadLength);\n\n // Here is the proper position of the vertex\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness + sourceCompensationVector + targetCompensationVector, 1)).xy, 0, 1);\n\n v_thickness = webGLThickness / u_zoomRatio;\n\n v_normal = unitNormal;\n\n v_feather = u_feather * u_correctionRatio / u_zoomRatio / u_pixelRatio * 2.0;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$2 = SHADER_SOURCE$4;
|
||||
|
||||
var _WebGLRenderingContex$2 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$2 = _WebGLRenderingContex$2.UNSIGNED_BYTE,
|
||||
FLOAT$2 = _WebGLRenderingContex$2.FLOAT;
|
||||
var UNIFORMS$2 = ["u_matrix", "u_zoomRatio", "u_sizeRatio", "u_correctionRatio", "u_pixelRatio", "u_feather", "u_minEdgeThickness", "u_lengthToThicknessRatio"];
|
||||
var DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS = {
|
||||
lengthToThicknessRatio: index.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS.lengthToThicknessRatio
|
||||
};
|
||||
function createEdgeDoubleClampedProgram(inputOptions) {
|
||||
var options = index._objectSpread2(index._objectSpread2({}, DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS), inputOptions || {});
|
||||
return /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeDoubleClampedProgram() {
|
||||
inherits._classCallCheck(this, EdgeDoubleClampedProgram);
|
||||
return inherits._callSuper(this, EdgeDoubleClampedProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeDoubleClampedProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeDoubleClampedProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 6,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$2,
|
||||
FRAGMENT_SHADER_SOURCE: index.FRAGMENT_SHADER_SOURCE,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS$2,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_sourceRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_sourceRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1, -1, 0], [0, -1, 1, 0], [1, 1, 0, 1], [1, 1, 0, 1], [0, -1, 1, 0], [1, -1, 0, -1]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var sourceRadius = sourceData.size || 1;
|
||||
var targetRadius = targetData.size || 1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
array[startIndex++] = sourceRadius;
|
||||
array[startIndex++] = targetRadius;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_zoomRatio = uniformLocations.u_zoomRatio,
|
||||
u_feather = uniformLocations.u_feather,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness,
|
||||
u_lengthToThicknessRatio = uniformLocations.u_lengthToThicknessRatio;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_zoomRatio, params.zoomRatio);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_pixelRatio, params.pixelRatio);
|
||||
gl.uniform1f(u_feather, params.antiAliasingFeather);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
gl.uniform1f(u_lengthToThicknessRatio, options.lengthToThicknessRatio);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
}
|
||||
var EdgeDoubleClampedProgram = createEdgeDoubleClampedProgram();
|
||||
var EdgeDoubleClampedProgram$1 = EdgeDoubleClampedProgram;
|
||||
|
||||
function createEdgeDoubleArrowProgram(inputOptions) {
|
||||
return index.createEdgeCompoundProgram([createEdgeDoubleClampedProgram(inputOptions), index.createEdgeArrowHeadProgram(inputOptions), index.createEdgeArrowHeadProgram(index._objectSpread2(index._objectSpread2({}, inputOptions), {}, {
|
||||
extremity: "source"
|
||||
}))]);
|
||||
}
|
||||
var EdgeDoubleArrowProgram = createEdgeDoubleArrowProgram();
|
||||
var EdgeDoubleArrowProgram$1 = EdgeDoubleArrowProgram;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$3 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$1 = SHADER_SOURCE$3;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$2 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\n\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n // Scale from [[-1 1] [-1 1]] to the container:\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$1 = SHADER_SOURCE$2;
|
||||
|
||||
var _WebGLRenderingContex$1 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$1 = _WebGLRenderingContex$1.UNSIGNED_BYTE,
|
||||
FLOAT$1 = _WebGLRenderingContex$1.FLOAT;
|
||||
var UNIFORMS$1 = ["u_matrix"];
|
||||
var EdgeLineProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeLineProgram() {
|
||||
inherits._classCallCheck(this, EdgeLineProgram);
|
||||
return inherits._callSuper(this, EdgeLineProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeLineProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeLineProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 2,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$1,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$1,
|
||||
METHOD: WebGLRenderingContext.LINES,
|
||||
UNIFORMS: UNIFORMS$1,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$1
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var array = this.array;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
|
||||
// Second point
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$1 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE = SHADER_SOURCE$1;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec4 v_color;\n\nconst float minThickness = 1.7;\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n // The only different here with edge.vert.glsl is that we need to handle null\n // input normal vector. Apart from that, you can read edge.vert.glsl more info\n // on how it works:\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n if (normalLength <= 0.0) unitNormal = normal;\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness, 1)).xy, 0, 1);\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE = SHADER_SOURCE;
|
||||
|
||||
var _WebGLRenderingContex = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE = _WebGLRenderingContex.UNSIGNED_BYTE,
|
||||
FLOAT = _WebGLRenderingContex.FLOAT;
|
||||
var UNIFORMS = ["u_matrix", "u_sizeRatio", "u_correctionRatio", "u_minEdgeThickness"];
|
||||
var EdgeTriangleProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeTriangleProgram() {
|
||||
inherits._classCallCheck(this, EdgeTriangleProgram);
|
||||
return inherits._callSuper(this, EdgeTriangleProgram, arguments);
|
||||
}
|
||||
inherits._inherits(EdgeTriangleProgram, _EdgeProgram);
|
||||
return inherits._createClass(EdgeTriangleProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 3,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1], [0, -1], [1, 0]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = colors.floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
}
|
||||
}]);
|
||||
}(index.EdgeProgram);
|
||||
|
||||
exports.AbstractEdgeProgram = index.AbstractEdgeProgram;
|
||||
exports.AbstractNodeProgram = index.AbstractNodeProgram;
|
||||
exports.AbstractProgram = index.AbstractProgram;
|
||||
exports.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS = index.DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS;
|
||||
exports.DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS = index.DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS;
|
||||
exports.EdgeArrowHeadProgram = index.EdgeArrowHeadProgram;
|
||||
exports.EdgeArrowProgram = index.EdgeArrowProgram;
|
||||
exports.EdgeClampedProgram = index.EdgeClampedProgram;
|
||||
exports.EdgeProgram = index.EdgeProgram;
|
||||
exports.EdgeRectangleProgram = index.EdgeRectangleProgram;
|
||||
exports.NodeCircleProgram = index.NodeCircleProgram;
|
||||
exports.NodeProgram = index.NodeProgram;
|
||||
exports.Program = index.Program;
|
||||
exports.createEdgeArrowHeadProgram = index.createEdgeArrowHeadProgram;
|
||||
exports.createEdgeArrowProgram = index.createEdgeArrowProgram;
|
||||
exports.createEdgeClampedProgram = index.createEdgeClampedProgram;
|
||||
exports.createEdgeCompoundProgram = index.createEdgeCompoundProgram;
|
||||
exports.createNodeCompoundProgram = index.createNodeCompoundProgram;
|
||||
exports.drawDiscNodeHover = index.drawDiscNodeHover;
|
||||
exports.drawDiscNodeLabel = index.drawDiscNodeLabel;
|
||||
exports.drawStraightEdgeLabel = index.drawStraightEdgeLabel;
|
||||
exports.getAttributeItemsCount = index.getAttributeItemsCount;
|
||||
exports.getAttributesItemsCount = index.getAttributesItemsCount;
|
||||
exports.killProgram = index.killProgram;
|
||||
exports.loadFragmentShader = index.loadFragmentShader;
|
||||
exports.loadProgram = index.loadProgram;
|
||||
exports.loadVertexShader = index.loadVertexShader;
|
||||
exports.numberToGLSLFloat = index.numberToGLSLFloat;
|
||||
exports.DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS = DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS;
|
||||
exports.EdgeDoubleArrowProgram = EdgeDoubleArrowProgram$1;
|
||||
exports.EdgeDoubleClampedProgram = EdgeDoubleClampedProgram$1;
|
||||
exports.EdgeLineProgram = EdgeLineProgram;
|
||||
exports.EdgeTriangleProgram = EdgeTriangleProgram;
|
||||
exports.NodePointProgram = NodePointProgram;
|
||||
exports.createEdgeDoubleArrowProgram = createEdgeDoubleArrowProgram;
|
||||
exports.createEdgeDoubleClampedProgram = createEdgeDoubleClampedProgram;
|
||||
427
web/node_modules/sigma/rendering/dist/sigma-rendering.esm.js
generated
vendored
Normal file
427
web/node_modules/sigma/rendering/dist/sigma-rendering.esm.js
generated
vendored
Normal file
@@ -0,0 +1,427 @@
|
||||
import { f as NodeProgram, D as DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS, _ as _objectSpread2, F as FRAGMENT_SHADER_SOURCE$3, g as EdgeProgram, h as createEdgeCompoundProgram, i as createEdgeArrowHeadProgram } from '../../dist/index-fad77a13.esm.js';
|
||||
export { k as AbstractEdgeProgram, A as AbstractNodeProgram, l as AbstractProgram, D as DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS, p as DEFAULT_EDGE_CLAMPED_PROGRAM_OPTIONS, m as EdgeArrowHeadProgram, E as EdgeArrowProgram, n as EdgeClampedProgram, g as EdgeProgram, e as EdgeRectangleProgram, N as NodeCircleProgram, f as NodeProgram, P as Program, i as createEdgeArrowHeadProgram, q as createEdgeArrowProgram, o as createEdgeClampedProgram, h as createEdgeCompoundProgram, j as createNodeCompoundProgram, c as drawDiscNodeHover, b as drawDiscNodeLabel, d as drawStraightEdgeLabel, r as getAttributeItemsCount, s as getAttributesItemsCount, w as killProgram, u as loadFragmentShader, v as loadProgram, t as loadVertexShader, x as numberToGLSLFloat } from '../../dist/index-fad77a13.esm.js';
|
||||
import { _ as _inherits, a as _createClass, b as _classCallCheck, c as _callSuper } from '../../dist/inherits-d1a1e29b.esm.js';
|
||||
import { f as floatColor } from '../../dist/colors-beb06eb2.esm.js';
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$6 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float radius = 0.5;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n vec2 m = gl_PointCoord - vec2(0.5, 0.5);\n float dist = radius - length(m);\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_border)\n gl_FragColor = v_color;\n else\n gl_FragColor = transparent;\n\n #else\n float t = 0.0;\n if (dist > v_border)\n t = 1.0;\n else if (dist > 0.0)\n t = dist / v_border;\n\n gl_FragColor = mix(transparent, v_color, t);\n #endif\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$2 = SHADER_SOURCE$6;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$5 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\nattribute float a_size;\n\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\nvarying float v_border;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n // Multiply the point size twice:\n // - x SCALING_RATIO to correct the canvas scaling\n // - x 2 to correct the formulae\n gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;\n\n v_border = (0.5 / a_size) * u_sizeRatio;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$3 = SHADER_SOURCE$5;
|
||||
|
||||
var _WebGLRenderingContex$3 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$3 = _WebGLRenderingContex$3.UNSIGNED_BYTE,
|
||||
FLOAT$3 = _WebGLRenderingContex$3.FLOAT;
|
||||
var UNIFORMS$3 = ["u_sizeRatio", "u_pixelRatio", "u_matrix"];
|
||||
var NodePointProgram = /*#__PURE__*/function (_NodeProgram) {
|
||||
function NodePointProgram() {
|
||||
_classCallCheck(this, NodePointProgram);
|
||||
return _callSuper(this, NodePointProgram, arguments);
|
||||
}
|
||||
_inherits(NodePointProgram, _NodeProgram);
|
||||
return _createClass(NodePointProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 1,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$3,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$2,
|
||||
METHOD: WebGLRenderingContext.POINTS,
|
||||
UNIFORMS: UNIFORMS$3,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_size",
|
||||
size: 1,
|
||||
type: FLOAT$3
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$3,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(nodeIndex, startIndex, data) {
|
||||
var array = this.array;
|
||||
array[startIndex++] = data.x;
|
||||
array[startIndex++] = data.y;
|
||||
array[startIndex++] = data.size;
|
||||
array[startIndex++] = floatColor(data.color);
|
||||
array[startIndex++] = nodeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(_ref, _ref2) {
|
||||
var sizeRatio = _ref.sizeRatio,
|
||||
pixelRatio = _ref.pixelRatio,
|
||||
matrix = _ref.matrix;
|
||||
var gl = _ref2.gl,
|
||||
uniformLocations = _ref2.uniformLocations;
|
||||
var u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniform1f(u_pixelRatio, pixelRatio);
|
||||
gl.uniform1f(u_sizeRatio, sizeRatio);
|
||||
gl.uniformMatrix3fv(u_matrix, false, matrix);
|
||||
}
|
||||
}]);
|
||||
}(NodeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$4 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\nattribute float a_sourceRadius;\nattribute float a_targetRadius;\nattribute float a_sourceRadiusCoef;\nattribute float a_targetRadiusCoef;\n\nuniform mat3 u_matrix;\nuniform float u_zoomRatio;\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform float u_correctionRatio;\nuniform float u_minEdgeThickness;\nuniform float u_lengthToThicknessRatio;\nuniform float u_feather;\n\nvarying vec4 v_color;\nvarying vec2 v_normal;\nvarying float v_thickness;\nvarying float v_feather;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n float minThickness = u_minEdgeThickness;\n\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n\n // These first computations are taken from edge.vert.glsl. Please read it to\n // get better comments on what's happening:\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n // Here, we move the point to leave space for the arrow heads:\n // Source arrow head\n float sourceRadius = a_sourceRadius * a_sourceRadiusCoef;\n float sourceDirection = sign(sourceRadius);\n float webGLSourceRadius = sourceDirection * sourceRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLSourceArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 sourceCompensationVector =\n vec2(-sourceDirection * unitNormal.y, sourceDirection * unitNormal.x)\n * (webGLSourceRadius + webGLSourceArrowHeadLength);\n \n // Target arrow head\n float targetRadius = a_targetRadius * a_targetRadiusCoef;\n float targetDirection = sign(targetRadius);\n float webGLTargetRadius = targetDirection * targetRadius * 2.0 * u_correctionRatio / u_sizeRatio;\n float webGLTargetArrowHeadLength = webGLThickness * u_lengthToThicknessRatio * 2.0;\n vec2 targetCompensationVector =\n vec2(-targetDirection * unitNormal.y, targetDirection * unitNormal.x)\n * (webGLTargetRadius + webGLTargetArrowHeadLength);\n\n // Here is the proper position of the vertex\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness + sourceCompensationVector + targetCompensationVector, 1)).xy, 0, 1);\n\n v_thickness = webGLThickness / u_zoomRatio;\n\n v_normal = unitNormal;\n\n v_feather = u_feather * u_correctionRatio / u_zoomRatio / u_pixelRatio * 2.0;\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$2 = SHADER_SOURCE$4;
|
||||
|
||||
var _WebGLRenderingContex$2 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$2 = _WebGLRenderingContex$2.UNSIGNED_BYTE,
|
||||
FLOAT$2 = _WebGLRenderingContex$2.FLOAT;
|
||||
var UNIFORMS$2 = ["u_matrix", "u_zoomRatio", "u_sizeRatio", "u_correctionRatio", "u_pixelRatio", "u_feather", "u_minEdgeThickness", "u_lengthToThicknessRatio"];
|
||||
var DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS = {
|
||||
lengthToThicknessRatio: DEFAULT_EDGE_ARROW_HEAD_PROGRAM_OPTIONS.lengthToThicknessRatio
|
||||
};
|
||||
function createEdgeDoubleClampedProgram(inputOptions) {
|
||||
var options = _objectSpread2(_objectSpread2({}, DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS), inputOptions || {});
|
||||
return /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeDoubleClampedProgram() {
|
||||
_classCallCheck(this, EdgeDoubleClampedProgram);
|
||||
return _callSuper(this, EdgeDoubleClampedProgram, arguments);
|
||||
}
|
||||
_inherits(EdgeDoubleClampedProgram, _EdgeProgram);
|
||||
return _createClass(EdgeDoubleClampedProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 6,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$2,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$3,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS$2,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$2,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_sourceRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadius",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_sourceRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}, {
|
||||
name: "a_targetRadiusCoef",
|
||||
size: 1,
|
||||
type: FLOAT$2
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1, -1, 0], [0, -1, 1, 0], [1, 1, 0, 1], [1, 1, 0, 1], [0, -1, 1, 0], [1, -1, 0, -1]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var sourceRadius = sourceData.size || 1;
|
||||
var targetRadius = targetData.size || 1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
array[startIndex++] = sourceRadius;
|
||||
array[startIndex++] = targetRadius;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_zoomRatio = uniformLocations.u_zoomRatio,
|
||||
u_feather = uniformLocations.u_feather,
|
||||
u_pixelRatio = uniformLocations.u_pixelRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness,
|
||||
u_lengthToThicknessRatio = uniformLocations.u_lengthToThicknessRatio;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_zoomRatio, params.zoomRatio);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_pixelRatio, params.pixelRatio);
|
||||
gl.uniform1f(u_feather, params.antiAliasingFeather);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
gl.uniform1f(u_lengthToThicknessRatio, options.lengthToThicknessRatio);
|
||||
}
|
||||
}]);
|
||||
}(EdgeProgram);
|
||||
}
|
||||
var EdgeDoubleClampedProgram = createEdgeDoubleClampedProgram();
|
||||
var EdgeDoubleClampedProgram$1 = EdgeDoubleClampedProgram;
|
||||
|
||||
function createEdgeDoubleArrowProgram(inputOptions) {
|
||||
return createEdgeCompoundProgram([createEdgeDoubleClampedProgram(inputOptions), createEdgeArrowHeadProgram(inputOptions), createEdgeArrowHeadProgram(_objectSpread2(_objectSpread2({}, inputOptions), {}, {
|
||||
extremity: "source"
|
||||
}))]);
|
||||
}
|
||||
var EdgeDoubleArrowProgram = createEdgeDoubleArrowProgram();
|
||||
var EdgeDoubleArrowProgram$1 = EdgeDoubleArrowProgram;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$3 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE$1 = SHADER_SOURCE$3;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$2 = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\n\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n // Scale from [[-1 1] [-1 1]] to the container:\n gl_Position = vec4(\n (u_matrix * vec3(a_position, 1)).xy,\n 0,\n 1\n );\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE$1 = SHADER_SOURCE$2;
|
||||
|
||||
var _WebGLRenderingContex$1 = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE$1 = _WebGLRenderingContex$1.UNSIGNED_BYTE,
|
||||
FLOAT$1 = _WebGLRenderingContex$1.FLOAT;
|
||||
var UNIFORMS$1 = ["u_matrix"];
|
||||
var EdgeLineProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeLineProgram() {
|
||||
_classCallCheck(this, EdgeLineProgram);
|
||||
return _callSuper(this, EdgeLineProgram, arguments);
|
||||
}
|
||||
_inherits(EdgeLineProgram, _EdgeProgram);
|
||||
return _createClass(EdgeLineProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 2,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE$1,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE$1,
|
||||
METHOD: WebGLRenderingContext.LINES,
|
||||
UNIFORMS: UNIFORMS$1,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_position",
|
||||
size: 2,
|
||||
type: FLOAT$1
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE$1,
|
||||
normalized: true
|
||||
}]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var array = this.array;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = floatColor(data.color);
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
|
||||
// Second point
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
}
|
||||
}]);
|
||||
}(EdgeProgram);
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE$1 = /*glsl*/"\nprecision mediump float;\n\nvarying vec4 v_color;\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n";
|
||||
var FRAGMENT_SHADER_SOURCE = SHADER_SOURCE$1;
|
||||
|
||||
// language=GLSL
|
||||
var SHADER_SOURCE = /*glsl*/"\nattribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_normal;\nattribute float a_normalCoef;\nattribute vec2 a_positionStart;\nattribute vec2 a_positionEnd;\nattribute float a_positionCoef;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec4 v_color;\n\nconst float minThickness = 1.7;\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n vec2 normal = a_normal * a_normalCoef;\n vec2 position = a_positionStart * (1.0 - a_positionCoef) + a_positionEnd * a_positionCoef;\n\n // The only different here with edge.vert.glsl is that we need to handle null\n // input normal vector. Apart from that, you can read edge.vert.glsl more info\n // on how it works:\n float normalLength = length(normal);\n vec2 unitNormal = normal / normalLength;\n if (normalLength <= 0.0) unitNormal = normal;\n float pixelsThickness = max(normalLength, minThickness * u_sizeRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio / u_sizeRatio;\n\n gl_Position = vec4((u_matrix * vec3(position + unitNormal * webGLThickness, 1)).xy, 0, 1);\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n #else\n // For normal mode, we use the color:\n v_color = a_color;\n #endif\n\n v_color.a *= bias;\n}\n";
|
||||
var VERTEX_SHADER_SOURCE = SHADER_SOURCE;
|
||||
|
||||
var _WebGLRenderingContex = WebGLRenderingContext,
|
||||
UNSIGNED_BYTE = _WebGLRenderingContex.UNSIGNED_BYTE,
|
||||
FLOAT = _WebGLRenderingContex.FLOAT;
|
||||
var UNIFORMS = ["u_matrix", "u_sizeRatio", "u_correctionRatio", "u_minEdgeThickness"];
|
||||
var EdgeTriangleProgram = /*#__PURE__*/function (_EdgeProgram) {
|
||||
function EdgeTriangleProgram() {
|
||||
_classCallCheck(this, EdgeTriangleProgram);
|
||||
return _callSuper(this, EdgeTriangleProgram, arguments);
|
||||
}
|
||||
_inherits(EdgeTriangleProgram, _EdgeProgram);
|
||||
return _createClass(EdgeTriangleProgram, [{
|
||||
key: "getDefinition",
|
||||
value: function getDefinition() {
|
||||
return {
|
||||
VERTICES: 3,
|
||||
VERTEX_SHADER_SOURCE: VERTEX_SHADER_SOURCE,
|
||||
FRAGMENT_SHADER_SOURCE: FRAGMENT_SHADER_SOURCE,
|
||||
METHOD: WebGLRenderingContext.TRIANGLES,
|
||||
UNIFORMS: UNIFORMS,
|
||||
ATTRIBUTES: [{
|
||||
name: "a_positionStart",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_positionEnd",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normal",
|
||||
size: 2,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_color",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}, {
|
||||
name: "a_id",
|
||||
size: 4,
|
||||
type: UNSIGNED_BYTE,
|
||||
normalized: true
|
||||
}],
|
||||
CONSTANT_ATTRIBUTES: [
|
||||
// If 0, then position will be a_positionStart
|
||||
// If 1, then position will be a_positionEnd
|
||||
{
|
||||
name: "a_positionCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}, {
|
||||
name: "a_normalCoef",
|
||||
size: 1,
|
||||
type: FLOAT
|
||||
}],
|
||||
CONSTANT_DATA: [[0, 1], [0, -1], [1, 0]]
|
||||
};
|
||||
}
|
||||
}, {
|
||||
key: "processVisibleItem",
|
||||
value: function processVisibleItem(edgeIndex, startIndex, sourceData, targetData, data) {
|
||||
var thickness = data.size || 1;
|
||||
var x1 = sourceData.x;
|
||||
var y1 = sourceData.y;
|
||||
var x2 = targetData.x;
|
||||
var y2 = targetData.y;
|
||||
var color = floatColor(data.color);
|
||||
|
||||
// Computing normals
|
||||
var dx = x2 - x1;
|
||||
var dy = y2 - y1;
|
||||
var len = dx * dx + dy * dy;
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
if (len) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
n1 = -dy * len * thickness;
|
||||
n2 = dx * len * thickness;
|
||||
}
|
||||
var array = this.array;
|
||||
|
||||
// First point
|
||||
array[startIndex++] = x1;
|
||||
array[startIndex++] = y1;
|
||||
array[startIndex++] = x2;
|
||||
array[startIndex++] = y2;
|
||||
array[startIndex++] = n1;
|
||||
array[startIndex++] = n2;
|
||||
array[startIndex++] = color;
|
||||
array[startIndex++] = edgeIndex;
|
||||
}
|
||||
}, {
|
||||
key: "setUniforms",
|
||||
value: function setUniforms(params, _ref) {
|
||||
var gl = _ref.gl,
|
||||
uniformLocations = _ref.uniformLocations;
|
||||
var u_matrix = uniformLocations.u_matrix,
|
||||
u_sizeRatio = uniformLocations.u_sizeRatio,
|
||||
u_correctionRatio = uniformLocations.u_correctionRatio,
|
||||
u_minEdgeThickness = uniformLocations.u_minEdgeThickness;
|
||||
gl.uniformMatrix3fv(u_matrix, false, params.matrix);
|
||||
gl.uniform1f(u_sizeRatio, params.sizeRatio);
|
||||
gl.uniform1f(u_correctionRatio, params.correctionRatio);
|
||||
gl.uniform1f(u_minEdgeThickness, params.minEdgeThickness);
|
||||
}
|
||||
}]);
|
||||
}(EdgeProgram);
|
||||
|
||||
export { DEFAULT_EDGE_DOUBLE_CLAMPED_PROGRAM_OPTIONS, EdgeDoubleArrowProgram$1 as EdgeDoubleArrowProgram, EdgeDoubleClampedProgram$1 as EdgeDoubleClampedProgram, EdgeLineProgram, EdgeTriangleProgram, NodePointProgram, createEdgeDoubleArrowProgram, createEdgeDoubleClampedProgram };
|
||||
4
web/node_modules/sigma/rendering/package.json
generated
vendored
Normal file
4
web/node_modules/sigma/rendering/package.json
generated
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
{
|
||||
"main": "dist/sigma-rendering.cjs.js",
|
||||
"module": "dist/sigma-rendering.esm.js"
|
||||
}
|
||||
Reference in New Issue
Block a user