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- from typing import Optional, Tuple, Dict, List
- import numpy as np
- import networkx as nx
- import pipmaster as pm
- # Added automatic libraries install using pipmaster
- if not pm.is_installed("moderngl"):
- pm.install("moderngl")
- if not pm.is_installed("imgui_bundle"):
- pm.install("imgui_bundle")
- if not pm.is_installed("pyglm"):
- pm.install("pyglm")
- if not pm.is_installed("python-louvain"):
- pm.install("python-louvain")
- import moderngl
- from imgui_bundle import imgui, immapp, hello_imgui
- import community
- import glm
- import tkinter as tk
- from tkinter import filedialog
- import traceback
- import colorsys
- import os
- CUSTOM_FONT = "font.ttf"
- DEFAULT_FONT_ENG = "Geist-Regular.ttf"
- DEFAULT_FONT_CHI = "SmileySans-Oblique.ttf"
- class Node3D:
- """Class representing a 3D node in the graph"""
- def __init__(
- self, position: glm.vec3, color: glm.vec3, label: str, size: float, idx: int
- ):
- self.position = position
- self.color = color
- self.label = label
- self.size = size
- self.idx = idx
- class GraphViewer:
- """Main class for 3D graph visualization"""
- def __init__(self):
- self.glctx = None # ModernGL context
- self.graph: Optional[nx.Graph] = None
- self.nodes: List[Node3D] = []
- self.id_node_map: Dict[str, Node3D] = {}
- self.communities = None
- self.community_colors = None
- # Window dimensions
- self.window_width = 1280
- self.window_height = 720
- # Camera parameters
- self.position = glm.vec3(0.0, -10.0, 0.0) # Initial camera position
- self.front = glm.vec3(0.0, 1.0, 0.0) # Direction camera is facing
- self.up = glm.vec3(0.0, 0.0, 1.0) # Up vector
- self.yaw = 90.0 # Horizontal rotation (around Z axis)
- self.pitch = 0.0 # Vertical rotation
- self.move_speed = 0.05
- self.mouse_sensitivity = 0.15
- # Graph visualization settings
- self.layout_type = "Spring"
- self.node_scale = 0.2
- self.edge_width = 0.5
- self.show_labels = True
- self.label_size = 2
- self.label_color = (1.0, 1.0, 1.0, 1.0)
- self.label_culling_distance = 10.0
- self.available_layouts = ("Spring", "Circular", "Shell", "Random")
- self.background_color = (0.05, 0.05, 0.05, 1.0)
- # Mouse interaction
- self.last_mouse_pos = None
- self.mouse_pressed = False
- self.mouse_button = -1
- self.first_mouse = True
- # File dialog state
- self.show_load_error = False
- self.error_message = ""
- # Selection state
- self.selected_node: Optional[Node3D] = None
- self.highlighted_node: Optional[Node3D] = None
- # Node id map
- self.node_id_fbo = None
- self.node_id_texture = None
- self.node_id_depth = None
- self.node_id_texture_np: np.ndarray = None
- # Static data
- self.sphere_data = create_sphere()
- # Initialization flag
- self.initialized = False
- def setup(self):
- self.setup_render_context()
- self.setup_shaders()
- self.setup_buffers()
- self.initialized = True
- def handle_keyboard_input(self):
- """Handle WASD keyboard input for camera movement"""
- io = imgui.get_io()
- if io.want_capture_keyboard:
- return
- # Calculate camera vectors
- right = glm.normalize(glm.cross(self.front, self.up))
- # Get movement direction from WASD keys
- if imgui.is_key_down(imgui.Key.w): # Forward
- self.position += self.front * self.move_speed * 0.1
- if imgui.is_key_down(imgui.Key.s): # Backward
- self.position -= self.front * self.move_speed * 0.1
- if imgui.is_key_down(imgui.Key.a): # Left
- self.position -= right * self.move_speed * 0.1
- if imgui.is_key_down(imgui.Key.d): # Right
- self.position += right * self.move_speed * 0.1
- if imgui.is_key_down(imgui.Key.q): # Up
- self.position += self.up * self.move_speed * 0.1
- if imgui.is_key_down(imgui.Key.e): # Down
- self.position -= self.up * self.move_speed * 0.1
- def handle_mouse_interaction(self):
- """Handle mouse interaction for camera control and node selection"""
- if (
- imgui.is_any_item_active()
- or imgui.is_any_item_hovered()
- or imgui.is_any_item_focused()
- ):
- return
- io = imgui.get_io()
- mouse_pos = (io.mouse_pos.x, io.mouse_pos.y)
- if (
- mouse_pos[0] < 0
- or mouse_pos[1] < 0
- or mouse_pos[0] >= self.window_width
- or mouse_pos[1] >= self.window_height
- ):
- return
- # Handle first mouse input
- if self.first_mouse:
- self.last_mouse_pos = mouse_pos
- self.first_mouse = False
- return
- # Handle mouse movement for camera rotation
- if self.mouse_pressed and self.mouse_button == 1: # Right mouse button
- dx = self.last_mouse_pos[0] - mouse_pos[0]
- dy = self.last_mouse_pos[1] - mouse_pos[1] # Reversed for intuitive control
- dx *= self.mouse_sensitivity
- dy *= self.mouse_sensitivity
- self.yaw += dx
- self.pitch += dy
- # Limit pitch to avoid flipping
- self.pitch = np.clip(self.pitch, -89.0, 89.0)
- # Update front vector
- self.front = glm.normalize(
- glm.vec3(
- np.cos(np.radians(self.yaw)) * np.cos(np.radians(self.pitch)),
- np.sin(np.radians(self.yaw)) * np.cos(np.radians(self.pitch)),
- np.sin(np.radians(self.pitch)),
- )
- )
- if not imgui.is_window_hovered():
- return
- if io.mouse_wheel != 0:
- self.move_speed += io.mouse_wheel * 0.05
- self.move_speed = np.max([self.move_speed, 0.01])
- # Handle mouse press/release
- for button in range(3):
- if imgui.is_mouse_clicked(button):
- self.mouse_pressed = True
- self.mouse_button = button
- if button == 0 and self.highlighted_node: # Left click for selection
- self.selected_node = self.highlighted_node
- if imgui.is_mouse_released(button) and self.mouse_button == button:
- self.mouse_pressed = False
- self.mouse_button = -1
- # Handle node hovering
- if not self.mouse_pressed:
- hovered = self.find_node_at((int(mouse_pos[0]), int(mouse_pos[1])))
- self.highlighted_node = hovered
- # Update last mouse position
- self.last_mouse_pos = mouse_pos
- def update_layout(self):
- """Update the graph layout"""
- pos = nx.spring_layout(
- self.graph,
- dim=3,
- pos={
- node_id: list(node.position)
- for node_id, node in self.id_node_map.items()
- },
- k=2.0,
- iterations=100,
- weight=None,
- )
- # Update node positions
- for node_id, position in pos.items():
- self.id_node_map[node_id].position = glm.vec3(position)
- self.update_buffers()
- def render_node_details(self):
- """Render node details window"""
- if self.selected_node and imgui.begin("Node Details"):
- imgui.text(f"ID: {self.selected_node.label}")
- if self.graph:
- node_data = self.graph.nodes[self.selected_node.label]
- imgui.text(f"Type: {node_data.get('type', 'default')}")
- degree = self.graph.degree[self.selected_node.label]
- imgui.text(f"Degree: {degree}")
- for key, value in node_data.items():
- if key != "type":
- imgui.text(f"{key}: {value}")
- if value and imgui.is_item_hovered():
- imgui.set_tooltip(str(value))
- imgui.separator()
- connections = self.graph[self.selected_node.label]
- if connections:
- imgui.text("Connections:")
- keys = next(iter(connections.values())).keys()
- if imgui.begin_table(
- "Connections",
- len(keys) + 1,
- imgui.TableFlags_.borders
- | imgui.TableFlags_.row_bg
- | imgui.TableFlags_.resizable
- | imgui.TableFlags_.hideable,
- ):
- imgui.table_setup_column("Node")
- for key in keys:
- imgui.table_setup_column(key)
- imgui.table_headers_row()
- for neighbor, edge_data in connections.items():
- imgui.table_next_row()
- imgui.table_set_column_index(0)
- if imgui.selectable(str(neighbor), True)[0]:
- # Select neighbor node
- self.selected_node = self.id_node_map[neighbor]
- self.position = self.selected_node.position - self.front
- for idx, key in enumerate(keys):
- imgui.table_set_column_index(idx + 1)
- value = str(edge_data.get(key, ""))
- imgui.text(value)
- if value and imgui.is_item_hovered():
- imgui.set_tooltip(value)
- imgui.end_table()
- imgui.end()
- def setup_render_context(self):
- """Initialize ModernGL context"""
- self.glctx = moderngl.create_context()
- self.glctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
- self.glctx.clear_color = self.background_color
- def setup_shaders(self):
- """Setup vertex and fragment shaders for node and edge rendering"""
- # Node shader program
- self.node_prog = self.glctx.program(
- vertex_shader="""
- #version 330
- uniform mat4 mvp;
- uniform vec3 camera;
- uniform int selected_node;
- uniform int highlighted_node;
- uniform float scale;
- in vec3 in_position;
- in vec3 in_instance_position;
- in vec3 in_instance_color;
- in float in_instance_size;
- out vec3 frag_color;
- out vec3 frag_normal;
- out vec3 frag_view_dir;
- void main() {
- vec3 pos = in_position * in_instance_size * scale + in_instance_position;
- gl_Position = mvp * vec4(pos, 1.0);
- frag_normal = normalize(in_position);
- frag_view_dir = normalize(camera - pos);
- if (selected_node == gl_InstanceID) {
- frag_color = vec3(1.0, 0.5, 0.0);
- }
- else if (highlighted_node == gl_InstanceID) {
- frag_color = vec3(1.0, 0.8, 0.2);
- }
- else {
- frag_color = in_instance_color;
- }
- }
- """,
- fragment_shader="""
- #version 330
- in vec3 frag_color;
- in vec3 frag_normal;
- in vec3 frag_view_dir;
- out vec4 outColor;
- void main() {
- // Edge detection based on normal-view angle
- float edge = 1.0 - abs(dot(frag_normal, frag_view_dir));
- // Create sharp outline
- float outline = smoothstep(0.8, 0.9, edge);
- // Mix the sphere color with outline
- vec3 final_color = mix(frag_color, vec3(0.0), outline);
- outColor = vec4(final_color, 1.0);
- }
- """,
- )
- # Edge shader program with wide lines using geometry shader
- self.edge_prog = self.glctx.program(
- vertex_shader="""
- #version 330
- uniform mat4 mvp;
- in vec3 in_position;
- in vec3 in_color;
- out vec3 v_color;
- out vec4 v_position;
- void main() {
- v_position = mvp * vec4(in_position, 1.0);
- gl_Position = v_position;
- v_color = in_color;
- }
- """,
- geometry_shader="""
- #version 330
- layout(lines) in;
- layout(triangle_strip, max_vertices = 4) out;
- uniform float edge_width;
- uniform vec2 viewport_size;
- in vec3 v_color[];
- in vec4 v_position[];
- out vec3 g_color;
- out float edge_coord;
- void main() {
- // Get the two vertices of the line
- vec4 p1 = v_position[0];
- vec4 p2 = v_position[1];
- // Perspective division
- vec4 p1_ndc = p1 / p1.w;
- vec4 p2_ndc = p2 / p2.w;
- // Calculate line direction in screen space
- vec2 dir = normalize((p2_ndc.xy - p1_ndc.xy) * viewport_size);
- vec2 normal = vec2(-dir.y, dir.x);
- // Calculate half width based on screen space
- float half_width = edge_width * 0.5;
- vec2 offset = normal * (half_width / viewport_size);
- // Emit vertices with proper depth
- gl_Position = vec4(p1_ndc.xy + offset, p1_ndc.z, 1.0);
- gl_Position *= p1.w; // Restore perspective
- g_color = v_color[0];
- edge_coord = 1.0;
- EmitVertex();
- gl_Position = vec4(p1_ndc.xy - offset, p1_ndc.z, 1.0);
- gl_Position *= p1.w;
- g_color = v_color[0];
- edge_coord = -1.0;
- EmitVertex();
- gl_Position = vec4(p2_ndc.xy + offset, p2_ndc.z, 1.0);
- gl_Position *= p2.w;
- g_color = v_color[1];
- edge_coord = 1.0;
- EmitVertex();
- gl_Position = vec4(p2_ndc.xy - offset, p2_ndc.z, 1.0);
- gl_Position *= p2.w;
- g_color = v_color[1];
- edge_coord = -1.0;
- EmitVertex();
- EndPrimitive();
- }
- """,
- fragment_shader="""
- #version 330
- in vec3 g_color;
- in float edge_coord;
- out vec4 fragColor;
- void main() {
- // Edge outline parameters
- float outline_width = 0.2; // Width of the outline relative to edge
- float edge_softness = 0.1; // Softness of the edge
- float edge_dist = abs(edge_coord);
- // Calculate outline
- float outline_factor = smoothstep(1.0 - outline_width - edge_softness,
- 1.0 - outline_width,
- edge_dist);
- // Mix edge color with outline (black)
- vec3 final_color = mix(g_color, vec3(0.0), outline_factor);
- // Calculate alpha for anti-aliasing
- float alpha = 1.0 - smoothstep(1.0 - edge_softness, 1.0, edge_dist);
- fragColor = vec4(final_color, alpha);
- }
- """,
- )
- # Id framebuffer shader program
- self.node_id_prog = self.glctx.program(
- vertex_shader="""
- #version 330
- uniform mat4 mvp;
- uniform float scale;
- in vec3 in_position;
- in vec3 in_instance_position;
- in float in_instance_size;
- out vec3 frag_color;
- vec3 int_to_rgb(int value) {
- float R = float((value >> 16) & 0xFF);
- float G = float((value >> 8) & 0xFF);
- float B = float(value & 0xFF);
- // normalize to [0, 1]
- return vec3(R / 255.0, G / 255.0, B / 255.0);
- }
- void main() {
- vec3 pos = in_position * in_instance_size * scale + in_instance_position;
- gl_Position = mvp * vec4(pos, 1.0);
- frag_color = int_to_rgb(gl_InstanceID);
- }
- """,
- fragment_shader="""
- #version 330
- in vec3 frag_color;
- out vec4 outColor;
- void main() {
- outColor = vec4(frag_color, 1.0);
- }
- """,
- )
- def setup_buffers(self):
- """Setup vertex buffers for nodes and edges"""
- # We'll create these when loading the graph
- self.node_vbo = None
- self.node_color_vbo = None
- self.node_size_vbo = None
- self.edge_vbo = None
- self.edge_color_vbo = None
- self.node_vao = None
- self.edge_vao = None
- self.node_id_vao = None
- self.sphere_pos_vbo = None
- self.sphere_index_buffer = None
- def load_file(self, filepath: str):
- """Load a GraphML file with error handling"""
- try:
- # Clear existing data
- self.id_node_map.clear()
- self.nodes.clear()
- self.selected_node = None
- self.highlighted_node = None
- self.setup_buffers()
- # Load new graph
- self.graph = nx.read_graphml(filepath)
- self.calculate_layout()
- self.update_buffers()
- self.show_load_error = False
- self.error_message = ""
- except Exception as _:
- self.show_load_error = True
- self.error_message = traceback.format_exc()
- print(self.error_message)
- def calculate_layout(self):
- """Calculate 3D layout for the graph"""
- if not self.graph:
- return
- # Detect communities for coloring
- self.communities = community.best_partition(self.graph)
- num_communities = len(set(self.communities.values()))
- self.community_colors = generate_colors(num_communities)
- # Calculate layout based on selected type
- if self.layout_type == "Spring":
- pos = nx.spring_layout(
- self.graph, dim=3, k=2.0, iterations=100, weight=None
- )
- elif self.layout_type == "Circular":
- pos_2d = nx.circular_layout(self.graph)
- pos = {node: np.array((x, 0.0, y)) for node, (x, y) in pos_2d.items()}
- elif self.layout_type == "Shell":
- # Group nodes by community for shell layout
- comm_lists = [[] for _ in range(num_communities)]
- for node, comm in self.communities.items():
- comm_lists[comm].append(node)
- pos_2d = nx.shell_layout(self.graph, comm_lists)
- pos = {node: np.array((x, 0.0, y)) for node, (x, y) in pos_2d.items()}
- else: # Random
- pos = {node: np.random.rand(3) * 2 - 1 for node in self.graph.nodes()}
- # Scale positions
- positions = np.array(list(pos.values()))
- if len(positions) > 0:
- scale = 10.0 / max(1.0, np.max(np.abs(positions)))
- pos = {node: coords * scale for node, coords in pos.items()}
- # Calculate degree-based sizes
- degrees = dict(self.graph.degree())
- max_degree = max(degrees.values()) if degrees else 1
- min_degree = min(degrees.values()) if degrees else 1
- idx = 0
- # Create nodes with community colors
- for node_id in self.graph.nodes():
- position = glm.vec3(pos[node_id])
- color = self.get_node_color(node_id)
- # Normalize sizes between 0.5 and 2.0
- size = 1.0
- if max_degree != min_degree:
- # Normalize and scale size
- normalized = (degrees[node_id] - min_degree) / (max_degree - min_degree)
- size = 0.5 + normalized * 1.5
- if node_id in self.id_node_map:
- node = self.id_node_map[node_id]
- node.position = position
- node.base_color = color
- node.color = color
- node.size = size
- else:
- node = Node3D(position, color, str(node_id), size, idx)
- self.id_node_map[node_id] = node
- self.nodes.append(node)
- idx += 1
- self.update_buffers()
- def get_node_color(self, node_id: str) -> glm.vec3:
- """Get RGBA color based on community"""
- if self.communities and node_id in self.communities:
- comm_id = self.communities[node_id]
- color = self.community_colors[comm_id]
- return color
- return glm.vec3(0.5, 0.5, 0.5)
- def update_buffers(self):
- """Update vertex buffers with current node and edge data using batch rendering"""
- if not self.graph:
- return
- # Update node buffers
- node_positions = []
- node_colors = []
- node_sizes = []
- for node in self.nodes:
- node_positions.append(node.position)
- node_colors.append(node.color) # Only use RGB components
- node_sizes.append(node.size)
- if node_positions:
- node_positions = np.array(node_positions, dtype=np.float32)
- node_colors = np.array(node_colors, dtype=np.float32)
- node_sizes = np.array(node_sizes, dtype=np.float32)
- self.node_vbo = self.glctx.buffer(node_positions.tobytes())
- self.node_color_vbo = self.glctx.buffer(node_colors.tobytes())
- self.node_size_vbo = self.glctx.buffer(node_sizes.tobytes())
- self.sphere_pos_vbo = self.glctx.buffer(self.sphere_data[0].tobytes())
- self.sphere_index_buffer = self.glctx.buffer(self.sphere_data[1].tobytes())
- self.node_vao = self.glctx.vertex_array(
- self.node_prog,
- [
- (self.sphere_pos_vbo, "3f", "in_position"),
- (self.node_vbo, "3f /i", "in_instance_position"),
- (self.node_color_vbo, "3f /i", "in_instance_color"),
- (self.node_size_vbo, "f /i", "in_instance_size"),
- ],
- index_buffer=self.sphere_index_buffer,
- index_element_size=4,
- )
- self.node_vao.instances = len(self.nodes)
- self.node_id_vao = self.glctx.vertex_array(
- self.node_id_prog,
- [
- (self.sphere_pos_vbo, "3f", "in_position"),
- (self.node_vbo, "3f /i", "in_instance_position"),
- (self.node_size_vbo, "f /i", "in_instance_size"),
- ],
- index_buffer=self.sphere_index_buffer,
- index_element_size=4,
- )
- self.node_id_vao.instances = len(self.nodes)
- # Update edge buffers
- edge_positions = []
- edge_colors = []
- for edge in self.graph.edges():
- start_node = self.id_node_map[edge[0]]
- end_node = self.id_node_map[edge[1]]
- edge_positions.append(start_node.position)
- edge_colors.append(start_node.color)
- edge_positions.append(end_node.position)
- edge_colors.append(end_node.color)
- if edge_positions:
- edge_positions = np.array(edge_positions, dtype=np.float32)
- edge_colors = np.array(edge_colors, dtype=np.float32)
- self.edge_vbo = self.glctx.buffer(edge_positions.tobytes())
- self.edge_color_vbo = self.glctx.buffer(edge_colors.tobytes())
- self.edge_vao = self.glctx.vertex_array(
- self.edge_prog,
- [
- (self.edge_vbo, "3f", "in_position"),
- (self.edge_color_vbo, "3f", "in_color"),
- ],
- )
- def update_view_proj_matrix(self):
- """Update view matrix based on camera parameters"""
- self.view_matrix = glm.lookAt(
- self.position, self.position + self.front, self.up
- )
- aspect_ratio = self.window_width / self.window_height
- self.proj_matrix = glm.perspective(
- glm.radians(60.0), # FOV
- aspect_ratio, # Aspect ratio
- 0.001, # Near plane
- 1000.0, # Far plane
- )
- def find_node_at(self, screen_pos: Tuple[int, int]) -> Optional[Node3D]:
- """Find the node at a specific screen position"""
- if (
- self.node_id_texture_np is None
- or self.node_id_texture_np.shape[1] != self.window_width
- or self.node_id_texture_np.shape[0] != self.window_height
- or screen_pos[0] < 0
- or screen_pos[1] < 0
- or screen_pos[0] >= self.window_width
- or screen_pos[1] >= self.window_height
- ):
- return None
- x = screen_pos[0]
- y = self.window_height - screen_pos[1] - 1
- pixel = self.node_id_texture_np[y, x]
- if pixel[3] == 0:
- return None
- R = int(round(pixel[0] * 255))
- G = int(round(pixel[1] * 255))
- B = int(round(pixel[2] * 255))
- index = (R << 16) | (G << 8) | B
- if index > len(self.nodes):
- return None
- return self.nodes[index]
- def is_node_visible_at(self, screen_pos: Tuple[int, int], node_idx: int) -> bool:
- """Check if a node exists at a specific screen position"""
- node = self.find_node_at(screen_pos)
- return node is not None and node.idx == node_idx
- def render_settings(self):
- """Render settings window"""
- if imgui.begin("Graph Settings"):
- # Layout type combo
- changed, value = imgui.combo(
- "Layout",
- self.available_layouts.index(self.layout_type),
- self.available_layouts,
- )
- if changed:
- self.layout_type = self.available_layouts[value]
- self.calculate_layout() # Recalculate layout when changed
- # Node size slider
- changed, value = imgui.slider_float("Node Scale", self.node_scale, 0.01, 10)
- if changed:
- self.node_scale = value
- # Edge width slider
- changed, value = imgui.slider_float("Edge Width", self.edge_width, 0, 20)
- if changed:
- self.edge_width = value
- # Show labels checkbox
- changed, value = imgui.checkbox("Show Labels", self.show_labels)
- if changed:
- self.show_labels = value
- if self.show_labels:
- # Label size slider
- changed, value = imgui.slider_float(
- "Label Size", self.label_size, 0.5, 10.0
- )
- if changed:
- self.label_size = value
- # Label color picker
- changed, value = imgui.color_edit4(
- "Label Color",
- self.label_color,
- imgui.ColorEditFlags_.picker_hue_wheel,
- )
- if changed:
- self.label_color = (value[0], value[1], value[2], value[3])
- # Label culling distance slider
- changed, value = imgui.slider_float(
- "Label Culling Distance", self.label_culling_distance, 0.1, 100.0
- )
- if changed:
- self.label_culling_distance = value
- # Background color picker
- changed, value = imgui.color_edit4(
- "Background Color",
- self.background_color,
- imgui.ColorEditFlags_.picker_hue_wheel,
- )
- if changed:
- self.background_color = (value[0], value[1], value[2], value[3])
- imgui.end()
- def save_node_id_texture_to_png(self, filename):
- # Convert to a PIL Image and save as PNG
- from PIL import Image
- scaled_array = self.node_id_texture_np * 255
- img = Image.fromarray(
- scaled_array.astype(np.uint8),
- "RGBA",
- )
- img = img.transpose(method=Image.FLIP_TOP_BOTTOM)
- img.save(filename)
- def render_id_map(self, mvp: glm.mat4):
- """Render an offscreen id map where each node is drawn with a unique id color."""
- # Lazy initialization of id framebuffer
- if self.node_id_texture is not None:
- if (
- self.node_id_texture.width != self.window_width
- or self.node_id_texture.height != self.window_height
- ):
- self.node_id_fbo = None
- self.node_id_texture = None
- self.node_id_texture_np = None
- self.node_id_depth = None
- if self.node_id_texture is None:
- self.node_id_texture = self.glctx.texture(
- (self.window_width, self.window_height), components=4, dtype="f4"
- )
- self.node_id_depth = self.glctx.depth_renderbuffer(
- size=(self.window_width, self.window_height)
- )
- self.node_id_fbo = self.glctx.framebuffer(
- color_attachments=[self.node_id_texture],
- depth_attachment=self.node_id_depth,
- )
- self.node_id_texture_np = np.zeros(
- (self.window_height, self.window_width, 4), dtype=np.float32
- )
- # Bind the offscreen framebuffer
- self.node_id_fbo.use()
- self.glctx.clear(0, 0, 0, 0)
- # Render nodes
- if self.node_id_vao:
- self.node_id_prog["mvp"].write(mvp.to_bytes())
- self.node_id_prog["scale"].write(np.float32(self.node_scale).tobytes())
- self.node_id_vao.render(moderngl.TRIANGLES)
- # Revert to default framebuffer
- self.glctx.screen.use()
- self.node_id_texture.read_into(self.node_id_texture_np.data)
- def render(self):
- """Render the graph"""
- # Clear screen
- self.glctx.clear(*self.background_color, depth=1)
- if not self.graph:
- return
- # Enable blending for transparency
- self.glctx.enable(moderngl.BLEND)
- self.glctx.blend_func = moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA
- # Update view and projection matrices
- self.update_view_proj_matrix()
- mvp = self.proj_matrix * self.view_matrix
- # Render edges first (under nodes)
- if self.edge_vao:
- self.edge_prog["mvp"].write(mvp.to_bytes())
- self.edge_prog["edge_width"].value = (
- float(self.edge_width) * 2.0
- ) # Double the width for better visibility
- self.edge_prog["viewport_size"].value = (
- float(self.window_width),
- float(self.window_height),
- )
- self.edge_vao.render(moderngl.LINES)
- # Render nodes
- if self.node_vao:
- self.node_prog["mvp"].write(mvp.to_bytes())
- self.node_prog["camera"].write(self.position.to_bytes())
- self.node_prog["selected_node"].write(
- np.int32(self.selected_node.idx).tobytes()
- if self.selected_node
- else np.int32(-1).tobytes()
- )
- self.node_prog["highlighted_node"].write(
- np.int32(self.highlighted_node.idx).tobytes()
- if self.highlighted_node
- else np.int32(-1).tobytes()
- )
- self.node_prog["scale"].write(np.float32(self.node_scale).tobytes())
- self.node_vao.render(moderngl.TRIANGLES)
- self.glctx.disable(moderngl.BLEND)
- # Render id map
- self.render_id_map(mvp)
- def render_labels(self):
- # Render labels if enabled
- if self.show_labels and self.nodes:
- # Save current font scale
- original_scale = imgui.get_font_size()
- self.update_view_proj_matrix()
- mvp = self.proj_matrix * self.view_matrix
- for node in self.nodes:
- # Project node position to screen space
- pos = mvp * glm.vec4(
- node.position[0], node.position[1], node.position[2], 1.0
- )
- # Check if node is behind camera
- if pos.w > 0 and pos.w < self.label_culling_distance:
- screen_x = (pos.x / pos.w + 1) * self.window_width / 2
- screen_y = (-pos.y / pos.w + 1) * self.window_height / 2
- if self.is_node_visible_at(
- (int(screen_x), int(screen_y)), node.idx
- ):
- # Set font scale
- imgui.set_window_font_scale(float(self.label_size) * node.size)
- # Calculate label size
- label_size = imgui.calc_text_size(node.label)
- # Adjust position to center the label
- screen_x -= label_size.x / 2
- screen_y -= label_size.y / 2
- # Set text color with calculated alpha
- imgui.push_style_color(imgui.Col_.text, self.label_color)
- # Draw label using ImGui
- imgui.set_cursor_pos((screen_x, screen_y))
- imgui.text(node.label)
- # Restore text color
- imgui.pop_style_color()
- # Restore original font scale
- imgui.set_window_font_scale(original_scale)
- def reset_view(self):
- """Reset camera view to default"""
- self.position = glm.vec3(0.0, -10.0, 0.0)
- self.front = glm.vec3(0.0, 1.0, 0.0)
- self.yaw = 90.0
- self.pitch = 0.0
- def generate_colors(n: int) -> List[glm.vec3]:
- """Generate n distinct colors using HSV color space"""
- colors = []
- for i in range(n):
- # Use golden ratio to generate well-distributed hues
- hue = (i * 0.618033988749895) % 1.0
- # Fixed saturation and value for vibrant colors
- saturation = 0.8
- value = 0.95
- # Convert HSV to RGB
- rgb = colorsys.hsv_to_rgb(hue, saturation, value)
- # Add alpha channel
- colors.append(glm.vec3(rgb))
- return colors
- def show_file_dialog() -> Optional[str]:
- """Show a file dialog for selecting GraphML files"""
- file_path = filedialog.askopenfilename(
- title="Select GraphML File",
- filetypes=[("GraphML files", "*.graphml"), ("All files", "*.*")],
- )
- return file_path if file_path else None
- def create_sphere(sectors: int = 32, rings: int = 16) -> Tuple:
- """
- Creates a sphere.
- """
- R = 1.0 / (rings - 1)
- S = 1.0 / (sectors - 1)
- # Use those names as normals and uvs are part of the API
- vertices_l = [0.0] * (rings * sectors * 3)
- # normals_l = [0.0] * (rings * sectors * 3)
- uvs_l = [0.0] * (rings * sectors * 2)
- v, n, t = 0, 0, 0
- for r in range(rings):
- for s in range(sectors):
- y = np.sin(-np.pi / 2 + np.pi * r * R)
- x = np.cos(2 * np.pi * s * S) * np.sin(np.pi * r * R)
- z = np.sin(2 * np.pi * s * S) * np.sin(np.pi * r * R)
- uvs_l[t] = s * S
- uvs_l[t + 1] = r * R
- vertices_l[v] = x
- vertices_l[v + 1] = y
- vertices_l[v + 2] = z
- t += 2
- v += 3
- n += 3
- indices = [0] * rings * sectors * 6
- i = 0
- for r in range(rings - 1):
- for s in range(sectors - 1):
- indices[i] = r * sectors + s
- indices[i + 1] = (r + 1) * sectors + (s + 1)
- indices[i + 2] = r * sectors + (s + 1)
- indices[i + 3] = r * sectors + s
- indices[i + 4] = (r + 1) * sectors + s
- indices[i + 5] = (r + 1) * sectors + (s + 1)
- i += 6
- vbo_vertices = np.array(vertices_l, dtype=np.float32)
- vbo_elements = np.array(indices, dtype=np.uint32)
- return (vbo_vertices, vbo_elements)
- def draw_text_with_bg(
- text: str,
- text_pos: imgui.ImVec2Like,
- text_size: imgui.ImVec2Like,
- bg_color: int,
- ):
- imgui.get_window_draw_list().add_rect_filled(
- (text_pos[0] - 5, text_pos[1] - 5),
- (text_pos[0] + text_size[0] + 5, text_pos[1] + text_size[1] + 5),
- bg_color,
- 3.0,
- )
- imgui.set_cursor_pos(text_pos)
- imgui.text(text)
- def main():
- """Main application entry point"""
- viewer = GraphViewer()
- show_fps = True
- text_bg_color = imgui.IM_COL32(0, 0, 0, 100)
- def gui():
- if not viewer.initialized:
- viewer.setup()
- # # Change the theme
- # tweaked_theme = hello_imgui.get_runner_params().imgui_window_params.tweaked_theme
- # tweaked_theme.theme = hello_imgui.ImGuiTheme_.darcula_darker
- # hello_imgui.apply_tweaked_theme(tweaked_theme)
- viewer.window_width = int(imgui.get_window_width())
- viewer.window_height = int(imgui.get_window_height())
- # Handle keyboard and mouse input
- viewer.handle_keyboard_input()
- viewer.handle_mouse_interaction()
- style = imgui.get_style()
- window_bg_color = style.color_(imgui.Col_.window_bg.value)
- window_bg_color.w = 0.8
- style.set_color_(imgui.Col_.window_bg.value, window_bg_color)
- # Main control window
- imgui.begin("Graph Controls")
- if imgui.button("Load GraphML"):
- filepath = show_file_dialog()
- if filepath:
- viewer.load_file(filepath)
- # Show error message if loading failed
- if viewer.show_load_error:
- imgui.push_style_color(imgui.Col_.text, (1.0, 0.0, 0.0, 1.0))
- imgui.text(f"Error loading file: {viewer.error_message}")
- imgui.pop_style_color()
- imgui.separator()
- # Camera controls help
- imgui.text("Camera Controls:")
- imgui.bullet_text("Hold Right Mouse - Look around")
- imgui.bullet_text("W/S - Move forward/backward")
- imgui.bullet_text("A/D - Move left/right")
- imgui.bullet_text("Q/E - Move up/down")
- imgui.bullet_text("Left Mouse - Select node")
- imgui.bullet_text("Wheel - Change the movement speed")
- imgui.separator()
- # Camera settings
- _, viewer.move_speed = imgui.slider_float(
- "Movement Speed", viewer.move_speed, 0.01, 2.0
- )
- _, viewer.mouse_sensitivity = imgui.slider_float(
- "Mouse Sensitivity", viewer.mouse_sensitivity, 0.01, 0.5
- )
- imgui.separator()
- imgui.begin_horizontal("buttons")
- if imgui.button("Reset Camera"):
- viewer.reset_view()
- if imgui.button("Update Layout") and viewer.graph:
- viewer.update_layout()
- # if imgui.button("Save Node ID Texture"):
- # viewer.save_node_id_texture_to_png("node_id_texture.png")
- imgui.end_horizontal()
- imgui.end()
- # Render node details window if a node is selected
- viewer.render_node_details()
- # Render graph settings window
- viewer.render_settings()
- # Render FPS
- if show_fps:
- imgui.set_window_font_scale(1)
- fps_text = f"FPS: {hello_imgui.frame_rate():.1f}"
- text_size = imgui.calc_text_size(fps_text)
- cursor_pos = (10, viewer.window_height - text_size.y - 10)
- draw_text_with_bg(fps_text, cursor_pos, text_size, text_bg_color)
- # Render highlighted node ID
- if viewer.highlighted_node:
- imgui.set_window_font_scale(1)
- node_text = f"Node ID: {viewer.highlighted_node.label}"
- text_size = imgui.calc_text_size(node_text)
- cursor_pos = (
- viewer.window_width - text_size.x - 10,
- viewer.window_height - text_size.y - 10,
- )
- draw_text_with_bg(node_text, cursor_pos, text_size, text_bg_color)
- window_bg_color.w = 0
- style.set_color_(imgui.Col_.window_bg.value, window_bg_color)
- # Render labels
- viewer.render_labels()
- def custom_background():
- if viewer.initialized:
- viewer.render()
- runner_params = hello_imgui.RunnerParams()
- runner_params.app_window_params.window_geometry.size = (
- viewer.window_width,
- viewer.window_height,
- )
- runner_params.app_window_params.window_title = "3D GraphML Viewer"
- runner_params.callbacks.show_gui = gui
- runner_params.callbacks.custom_background = custom_background
- def load_font():
- # You will need to provide it yourself, or use another font.
- font_filename = CUSTOM_FONT
- io = imgui.get_io()
- io.fonts.tex_desired_width = 4096 # Larger texture for better CJK font quality
- font_size_pixels = 14
- asset_dir = os.path.join(os.path.dirname(__file__), "assets")
- # Try to load custom font
- if not os.path.isfile(font_filename):
- font_filename = os.path.join(asset_dir, font_filename)
- if os.path.isfile(font_filename):
- custom_font = io.fonts.add_font_from_file_ttf(
- filename=font_filename,
- size_pixels=font_size_pixels,
- glyph_ranges_as_int_list=io.fonts.get_glyph_ranges_chinese_full(),
- )
- io.font_default = custom_font
- return
- # Load default fonts
- io.fonts.add_font_from_file_ttf(
- filename=os.path.join(asset_dir, DEFAULT_FONT_ENG),
- size_pixels=font_size_pixels,
- )
- font_config = imgui.ImFontConfig()
- font_config.merge_mode = True
- io.font_default = io.fonts.add_font_from_file_ttf(
- filename=os.path.join(asset_dir, DEFAULT_FONT_CHI),
- size_pixels=font_size_pixels,
- font_cfg=font_config,
- glyph_ranges_as_int_list=io.fonts.get_glyph_ranges_chinese_full(),
- )
- runner_params.callbacks.load_additional_fonts = load_font
- tk_root = tk.Tk()
- tk_root.withdraw() # Hide the main window
- immapp.run(runner_params)
- tk_root.destroy() # Destroy the main window
- if __name__ == "__main__":
- main()
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