668 lines
23 KiB
TypeScript
668 lines
23 KiB
TypeScript
import { buildSpatialIndex, type Leaf } from "./quadtree";
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/* ── Shaders ────────────────────────────────────────────── */
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const VERT = `#version 300 es
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precision highp float;
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in vec2 a_pos;
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uniform vec2 u_center;
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uniform vec2 u_scale;
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uniform float u_ptSize;
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void main() {
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gl_Position = vec4((a_pos - u_center) * u_scale, 0.0, 1.0);
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gl_PointSize = u_ptSize;
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}
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`;
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const FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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vec2 c = gl_PointCoord * 2.0 - 1.0;
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if (dot(c, c) > 1.0) discard;
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o = vec4(0.3, 0.55, 1.0, 0.5);
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}
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`;
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const LINE_FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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o = vec4(0.3, 0.55, 1.0, 0.15); // faint lines
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}
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`;
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const SELECTED_FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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vec2 c = gl_PointCoord * 2.0 - 1.0;
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if (dot(c, c) > 1.0) discard;
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o = vec4(1.0, 0.5, 0.0, 0.9); // orange for selected
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}
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`;
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const NEIGHBOR_FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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vec2 c = gl_PointCoord * 2.0 - 1.0;
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if (dot(c, c) > 1.0) discard;
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o = vec4(1.0, 0.9, 0.0, 0.8); // yellow for neighbors
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}
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`;
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/* ── Types ──────────────────────────────────────────────── */
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export interface RenderStats {
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drawnCount: number;
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mode: string;
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zoom: number;
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ptSize: number;
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}
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/* ── Constants ──────────────────────────────────────────── */
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const WORLD_RADIUS = 4.0; // sphere world-space radius
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const MAX_DRAW = 2_000_000; // max particles to draw per frame
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/* ── Renderer ───────────────────────────────────────────── */
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export class Renderer {
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private gl: WebGL2RenderingContext;
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private canvas: HTMLCanvasElement;
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private program: WebGLProgram;
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private lineProgram: WebGLProgram;
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private selectedProgram: WebGLProgram;
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private neighborProgram: WebGLProgram;
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private vao: WebGLVertexArrayObject;
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// Data
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private leaves: Leaf[] = [];
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private sorted: Float32Array = new Float32Array(0);
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private nodeCount = 0;
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private edgeCount = 0;
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private neighborMap: Map<number, number[]> = new Map();
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private sortedToVertexId: Uint32Array = new Uint32Array(0);
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private leafEdgeStarts: Uint32Array = new Uint32Array(0);
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private leafEdgeCounts: Uint32Array = new Uint32Array(0);
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private maxPtSize = 256;
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// Multi-draw extension
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private multiDrawExt: any = null;
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private visibleLeafIndices: Uint32Array = new Uint32Array(0);
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private startsArray: Int32Array = new Int32Array(0);
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private countsArray: Int32Array = new Int32Array(0);
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// Uniform locations
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private uCenter: WebGLUniformLocation;
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private uScale: WebGLUniformLocation;
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private uPtSize: WebGLUniformLocation;
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private uCenterLine: WebGLUniformLocation;
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private uScaleLine: WebGLUniformLocation;
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private uCenterSelected: WebGLUniformLocation;
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private uScaleSelected: WebGLUniformLocation;
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private uPtSizeSelected: WebGLUniformLocation;
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private uCenterNeighbor: WebGLUniformLocation;
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private uScaleNeighbor: WebGLUniformLocation;
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private uPtSizeNeighbor: WebGLUniformLocation;
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private linesIbo: WebGLBuffer;
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// Selection
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private selectionIbo: WebGLBuffer;
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private selectionCount = 0;
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// Neighbors
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private neighborIbo: WebGLBuffer;
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private neighborCount = 0;
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// Camera state
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private cx = 0;
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private cy = 0;
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private zoom = 0.06; // pixels per world unit (starts zoomed out to see everything)
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constructor(canvas: HTMLCanvasElement) {
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this.canvas = canvas;
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const gl = canvas.getContext("webgl2", { antialias: false, alpha: false });
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if (!gl) throw new Error("WebGL2 not supported");
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this.gl = gl;
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this.multiDrawExt = gl.getExtension('WEBGL_multi_draw');
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// Compile programs
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this.program = this.compileProgram(VERT, FRAG);
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this.lineProgram = this.compileProgram(VERT, LINE_FRAG);
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this.selectedProgram = this.compileProgram(VERT, SELECTED_FRAG);
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this.neighborProgram = this.compileProgram(VERT, NEIGHBOR_FRAG);
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gl.useProgram(this.program);
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this.uCenter = gl.getUniformLocation(this.program, "u_center")!;
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this.uScale = gl.getUniformLocation(this.program, "u_scale")!;
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this.uPtSize = gl.getUniformLocation(this.program, "u_ptSize")!;
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this.uCenterLine = gl.getUniformLocation(this.lineProgram, "u_center")!;
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this.uScaleLine = gl.getUniformLocation(this.lineProgram, "u_scale")!;
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this.uCenterSelected = gl.getUniformLocation(this.selectedProgram, "u_center")!;
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this.uScaleSelected = gl.getUniformLocation(this.selectedProgram, "u_scale")!;
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this.uPtSizeSelected = gl.getUniformLocation(this.selectedProgram, "u_ptSize")!;
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this.uCenterNeighbor = gl.getUniformLocation(this.neighborProgram, "u_center")!;
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this.uScaleNeighbor = gl.getUniformLocation(this.neighborProgram, "u_scale")!;
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this.uPtSizeNeighbor = gl.getUniformLocation(this.neighborProgram, "u_ptSize")!;
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// Query hardware max point size
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const range = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE) as Float32Array;
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this.maxPtSize = range[1] || 256;
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// Create VAO + VBO (empty for now)
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this.vao = gl.createVertexArray()!;
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gl.bindVertexArray(this.vao);
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const vbo = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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// We forced a_pos to location 0 in compileProgram
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.bindVertexArray(null);
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this.linesIbo = gl.createBuffer()!;
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this.selectionIbo = gl.createBuffer()!;
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this.neighborIbo = gl.createBuffer()!;
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// Blending
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clearColor(0.02, 0.02, 0.05, 1.0);
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}
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/**
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* Load particles from pre-computed positions and edges, build quadtree, upload to GPU.
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* vertexIds: original vertex IDs from CSV (parallel to xs/ys)
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* edges: flat array of [srcVertexId, dstVertexId, ...]
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* Call once at startup. Returns build time in ms.
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*/
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init(
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xs: Float32Array,
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ys: Float32Array,
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vertexIds: Uint32Array,
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edges: Uint32Array
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): number {
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const t0 = performance.now();
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const gl = this.gl;
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const count = xs.length;
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const edgeCount = edges.length / 2;
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this.nodeCount = count;
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// Build quadtree (spatially sorts the array)
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const { sorted, leaves, order } = buildSpatialIndex(xs, ys);
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this.leaves = leaves;
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this.sorted = sorted;
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// Pre-allocate arrays for render loop (zero-allocation rendering)
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this.visibleLeafIndices = new Uint32Array(leaves.length);
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this.startsArray = new Int32Array(leaves.length);
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this.countsArray = new Int32Array(leaves.length);
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// Upload sorted particles to GPU as STATIC VBO (never changes)
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gl.bindVertexArray(this.vao);
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gl.bufferData(gl.ARRAY_BUFFER, sorted, gl.STATIC_DRAW);
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gl.bindVertexArray(null);
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// Build sorted index → vertex ID mapping for hover lookups
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this.sortedToVertexId = new Uint32Array(count);
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for (let i = 0; i < count; i++) {
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this.sortedToVertexId[i] = vertexIds[order[i]];
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}
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// Build vertex ID → original input index mapping
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const vertexIdToOriginal = new Map<number, number>();
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for (let i = 0; i < count; i++) {
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vertexIdToOriginal.set(vertexIds[i], i);
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}
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// Build original input index → sorted index mapping
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// order[sortedIdx] = originalIdx, so invert it
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const originalToSorted = new Uint32Array(count);
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for (let i = 0; i < count; i++) {
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originalToSorted[order[i]] = i;
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}
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// Remap edges from vertex IDs to sorted indices
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const lineIndices = new Uint32Array(edgeCount * 2);
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let validEdges = 0;
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for (let i = 0; i < edgeCount; i++) {
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const srcId = edges[i * 2];
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const dstId = edges[i * 2 + 1];
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const srcOrig = vertexIdToOriginal.get(srcId);
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const dstOrig = vertexIdToOriginal.get(dstId);
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if (srcOrig === undefined || dstOrig === undefined) continue;
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lineIndices[validEdges * 2] = originalToSorted[srcOrig];
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lineIndices[validEdges * 2 + 1] = originalToSorted[dstOrig];
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validEdges++;
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}
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this.edgeCount = validEdges;
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// Build per-node neighbor list from edges for selection queries
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const neighborMap = new Map<number, number[]>();
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for (let i = 0; i < validEdges; i++) {
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const src = lineIndices[i * 2];
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const dst = lineIndices[i * 2 + 1];
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if (!neighborMap.has(src)) neighborMap.set(src, []);
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neighborMap.get(src)!.push(dst);
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if (!neighborMap.has(dst)) neighborMap.set(dst, []);
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neighborMap.get(dst)!.push(src);
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}
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this.neighborMap = neighborMap;
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// Build per-leaf edge index for efficient visible-only edge drawing
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// Find which leaf each sorted index belongs to
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const nodeToLeaf = new Uint32Array(count);
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for (let li = 0; li < leaves.length; li++) {
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const lf = leaves[li];
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for (let j = lf.start; j < lf.end; j++) {
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nodeToLeaf[j] = li;
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}
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}
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// Count edges per leaf (by source node)
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const leafEdgeCounts = new Uint32Array(leaves.length);
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for (let i = 0; i < validEdges; i++) {
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leafEdgeCounts[nodeToLeaf[lineIndices[i * 2]]]++;
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}
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// Compute prefix sums for edge offsets per leaf
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const leafEdgeOffsets = new Uint32Array(leaves.length);
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for (let i = 1; i < leaves.length; i++) {
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leafEdgeOffsets[i] = leafEdgeOffsets[i - 1] + leafEdgeCounts[i - 1];
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}
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// Sort edges by source leaf into a new buffer
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const sortedEdgeIndices = new Uint32Array(validEdges * 2);
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const leafEdgeCurrent = new Uint32Array(leaves.length);
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for (let i = 0; i < validEdges; i++) {
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const leafIdx = nodeToLeaf[lineIndices[i * 2]];
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const pos = leafEdgeOffsets[leafIdx] + leafEdgeCurrent[leafIdx];
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sortedEdgeIndices[pos * 2] = lineIndices[i * 2];
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sortedEdgeIndices[pos * 2 + 1] = lineIndices[i * 2 + 1];
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leafEdgeCurrent[leafIdx]++;
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}
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this.leafEdgeStarts = leafEdgeOffsets;
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this.leafEdgeCounts = leafEdgeCounts;
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// Upload sorted edges to GPU
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sortedEdgeIndices, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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return performance.now() - t0;
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}
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/* ── Camera ───────────────────────────────────────────── */
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pan(dx: number, dy: number): void {
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// dx, dy in CSS pixels; convert to world units
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const dpr = window.devicePixelRatio || 1;
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this.cx -= (dx * dpr) / this.zoom;
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this.cy -= (dy * dpr) / this.zoom;
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}
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zoomAt(factor: number, screenX: number, screenY: number): void {
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const dpr = window.devicePixelRatio || 1;
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const px = screenX * dpr;
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const py = screenY * dpr;
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// World position under cursor before zoom
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const wx = this.cx + (px - this.canvas.width / 2) / this.zoom;
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const wy = this.cy + (py - this.canvas.height / 2) / this.zoom;
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this.zoom *= factor;
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this.zoom = Math.max(1e-4, Math.min(1e7, this.zoom));
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// Adjust pan so the same world point stays under cursor
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this.cx = wx - (px - this.canvas.width / 2) / this.zoom;
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this.cy = wy - (py - this.canvas.height / 2) / this.zoom;
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}
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getZoom(): number {
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return this.zoom;
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}
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getNodeCount(): number {
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return this.nodeCount;
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}
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/**
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* Get the original vertex ID for a given sorted index.
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* Useful for looking up URI labels from the URI map.
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*/
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getVertexId(sortedIndex: number): number | undefined {
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if (sortedIndex < 0 || sortedIndex >= this.sortedToVertexId.length) return undefined;
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return this.sortedToVertexId[sortedIndex];
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}
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/**
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* Convert screen coordinates (CSS pixels) to world coordinates.
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*/
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screenToWorld(screenX: number, screenY: number): { x: number; y: number } {
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const dpr = window.devicePixelRatio || 1;
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const px = screenX * dpr;
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const py = screenY * dpr;
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const wx = this.cx + (px - this.canvas.width / 2) / this.zoom;
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const wy = this.cy + (py - this.canvas.height / 2) / this.zoom;
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return { x: wx, y: wy };
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}
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/**
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* Find the node closest to the given screen position.
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* Uses the quadtree to narrow down the search.
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* Returns the node's world coordinates if found within the visual radius, or null.
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*/
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findNodeAt(screenX: number, screenY: number): { x: number; y: number } | null {
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const result = this.findNodeIndexAt(screenX, screenY);
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return result ? { x: result.x, y: result.y } : null;
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}
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/**
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* Find the node closest to the given screen position.
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* Returns the node's index and world coordinates if found, or null.
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*/
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findNodeIndexAt(screenX: number, screenY: number): { index: number; x: number; y: number } | null {
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if (this.sorted.length === 0) return null;
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const world = this.screenToWorld(screenX, screenY);
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const wx = world.x;
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const wy = world.y;
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// Calculate the search radius in world units (based on point size on screen)
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// We use a slightly larger radius for easier hovering
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const dpr = window.devicePixelRatio || 1;
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const ptSizeScreen = Math.max(1.0, Math.min(this.maxPtSize, WORLD_RADIUS * 2 * this.zoom));
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const hitRadius = (ptSizeScreen / this.zoom / dpr) * 0.75; // world units
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const hitRadiusSq = hitRadius * hitRadius;
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let closestDist = Infinity;
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let closestIndex = -1;
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let closestX = 0;
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let closestY = 0;
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// Traverse all leaves and check if they intersect with the hit area
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for (let i = 0; i < this.leaves.length; i++) {
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const lf = this.leaves[i];
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// Quick AABB check: does this leaf possibly contain points near our target?
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if (
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wx + hitRadius < lf.minX ||
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wx - hitRadius > lf.maxX ||
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wy + hitRadius < lf.minY ||
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wy - hitRadius > lf.maxY
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) {
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continue; // Leaf is too far away
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}
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// Check all points in this leaf
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for (let j = lf.start; j < lf.end; j++) {
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const px = this.sorted[j * 2];
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const py = this.sorted[j * 2 + 1];
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const dx = px - wx;
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const dy = py - wy;
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const distSq = dx * dx + dy * dy;
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if (distSq < hitRadiusSq && distSq < closestDist) {
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closestDist = distSq;
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closestIndex = j;
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closestX = px;
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closestY = py;
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}
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}
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}
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return closestIndex >= 0 ? { index: closestIndex, x: closestX, y: closestY } : null;
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}
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/**
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* Update the selection buffer with the given set of node indices.
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* Also computes neighbors of selected nodes.
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* Call this whenever React's selection state changes.
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*/
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updateSelection(selectedIndices: Set<number>): void {
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const gl = this.gl;
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// Upload selected indices
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const indices = new Uint32Array(selectedIndices);
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this.selectionCount = indices.length;
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.selectionIbo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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// Compute neighbors of selected nodes (excluding already selected)
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const neighborSet = new Set<number>();
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for (const nodeIdx of selectedIndices) {
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const nodeNeighbors = this.neighborMap.get(nodeIdx);
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if (!nodeNeighbors) continue;
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for (const n of nodeNeighbors) {
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if (!selectedIndices.has(n)) {
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neighborSet.add(n);
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}
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}
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}
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// Upload neighbor indices
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const neighborIndices = new Uint32Array(neighborSet);
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this.neighborCount = neighborIndices.length;
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.neighborIbo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, neighborIndices, gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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}
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/**
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* Get the coordinates of a node by its index.
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*/
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getNodeCoords(index: number): { x: number; y: number } | null {
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if (index < 0 || index * 2 + 1 >= this.sorted.length) return null;
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return {
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x: this.sorted[index * 2],
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y: this.sorted[index * 2 + 1],
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};
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}
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/* ── Render ───────────────────────────────────────────── */
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render(): RenderStats {
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const gl = this.gl;
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const canvas = this.canvas;
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|
|
|
// Resize
|
|
const dpr = window.devicePixelRatio || 1;
|
|
const cw = (canvas.clientWidth * dpr) | 0;
|
|
const ch = (canvas.clientHeight * dpr) | 0;
|
|
if (canvas.width !== cw || canvas.height !== ch) {
|
|
canvas.width = cw;
|
|
canvas.height = ch;
|
|
}
|
|
|
|
gl.viewport(0, 0, cw, ch);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
gl.bindVertexArray(this.vao);
|
|
|
|
// Uniforms: transform world coords to NDC
|
|
gl.useProgram(this.program);
|
|
gl.uniform2f(this.uCenter, this.cx, this.cy);
|
|
gl.uniform2f(
|
|
this.uScale,
|
|
(this.zoom * 2) / cw,
|
|
(-this.zoom * 2) / ch
|
|
);
|
|
|
|
// Point size: world diameter → screen pixels, clamped
|
|
const ptSize = Math.max(
|
|
1.0,
|
|
Math.min(this.maxPtSize, WORLD_RADIUS * 2 * this.zoom)
|
|
);
|
|
gl.uniform1f(this.uPtSize, ptSize);
|
|
|
|
// Frustum bounding box
|
|
const viewW = cw / this.zoom;
|
|
const viewH = ch / this.zoom;
|
|
const vMinX = this.cx - viewW / 2;
|
|
const vMaxX = this.cx + viewW / 2;
|
|
const vMinY = this.cy - viewH / 2;
|
|
const vMaxY = this.cy + viewH / 2;
|
|
|
|
let visibleCount = 0;
|
|
let totalVisibleParticles = 0;
|
|
|
|
// 1. Find all visible leaves and total particles inside frustum
|
|
for (let i = 0; i < this.leaves.length; i++) {
|
|
const lf = this.leaves[i];
|
|
if (
|
|
lf.maxX < vMinX ||
|
|
lf.minX > vMaxX ||
|
|
lf.maxY < vMinY ||
|
|
lf.minY > vMaxY
|
|
)
|
|
continue;
|
|
|
|
this.visibleLeafIndices[visibleCount++] = i;
|
|
totalVisibleParticles += (lf.end - lf.start);
|
|
}
|
|
|
|
// 2. Calculate dynamic sampling ratio based ONLY on visible particles
|
|
const ratio = Math.min(1.0, MAX_DRAW / Math.max(1, totalVisibleParticles));
|
|
|
|
let drawnCount = 0;
|
|
|
|
// 3. Prepare index/count arrays for drawing
|
|
for (let i = 0; i < visibleCount; i++) {
|
|
const leafIdx = this.visibleLeafIndices[i];
|
|
const lf = this.leaves[leafIdx];
|
|
const leafTotal = lf.end - lf.start;
|
|
|
|
// Since the leaf is randomly unordered internally, taking the first N points
|
|
// is a perfect uniform spatial sample of this leaf.
|
|
const drawCount = Math.max(1, Math.floor(leafTotal * ratio));
|
|
|
|
this.startsArray[i] = lf.start;
|
|
this.countsArray[i] = drawCount;
|
|
drawnCount += drawCount;
|
|
}
|
|
|
|
// 4. Draw Points!
|
|
if (visibleCount > 0) {
|
|
if (this.multiDrawExt) {
|
|
this.multiDrawExt.multiDrawArraysWEBGL(
|
|
gl.POINTS,
|
|
this.startsArray, 0,
|
|
this.countsArray, 0,
|
|
visibleCount
|
|
);
|
|
} else {
|
|
// Fallback: batch contiguous runs to minimize draw calls
|
|
let currentStart = this.startsArray[0];
|
|
let currentCount = this.countsArray[0];
|
|
for (let i = 1; i < visibleCount; i++) {
|
|
if (currentStart + currentCount === this.startsArray[i]) {
|
|
currentCount += this.countsArray[i]; // Merge contiguous
|
|
} else {
|
|
gl.drawArrays(gl.POINTS, currentStart, currentCount);
|
|
currentStart = this.startsArray[i];
|
|
currentCount = this.countsArray[i];
|
|
}
|
|
}
|
|
gl.drawArrays(gl.POINTS, currentStart, currentCount);
|
|
}
|
|
}
|
|
|
|
// 5. Draw Lines if deeply zoomed in (< 20k total visible particles)
|
|
if (totalVisibleParticles < 20000 && visibleCount > 0) {
|
|
gl.useProgram(this.lineProgram);
|
|
gl.uniform2f(this.uCenterLine, this.cx, this.cy);
|
|
gl.uniform2f(this.uScaleLine, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
|
|
|
|
for (let i = 0; i < visibleCount; i++) {
|
|
const leafIdx = this.visibleLeafIndices[i];
|
|
const edgeCount = this.leafEdgeCounts[leafIdx];
|
|
if (edgeCount === 0) continue;
|
|
// Each edge is 2 indices (1 line segment)
|
|
// Offset is in bytes: edgeStart * 2 (indices per edge) * 4 (bytes per uint32)
|
|
const edgeStart = this.leafEdgeStarts[leafIdx];
|
|
gl.drawElements(gl.LINES, edgeCount * 2, gl.UNSIGNED_INT, edgeStart * 2 * 4);
|
|
}
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
|
}
|
|
|
|
// 6. Draw Neighbor Nodes (yellow) - drawn before selected so selected appears on top
|
|
if (this.neighborCount > 0) {
|
|
gl.useProgram(this.neighborProgram);
|
|
gl.uniform2f(this.uCenterNeighbor, this.cx, this.cy);
|
|
gl.uniform2f(this.uScaleNeighbor, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
|
gl.uniform1f(this.uPtSizeNeighbor, ptSize);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.neighborIbo);
|
|
gl.drawElements(gl.POINTS, this.neighborCount, gl.UNSIGNED_INT, 0);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
|
}
|
|
|
|
// 7. Draw Selected Nodes on top (orange)
|
|
if (this.selectionCount > 0) {
|
|
gl.useProgram(this.selectedProgram);
|
|
gl.uniform2f(this.uCenterSelected, this.cx, this.cy);
|
|
gl.uniform2f(this.uScaleSelected, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
|
gl.uniform1f(this.uPtSizeSelected, ptSize);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.selectionIbo);
|
|
gl.drawElements(gl.POINTS, this.selectionCount, gl.UNSIGNED_INT, 0);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
|
}
|
|
|
|
gl.bindVertexArray(null);
|
|
|
|
const mode = ratio === 1.0
|
|
? '100% visible nodes'
|
|
: ((ratio * 100).toFixed(1) + '% of visible nodes');
|
|
|
|
return { drawnCount, mode, zoom: this.zoom, ptSize };
|
|
}
|
|
|
|
/* ── Helpers ──────────────────────────────────────────── */
|
|
|
|
private compileProgram(vSrc: string, fSrc: string): WebGLProgram {
|
|
const gl = this.gl;
|
|
const vs = gl.createShader(gl.VERTEX_SHADER)!;
|
|
gl.shaderSource(vs, vSrc);
|
|
gl.compileShader(vs);
|
|
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
|
|
throw new Error("VS: " + gl.getShaderInfoLog(vs));
|
|
|
|
const fs = gl.createShader(gl.FRAGMENT_SHADER)!;
|
|
gl.shaderSource(fs, fSrc);
|
|
gl.compileShader(fs);
|
|
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
|
|
throw new Error("FS: " + gl.getShaderInfoLog(fs));
|
|
|
|
const prog = gl.createProgram()!;
|
|
gl.attachShader(prog, vs);
|
|
gl.attachShader(prog, fs);
|
|
|
|
// Force a_pos to location 0 before linking so both programs match VAO
|
|
gl.bindAttribLocation(prog, 0, "a_pos");
|
|
|
|
gl.linkProgram(prog);
|
|
if (!gl.getProgramParameter(prog, gl.LINK_STATUS))
|
|
throw new Error("Link: " + gl.getProgramInfoLog(prog));
|
|
|
|
gl.deleteShader(vs);
|
|
gl.deleteShader(fs);
|
|
return prog;
|
|
}
|
|
}
|