speedscope/flamechart-color-pass-renderer.ts
Alan Pierce 404aacfa46 Address review comments
* Switch to `bracketSpacing: false`.
* Add prettier-ignore in one case.
2018-04-14 16:19:26 -07:00

166 lines
5.4 KiB
TypeScript

import regl from 'regl'
import {Vec2, Rect, AffineTransform} from './math'
export interface FlamechartColorPassRenderProps {
rectInfoTexture: regl.Texture
renderOutlines: boolean
srcRect: Rect
dstRect: Rect
}
export class FlamechartColorPassRenderer {
private command: regl.Command<FlamechartColorPassRenderProps>
constructor(gl: regl.Instance) {
this.command = gl({
vert: `
uniform mat3 uvTransform;
uniform mat3 positionTransform;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = (uvTransform * vec3(uv, 1)).xy;
gl_Position = vec4((positionTransform * vec3(position, 1)).xy, 0, 1);
}
`,
frag: `
precision mediump float;
uniform vec2 uvSpacePixelSize;
uniform float renderOutlines;
varying vec2 vUv;
uniform sampler2D colorTexture;
// https://en.wikipedia.org/wiki/HSL_and_HSV#From_luma/chroma/hue
vec3 hcl2rgb(float H, float C, float L) {
float hPrime = H / 60.0;
float X = C * (1.0 - abs(mod(hPrime, 2.0) - 1.0));
vec3 RGB =
hPrime < 1.0 ? vec3(C, X, 0) :
hPrime < 2.0 ? vec3(X, C, 0) :
hPrime < 3.0 ? vec3(0, C, X) :
hPrime < 4.0 ? vec3(0, X, C) :
hPrime < 5.0 ? vec3(X, 0, C) :
vec3(C, 0, X);
float m = L - dot(RGB, vec3(0.30, 0.59, 0.11));
return RGB + vec3(m, m, m);
}
float triangle(float x) {
return 2.0 * abs(fract(x) - 0.5) - 1.0;
}
vec3 colorForBucket(float t) {
float x = triangle(30.0 * t);
float H = 360.0 * (0.9 * t);
float C = 0.25 + 0.2 * x;
float L = 0.80 - 0.15 * x;
return hcl2rgb(H, C, L);
}
void main() {
vec4 here = texture2D(colorTexture, vUv);
if (here.z == 0.0) {
// Background color
gl_FragColor = vec4(0, 0, 0, 0);
return;
}
// Sample the 4 surrounding pixels in the depth texture to determine
// if we should draw a boundary here or not.
vec4 N = texture2D(colorTexture, vUv + vec2(0, uvSpacePixelSize.y));
vec4 E = texture2D(colorTexture, vUv + vec2(uvSpacePixelSize.x, 0));
vec4 S = texture2D(colorTexture, vUv + vec2(0, -uvSpacePixelSize.y));
vec4 W = texture2D(colorTexture, vUv + vec2(-uvSpacePixelSize.x, 0));
// NOTE: For outline checks, we intentionally check both the right
// and the left to determine if we're an edge. If a rectangle is a single
// pixel wide, we don't want to render it as an outline, so this method
// of checking ensures that we don't outline single physical-space
// pixel width rectangles.
if (
renderOutlines > 0.0 &&
(
here.y == N.y && here.y != S.y || // Top edge
here.y == S.y && here.y != N.y || // Bottom edge
here.x == E.x && here.x != W.x || // Left edge
here.x == W.x && here.x != E.x
)
) {
// We're on an edge! Draw transparent.
gl_FragColor = vec4(0, 0, 0, 0);
} else {
// Not on an edge. Draw the appropriate color;
gl_FragColor = vec4(colorForBucket(here.z), here.a);
}
}
`,
depth: {
enable: false,
},
attributes: {
// Cover full canvas with a rectangle
// with 2 triangles using a triangle
// strip.
//
// 0 +--+ 1
// | /|
// |/ |
// 2 +--+ 3
position: gl.buffer([[-1, 1], [1, 1], [-1, -1], [1, -1]]),
uv: gl.buffer([[0, 1], [1, 1], [0, 0], [1, 0]]),
},
count: 4,
primitive: 'triangle strip',
uniforms: {
colorTexture: (context, props) => props.rectInfoTexture,
uvTransform: (context, props) => {
const {srcRect, rectInfoTexture} = props
const physicalToUV = AffineTransform.withTranslation(new Vec2(0, 1))
.times(AffineTransform.withScale(new Vec2(1, -1)))
.times(
AffineTransform.betweenRects(
new Rect(Vec2.zero, new Vec2(rectInfoTexture.width, rectInfoTexture.height)),
Rect.unit,
),
)
const uvRect = physicalToUV.transformRect(srcRect)
return AffineTransform.betweenRects(Rect.unit, uvRect).flatten()
},
renderOutlines: (context, props) => {
return props.renderOutlines ? 1.0 : 0.0
},
uvSpacePixelSize: (context, props) => {
return Vec2.unit
.dividedByPointwise(new Vec2(props.rectInfoTexture.width, props.rectInfoTexture.height))
.flatten()
},
positionTransform: (context, props) => {
const {dstRect} = props
const viewportSize = new Vec2(context.viewportWidth, context.viewportHeight)
const physicalToNDC = AffineTransform.withScale(new Vec2(1, -1)).times(
AffineTransform.betweenRects(new Rect(Vec2.zero, viewportSize), Rect.NDC),
)
const ndcRect = physicalToNDC.transformRect(dstRect)
return AffineTransform.betweenRects(Rect.NDC, ndcRect).flatten()
},
},
})
}
render(props: FlamechartColorPassRenderProps) {
this.command(props)
}
}