import { Color } from './Colormap.js';
import { ShaderFilter } from './ShaderFilter.js'
import { Util } from './Util'
// vector field https://www.shadertoy.com/view/4s23DG
// isolines https://www.shadertoy.com/view/Ms2XWc
/**
* @typedef {Object} ShaderFilterVectorGlyph~Options
* Configuration options for glyph-based vector field visualization
* @property {number[]} [inDomain=[]] - Input value range [min, max] for magnitude mapping
* @property {number} [maxSteps=256] - Number of discrete steps in the colormap texture
* @property {number[]} [glyphColor=[0.0, 0.0, 0.0, 1.0]] - RGBA color for glyphs when using 'col' mode
* @property {number} [glyphsStride=80] - Horizontal spacing between glyphs in the sprite sheet
* @property {number[]} [glyphsSize=[304, 64]] - Dimensions of the glyph sprite sheet [width, height]
*/
/**
* @typedef {Object} ShaderFilterVectorGlyph~Modes
* Available visualization modes
* @property {string} normalize - Glyph size normalization ('on'|'off')
* @property {string} glyph - Glyph coloring mode ('mag'|'col')
* @property {string} field - Background field visualization ('none'|'mag')
*/
/**
* ShaderFilterVectorGlyph implements sprite-based vector field visualization.
* Uses pre-rendered glyphs from an SVG sprite sheet for high-quality vector field representation.
*
* @class
* @extends ShaderFilter
* @classdesc A shader filter that implements sprite-based vector field visualization.
*
* Features:
* - SVG glyph-based vector field visualization
* - Magnitude-dependent glyph selection
* - Custom glyph coloring
* - Optional vector normalization
* - Background field visualization
* - Smooth rotation and scaling
*
* Technical Implementation:
* - Sprite sheet-based glyph rendering
* - Dynamic glyph rotation and scaling
* - Automatic magnitude mapping
* - Alpha-based glyph composition
* - WebGL texture management
*
* GLSL Implementation Constants:
* - GLYPH_TILE_SIZE: Spacing between glyphs (16.0)
* - ISQRT2: 1/sqrt(2) for magnitude normalization
*
*
*/
class ShaderFilterVectorGlyph extends ShaderFilter {
/**
* Creates a new glyph-based vector field visualization filter
* @param {ColorScale} colorscale - Colorscale for magnitude mapping
* @param {string} glyphsUrl - URL to SVG sprite sheet containing glyphs
* @param {ShaderFilterVectorGlyph~Options} [options] - Configuration options
* @throws {Error} If inDomain is invalid or glyphsUrl is empty
*
* @example
* ```javascript
* // Create with custom options
* const filter = new ShaderFilterVectorGlyph(colorscale, 'glyphs.svg', {
* inDomain: [0, 1],
* glyphsSize: [304, 64],
* glyphsStride: 80,
* glyphColor: [0, 0, 0, 1]
* });
* ```
*/
constructor(colorscale, glyphsUrl, options) {
super(options);
options = Object.assign({
inDomain: [],
maxSteps: 256,
glyphColor: [0.0, 0.0, 0.0, 1.0],
glyphsStride: 80,
glyphsSize: [304, 64]
}, options);
Object.assign(this, options);
if (this.inDomain.length != 2 && this.inDomain[1] <= this.inDomain[0]) {
throw Error("inDomain bad format");
}
this.glyphsUrl = glyphsUrl;
if (this.glyphsUrl.length == 0) throw Error("glyphUrl is empty: no items to display");
this.colorscale = colorscale;
if (this.inDomain.length == 0) this.inDomain = this.colorscale.rangeDomain();
const cscaleDomain = this.colorscale.rangeDomain();
const scale = Math.sqrt((this.inDomain[1] * this.inDomain[1] + this.inDomain[0] * this.inDomain[0]) / (cscaleDomain[1] * cscaleDomain[1] + cscaleDomain[0] * cscaleDomain[0]));
const bias = 0.0;
const gap = this.glyphsStride - this.glyphsSize[1];
const glyphCount = Math.round((this.glyphsSize[0] + gap) / this.glyphsStride);
this.modes = {
normalize: [
{ id: 'off', enable: true, src: `const bool ${this.modeName('glyphNormalize')} = false;` },
{ id: 'on', enable: false, src: `const bool ${this.modeName('glyphNormalize')} = true;` }
],
glyph: [
{ id: 'mag', enable: true, src: `const int ${this.modeName('glyphColor')} = 0;` },
{ id: 'col', enable: false, src: `const int ${this.modeName('glyphColor')} = 1;` }
],
field: [
{ id: 'none', enable: true, src: `const int ${this.modeName('fieldColor')} = 0;` },
{ id: 'mag', enable: false, src: `const int ${this.modeName('fieldColor')} = 1;` }
]
};
this.samplers = [{ name: `${this.samplerName('colormap')}` }, { name: `${this.samplerName('glyphs')}` }];
this.uniforms[this.uniformName('glyph_color')] = { type: 'vec4', needsUpdate: true, size: 4, value: this.glyphColor };
this.uniforms[this.uniformName('glyph_count')] = { type: 'float', needsUpdate: true, size: 1, value: glyphCount };
this.uniforms[this.uniformName('glyph_wh')] = { type: 'float', needsUpdate: true, size: 1, value: this.glyphsSize[1] };
this.uniforms[this.uniformName('glyph_stride')] = { type: 'float', needsUpdate: true, size: 1, value: this.glyphsStride };
this.uniforms[this.uniformName('low_color')] = { type: 'vec4', needsUpdate: true, size: 4, value: this.colorscale.lowColor.value() };
this.uniforms[this.uniformName('high_color')] = { type: 'vec4', needsUpdate: true, size: 4, value: this.colorscale.highColor.value() };
this.uniforms[this.uniformName('scale')] = { type: 'float', needsUpdate: true, size: 1, value: scale };
this.uniforms[this.uniformName('bias')] = { type: 'float', needsUpdate: true, size: 1, value: bias };
}
/**
* Creates textures for glyphs and colormap.
*
* Implementation details:
* 1. Glyph Texture:
* - Rasterizes SVG to image buffer
* - Creates and configures texture
* - Sets up linear filtering
*
* 2. Colormap Texture:
* - Samples colorscale
* - Creates 1D RGBA texture
* - Configures appropriate filtering
*
* @param {WebGLRenderingContext} gl - WebGL context
* @returns {Promise<void>}
* @private
*/
async createTextures(gl) {
// Glyphs
const glyphsBuffer = await Util.rasterizeSVG(this.glyphsUrl, this.glyphsSize);
const glyphsTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, glyphsTex);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, glyphsBuffer);
this.getSampler('glyphs').tex = glyphsTex;
// Colormap
const colormap = this.colorscale.sample(this.maxSteps);
let textureFilter = gl.LINEAR;
if (this.colorscale.type == 'bar') {
textureFilter = gl.NEAREST;
}
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, textureFilter);
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, textureFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.maxSteps, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, colormap.buffer);
this.getSampler('colormap').tex = tex;
}
/**
* Generates GLSL code for glyph-based vector field visualization.
*
* Shader Features:
* - Tile-based glyph placement
* - Dynamic glyph rotation
* - Magnitude-based glyph selection
* - Alpha-based composition
* - Multiple visualization modes
*
* @param {WebGLRenderingContext} gl - WebGL context
* @returns {string} GLSL function definition
* @private
*/
fragDataSrc(gl) {
return `
// 2D vector glyph visualization
const float GLYPH_TILE_SIZE = 16.0;
const float ISQRT2 = 0.70710678118; // 1/sqrt(2)
// Computes the center pixel of the tile containing pixel pos
vec2 glyphTileCenterCoord(vec2 pos) {
return (floor(pos / GLYPH_TILE_SIZE) + 0.5) * GLYPH_TILE_SIZE;
}
float glyph(vec2 p, vec2 v) {
if (${this.modeName('glyphNormalize')}) v = normalize(v);
// Make everything relative to the center, which may be fractional
p -= glyphTileCenterCoord(p);
float mag_v = length(v), mag_p = length(p);
if (mag_v > 0.0) {
// Non-zero velocity case
vec2 dir_v = normalize(v);
float level = floor((1.0-mag_v*ISQRT2) * ${this.uniformName('glyph_count')});
level = min(level, ${this.uniformName('glyph_count')} - 1.0);
mat2 rotm = mat2(
dir_v[1], dir_v[0], // first column
-dir_v[0], dir_v[1] // second column
);
float scaleToGlyph = ${this.uniformName('glyph_wh')} / GLYPH_TILE_SIZE;
vec2 pp = rotm * p; // p on axys with origin in tile center and aligned with direction dir_v
pp += vec2(GLYPH_TILE_SIZE * 0.5, GLYPH_TILE_SIZE * 0.5); // pp in [0, GLYPH_TILE_SIZE]
pp *= scaleToGlyph; // pp in [0, glyph_wh]
pp.x += level * ${this.uniformName('glyph_stride')}; // apply stride
pp.y = ${this.uniformName('glyph_wh')} - pp.y - 1.0; // invert y-axis
//vec4 g = texelFetch(${this.samplerName('glyphs')}, ivec2(pp), 0);
float w = ${this.uniformName('glyph_stride')}*(${this.uniformName('glyph_count')} -1.0) + ${this.uniformName('glyph_wh')};
float h = ${this.uniformName('glyph_wh')};
vec2 ppnorm = pp/vec2(w,h);
vec4 g = texture(${this.samplerName('glyphs')}, ppnorm);
return 1.0-g.a;
} else {
// Signed distance from the center point
return mag_p;
}
}
vec4 lookupColormap(float cv) {
if(cv >= 1.0)
return ${this.uniformName('high_color')};
else if(cv <= 0.0)
return ${this.uniformName('low_color')};
return texture(${this.samplerName('colormap')}, vec2(cv, 0.5));
}
vec4 ${this.functionName()}(vec4 col){
if(col.a == 0.0) return col;
vec2 p = v_texcoord*tileSize; // point in pixel
vec2 pc_coord = glyphTileCenterCoord(p)/tileSize; // center coordinate
vec4 pc_val = texture(source, pc_coord); // [0..1] - lookup color in center
float s = 2.0;
float b = -1.0;
vec2 uvc = vec2(pc_val.x*s+b, pc_val.y*s+b); // [-1..1]
vec2 uvr = vec2(col.r*s+b, col.g*s+b); // [-1..1]
// Colors
float vc = length(uvc)*ISQRT2;
float cvc = vc*${this.uniformName('scale')} + ${this.uniformName('bias')};
float vr = length(uvr)*ISQRT2;
float cvr = vr*${this.uniformName('scale')} + ${this.uniformName('bias')};
vec4 cmapc = lookupColormap(cvc);
vec4 cmapr = lookupColormap(cvr);
// Glyph
float glyph_dist = glyph(p, uvc);
vec4 glyph_col = cmapc;
vec4 field_col = vec4(0.0, 0.0, 0.0, 0.0);
switch (${this.modeName('glyphColor')}) {
case 0:
glyph_col = cmapc;
break;
case 1:
glyph_col = ${this.uniformName('glyph_color')};
break;
}
switch (${this.modeName('fieldColor')}) {
case 0:
field_col = vec4(0.0, 0.0, 0.0, 0.0);
break;
case 1:
field_col = cmapr;
break;
}
float t = clamp(glyph_dist, 0.0, 1.0);
return mix(glyph_col, field_col, t);
}`;
}
}
export { ShaderFilterVectorGlyph }