Scatter.webgl.svelte component
Generates a WebGL scatter plot.
| Param | Default | Required | Description |
|---|---|---|---|
r number |
5 |
The circle's radius. | |
fill string |
'#0cf' |
The circle's fill color. | |
stroke string |
'#000' |
The circle's stroke color. | |
strokeWidth number |
0 |
The circle's stroke width in pixels. |
<!--
@component
Generates a WebGL scatter plot.
-->
<script>
import reglWrapper from 'regl';
import { getContext, onDestroy } from 'svelte';
import { getLayerCakeContext } from 'layercake';
const k = getLayerCakeContext();
/**
* @typedef {Object} Props
* @property {number} [r=5] - The circle's radius.
* @property {string} [fill='#0cf'] - The circle's fill color.
* @property {string} [stroke='#000'] - The circle's stroke color.
* @property {number} [strokeWidth=0] - The circle's stroke width in pixels.
*/
/** @type {Props} */
let { r = 5, fill = '#0cf', stroke = '#000', strokeWidth = 0 } = $props();
// The shader wants the stroke as a share of the squared radius, not in pixels
let strokeSize = $derived.by(() => {
const inner = Math.max(0, 1 - strokeWidth / r);
return 1 - inner * inner;
});
/**
* @param {string} hex
* @returns {number[]|undefined} - Returns an array of RGB values in the range [0, 1].
*/
function hexToRgbPercent(hex) {
let str = hex.replace('#', '');
if (str.length === 3) {
str = str[0] + str[0] + str[1] + str[1] + str[2] + str[2];
}
return str.match(/.{1,2}/g)?.map(d => parseInt(d, 16) / 255);
}
const glCtx = getContext('gl');
// The drawing buffer gets one pixel per device pixel, not per CSS pixel, so
// the circles come out sharp on high-density screens
let pixelRatio = $state(1);
/**
* @param {WebGLRenderingContext} context
*/
function resize(context) {
const canvas = /** @type {HTMLCanvasElement} */ (context.canvas);
pixelRatio = window.devicePixelRatio || 1;
const width = Math.round(canvas.clientWidth * pixelRatio);
const height = Math.round(canvas.clientHeight * pixelRatio);
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
context.viewport(0, 0, canvas.width, canvas.height);
}
/** @type {import('regl').Regl|undefined} */
let regl;
/** @type {import('regl').DrawCommand|undefined} */
let drawPoints;
/**
* Set up regl and compile the draw command once. Anything that changes
* between frames, like the points and colors, is passed to the draw command
* as props each time it runs.
* @param {WebGLRenderingContext} context
*/
function ensureRegl(context) {
if (regl) return;
regl = reglWrapper({
gl: context,
extensions: ['oes_standard_derivatives']
});
drawPoints = regl({
// circle code comes from:
// https://www.desultoryquest.com/blog/drawing-anti-aliased-circular-points-using-opengl-slash-webgl/
frag: `
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform vec3 fill_color;
uniform vec3 stroke_color;
varying float s_s;
void main () {
vec2 cxy = 2.0 * gl_PointCoord - 1.0;
float dist = dot(cxy, cxy);
float delta = fwidth(dist);
float alpha = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, dist);
float outer_edge_center = 1.0 - s_s;
float stroke = 1.0 - smoothstep(outer_edge_center - delta, outer_edge_center + delta, dist);
gl_FragColor = vec4( mix(stroke_color, fill_color, stroke), 1.0 ) * alpha;
gl_FragColor.rgb *= gl_FragColor.a;
}`,
vert: `
precision mediump float;
attribute vec2 position;
attribute float r;
attribute float stroke_size;
varying float s_s;
uniform float stage_width;
uniform float stage_height;
// http://peterbeshai.com/beautifully-animate-points-with-webgl-and-regl.html
vec2 normalizeCoords(vec2 position) {
// read in the positions into x and y vars
float x = position[0];
float y = position[1];
return vec2(
2.0 * ((x / stage_width) - 0.5),
// invert y to treat [0,0] as bottom left in pixel space
-(2.0 * ((y / stage_height) - 0.5))
);
}
void main () {
s_s = stroke_size;
gl_PointSize = r;
gl_Position = vec4(normalizeCoords(position), 0.0, 1.0);
}`,
attributes: {
// One [x, y] position for each point, in device pixels since that is what the buffer measures in
/**
* @param {any} context
* @param {{ points: Array<any>, x: (d: any) => number, y: (d: any) => number, pointWidth: number, strokeSize: number, pixelRatio: number, fillColor?: number[], strokeColor?: number[] }} props
*/
position: (context, props) => {
return props.points.map(point => {
return [props.x(point) * props.pixelRatio, props.y(point) * props.pixelRatio];
});
},
r: (context, props) => {
// To size each circle from an r scale, use k.rGet(point) in place of pointWidth
return props.points.map(() => props.pointWidth * props.pixelRatio);
},
stroke_size: (context, props) => {
return props.points.map(() => props.strokeSize);
}
},
uniforms: {
fill_color: (context, props) => props.fillColor,
stroke_color: (context, props) => props.strokeColor,
// The canvas size, so the shaders can convert x / y pixel values to
// WebGL coordinates. `regl.context` reads them off regl's own context.
stage_width: regl.context('drawingBufferWidth'),
stage_height: regl.context('drawingBufferHeight')
},
count: (context, props) => {
// Draw one point per row
return props.points.length;
},
primitive: 'points',
blend: {
enable: true,
func: {
srcRGB: 'src alpha',
srcAlpha: 'src alpha',
dstRGB: 'one minus src alpha',
dstAlpha: 'one minus src alpha'
}
},
depth: { enable: false }
});
}
$effect(() => {
if (!k.width || !k.height || !glCtx.gl) return;
ensureRegl(glCtx.gl);
if (!regl || !drawPoints) return;
resize(glCtx.gl);
// Let regl pick up the new drawing buffer size
regl.poll();
regl.clear({
color: [0, 0, 0, 0],
depth: 1
});
drawPoints({
pointWidth: r * 2,
strokeSize,
pixelRatio,
points: k.data,
x: k.xGet,
y: k.yGet,
fillColor: hexToRgbPercent(fill),
strokeColor: hexToRgbPercent(stroke)
});
});
onDestroy(() => {
if (regl) regl.destroy();
});
</script>