LightRAG/extra/VisualizationTool/graph_visualizer.py

1215 lines
42 KiB
Python

"""
3D GraphML Viewer using Dear ImGui and ModernGL
Author: LoLLMs, ArnoChen
Description: An interactive 3D GraphML viewer using imgui_bundle and ModernGL
Version: 2.0
"""
from typing import Optional, Tuple, Dict, List
import numpy as np
import networkx as nx
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"""
root = tk.Tk()
root.withdraw() # Hide the main window
file_path = filedialog.askopenfilename(
title="Select GraphML File",
filetypes=[("GraphML files", "*.graphml"), ("All files", "*.*")],
)
root.destroy()
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
immapp.run(runner_params)
if __name__ == "__main__":
main()