// jshint esversion: 6 import React from "react"; import _ from "lodash"; import * as globals from "../../globals"; import styles from "./graph.css"; import { setupSVGandBrushElements } from "./setupSVGandBrush"; import SectionHeader from "../framework/sectionHeader"; import { connect } from "react-redux"; import actions from "../../actions"; import mat4 from "gl-mat4"; import fit from "canvas-fit"; import _camera from "../../util/camera.js"; import _regl from "regl"; import _drawPoints from "./drawPointsRegl"; import { scaleLinear } from "../../util/scaleLinear"; import FaCrosshair from "react-icons/lib/fa/crosshairs"; import FaZoom from "react-icons/lib/fa/search-plus"; import FaSave from "react-icons/lib/fa/download"; /* https://bl.ocks.org/mbostock/9078690 - quadtree for onClick / hover selections */ @connect(state => { return { cellsMetadata: state.controls.cellsMetadata, opacityForDeselectedCells: state.controls.opacityForDeselectedCells, responsive: state.responsive, crossfilter: state.controls.crossfilter }; }) class Graph extends React.Component { constructor(props) { super(props); this.count = 0; this.inverse = mat4.identity([]); this.graphPaddingTop = 100; this.renderCache = { positions: null, colors: null }; this.state = { drawn: false, svg: null, ctx: null, brush: null, mode: "brush" }; } componentDidMount() { // setup canvas and camera const camera = _camera(this.reglCanvas, { scale: true, rotate: false }); const regl = _regl(this.reglCanvas); const drawPoints = _drawPoints(regl); // preallocate buffers const pointBuffer = regl.buffer(); const colorBuffer = regl.buffer(); const sizeBuffer = regl.buffer(); regl.frame(({ viewportWidth, viewportHeight }) => { regl.clear({ depth: 1, color: [1, 1, 1, 1] }); drawPoints({ size: sizeBuffer, distance: camera.distance, color: colorBuffer, position: pointBuffer, count: this.count, view: camera.view(), scale: viewportHeight / viewportWidth }); this.setState({ camera }); camera.tick(); }); this.setState({ regl, pointBuffer, colorBuffer, sizeBuffer }); } componentWillReceiveProps(nextProps) { if (this.state.regl && nextProps.crossfilter) { /* update the regl state */ const crossfilter = nextProps.crossfilter.cells; const cells = crossfilter.all(); const cellCount = cells.length; // X/Y positions for each point - a cached value that only // changes if we have loaded entirely new cell data // if ( !this.renderCache.positions || this.props.crossfilter.cells != nextProps.crossfilter.cells ) { if (!this.renderCache.positions) this.renderCache.positions = new Float32Array(2 * cellCount); // d3.scaleLinear().domain([0,1]).range([-1,1]) const glScaleX = scaleLinear([0, 1], [-1, 1]); // d3.scaleLinear().domain([0,1]).range([1,-1]) const glScaleY = scaleLinear([0, 1], [1, -1]); for ( let i = 0, positions = this.renderCache.positions; i < cellCount; i++ ) { positions[2 * i] = glScaleX(cells[i].__x__); positions[2 * i + 1] = glScaleY(cells[i].__y__); } this.state.pointBuffer({ data: this.renderCache.positions, dimension: 2 }); } // Colors for each point - a cached value that only changes when // the cell metadata changes (done by updateCellColors middleware). // NOTE: this is a slightly pessimistic assumption, as the metadata // could have changed for some other reason, but for now color is // the only metadata that changes client-side. If this is problematic, // we could add some sort of color-specific indicator to the app state. if ( !this.renderCache.colors || this.props.cellsMetadata != nextProps.cellsMetadata ) { if (!this.renderCache.colors) this.renderCache.colors = new Float32Array(3 * cellCount); for (let i = 0, colors = this.renderCache.colors; i < cellCount; i++) { colors.set(cells[i].__colorRGB__, 3 * i); } this.state.colorBuffer({ data: this.renderCache.colors, dimension: 3 }); } // Sizes for each point - this is presumed to change each time the // component receives new props. Almost always a true assumption, as // most property upates are due to changes driving a crossfilter // selection set change. // if ( !this.renderCache.sizes || this.props.crossfilter.cells != nextProps.crossfilter.cells ) { this.renderCache.sizes = new Float32Array(cellCount); } crossfilter.fillByIsFiltered(this.renderCache.sizes, 4, 0.2); this.state.sizeBuffer({ data: this.renderCache.sizes, dimension: 1 }); this.count = cellCount; } if ( /* invisibly handles the initial null vs integer case as well as resize events */ nextProps.responsive.height !== this.props.responsive.height || nextProps.responsive.width !== this.props.responsive.width ) { /* clear out whatever was on the div, even if nothing, but usually the brushes etc */ d3 .select("#graphAttachPoint") .selectAll("*") .remove(); const { svg } = setupSVGandBrushElements( this.handleBrushSelectAction.bind(this), this.handleBrushDeselectAction.bind(this), nextProps.responsive, this.graphPaddingTop ); this.setState({ svg }); } } handleBrushSelectAction() { /* No idea why d3 event scope works like this but apparently it does https://bl.ocks.org/EfratVil/0e542f5fc426065dd1d4b6daaa345a9f */ const s = d3.event.selection; /* event describing brush position: @-------| | | | | |-------@ */ // compute inverse view matrix const inverse = mat4.invert([], this.state.camera.view()); // transform screen coordinates -> cell coordinates const invert = pin => { const x = 2 * pin[0] / (this.props.responsive.height - this.graphPaddingTop) - 1; const y = 2 * (1 - pin[1] / (this.props.responsive.height - this.graphPaddingTop)) - 1; const pout = [x + inverse[12], y + inverse[13]]; return [(pout[0] + 1) / 2, (pout[1] + 1) / 2]; }; const brushCoords = { northwest: invert([s[0][0], s[0][1]]), southeast: invert([s[1][0], s[1][1]]) }; this.props.dispatch({ type: "graph brush selection change", brushCoords }); } handleBrushDeselectAction() { if (!d3.event.selection) { this.props.dispatch({ type: "graph brush deselect" }); } } handleOpacityRangeChange(e) { this.props.dispatch({ type: "change opacity deselected cells in 2d graph background", data: e.target.value }); } render() { return (