/* * * * Copyright (c) 2019-2020 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * * !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!! * * */ 'use strict'; import H from '../../parts/Globals.js'; import GLShader from './wgl-shader.js'; import GLVertexBuffer from './wgl-vbuffer.js'; import Color from '../../parts/Color.js'; var color = Color.parse; import U from '../../parts/Utilities.js'; var isNumber = U.isNumber, isObject = U.isObject, merge = U.merge, objectEach = U.objectEach, pick = U.pick; var win = H.win, doc = win.document; /* eslint-disable valid-jsdoc */ /** * Main renderer. Used to render series. * * Notes to self: * - May be able to build a point map by rendering to a separate canvas and * encoding values in the color data. * - Need to figure out a way to transform the data quicker * * @private * @function GLRenderer * * @param {Function} postRenderCallback * * @return {*} */ function GLRenderer(postRenderCallback) { // // Shader var shader = false, // Vertex buffers - keyed on shader attribute name vbuffer = false, // Opengl context gl = false, // Width of our viewport in pixels width = 0, // Height of our viewport in pixels height = 0, // The data to render - array of coordinates data = false, // The marker data markerData = false, // Exports exports = {}, // Is it inited? isInited = false, // The series stack series = [], // Texture handles textureHandles = {}, // Things to draw as "rectangles" (i.e lines) asBar = { 'column': true, 'columnrange': true, 'bar': true, 'area': true, 'arearange': true }, asCircle = { 'scatter': true, 'bubble': true }, // Render settings settings = { pointSize: 1, lineWidth: 1, fillColor: '#AA00AA', useAlpha: true, usePreallocated: false, useGPUTranslations: false, debug: { timeRendering: false, timeSeriesProcessing: false, timeSetup: false, timeBufferCopy: false, timeKDTree: false, showSkipSummary: false } }; // ///////////////////////////////////////////////////////////////////////// /** * @private */ function setOptions(options) { merge(true, settings, options); } /** * @private */ function seriesPointCount(series) { var isStacked, xData, s; if (series.isSeriesBoosting) { isStacked = !!series.options.stacking; xData = (series.xData || series.options.xData || series.processedXData); s = (isStacked ? series.data : (xData || series.options.data)) .length; if (series.type === 'treemap') { s *= 12; } else if (series.type === 'heatmap') { s *= 6; } else if (asBar[series.type]) { s *= 2; } return s; } return 0; } /** * Allocate a float buffer to fit all series * @private */ function allocateBuffer(chart) { var s = 0; if (!settings.usePreallocated) { return; } chart.series.forEach(function (series) { if (series.isSeriesBoosting) { s += seriesPointCount(series); } }); vbuffer.allocate(s); } /** * @private */ function allocateBufferForSingleSeries(series) { var s = 0; if (!settings.usePreallocated) { return; } if (series.isSeriesBoosting) { s = seriesPointCount(series); } vbuffer.allocate(s); } /** * Returns an orthographic perspective matrix * @private * @param {number} width - the width of the viewport in pixels * @param {number} height - the height of the viewport in pixels */ function orthoMatrix(width, height) { var near = 0, far = 1; return [ 2 / width, 0, 0, 0, 0, -(2 / height), 0, 0, 0, 0, -2 / (far - near), 0, -1, 1, -(far + near) / (far - near), 1 ]; } /** * Clear the depth and color buffer * @private */ function clear() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } /** * Get the WebGL context * @private * @returns {WebGLContext} - the context */ function getGL() { return gl; } /** * Push data for a single series * This calculates additional vertices and transforms the data to be * aligned correctly in memory * @private */ function pushSeriesData(series, inst) { var isRange = (series.pointArrayMap && series.pointArrayMap.join(',') === 'low,high'), chart = series.chart, options = series.options, isStacked = !!options.stacking, rawData = options.data, xExtremes = series.xAxis.getExtremes(), xMin = xExtremes.min, xMax = xExtremes.max, yExtremes = series.yAxis.getExtremes(), yMin = yExtremes.min, yMax = yExtremes.max, xData = series.xData || options.xData || series.processedXData, yData = series.yData || options.yData || series.processedYData, zData = (series.zData || options.zData || series.processedZData), yAxis = series.yAxis, xAxis = series.xAxis, // plotHeight = series.chart.plotHeight, plotWidth = series.chart.plotWidth, useRaw = !xData || xData.length === 0, // threshold = options.threshold, // yBottom = chart.yAxis[0].getThreshold(threshold), // hasThreshold = isNumber(threshold), // colorByPoint = series.options.colorByPoint, // This is required for color by point, so make sure this is // uncommented if enabling that // colorIndex = 0, // Required for color axis support // caxis, connectNulls = options.connectNulls, // For some reason eslint/TypeScript don't pick up that this is // actually used: --- bre1470: it is never read, just set // maxVal: (number|undefined), // eslint-disable-line no-unused-vars points = series.points || false, lastX = false, lastY = false, minVal, pcolor, scolor, sdata = isStacked ? series.data : (xData || rawData), closestLeft = { x: Number.MAX_VALUE, y: 0 }, closestRight = { x: -Number.MAX_VALUE, y: 0 }, // skipped = 0, hadPoints = false, // cullXThreshold = 1, cullYThreshold = 1, // The following are used in the builder while loop x, y, d, z, i = -1, px = false, nx = false, low, chartDestroyed = typeof chart.index === 'undefined', nextInside = false, prevInside = false, pcolor = false, drawAsBar = asBar[series.type], isXInside = false, isYInside = true, firstPoint = true, zones = options.zones || false, zoneDefColor = false, threshold = options.threshold, gapSize = false; if (options.boostData && options.boostData.length > 0) { return; } if (options.gapSize) { gapSize = options.gapUnit !== 'value' ? options.gapSize * series.closestPointRange : options.gapSize; } if (zones) { zones.some(function (zone) { if (typeof zone.value === 'undefined') { zoneDefColor = new Color(zone.color); return true; } return false; }); if (!zoneDefColor) { zoneDefColor = ((series.pointAttribs && series.pointAttribs().fill) || series.color); zoneDefColor = new Color(zoneDefColor); } } if (chart.inverted) { // plotHeight = series.chart.plotWidth; plotWidth = series.chart.plotHeight; } series.closestPointRangePx = Number.MAX_VALUE; /** * Push color to color buffer - need to do this per vertex. * @private */ function pushColor(color) { if (color) { inst.colorData.push(color[0]); inst.colorData.push(color[1]); inst.colorData.push(color[2]); inst.colorData.push(color[3]); } } /** * Push a vertice to the data buffer. * @private */ function vertice(x, y, checkTreshold, pointSize, color) { pushColor(color); if (settings.usePreallocated) { vbuffer.push(x, y, checkTreshold ? 1 : 0, pointSize || 1); } else { data.push(x); data.push(y); data.push(checkTreshold ? 1 : 0); data.push(pointSize || 1); } } /** * @private */ function closeSegment() { if (inst.segments.length) { inst.segments[inst.segments.length - 1].to = data.length; } } /** * Create a new segment for the current set. * @private */ function beginSegment() { // Insert a segment on the series. // A segment is just a start indice. // When adding a segment, if one exists from before, it should // set the previous segment's end if (inst.segments.length && inst.segments[inst.segments.length - 1].from === data.length) { return; } closeSegment(); inst.segments.push({ from: data.length }); } /** * Push a rectangle to the data buffer. * @private */ function pushRect(x, y, w, h, color) { pushColor(color); vertice(x + w, y); pushColor(color); vertice(x, y); pushColor(color); vertice(x, y + h); pushColor(color); vertice(x, y + h); pushColor(color); vertice(x + w, y + h); pushColor(color); vertice(x + w, y); } // Create the first segment beginSegment(); // Special case for point shapes if (points && points.length > 0) { // If we're doing points, we assume that the points are already // translated, so we skip the shader translation. inst.skipTranslation = true; // Force triangle draw mode inst.drawMode = 'triangles'; // We don't have a z component in the shader, so we need to sort. if (points[0].node && points[0].node.levelDynamic) { points.sort(function (a, b) { if (a.node) { if (a.node.levelDynamic > b.node.levelDynamic) { return 1; } if (a.node.levelDynamic < b.node.levelDynamic) { return -1; } } return 0; }); } points.forEach(function (point) { var plotY = point.plotY, shapeArgs, swidth, pointAttr; if (typeof plotY !== 'undefined' && !isNaN(plotY) && point.y !== null) { shapeArgs = point.shapeArgs; pointAttr = chart.styledMode ? point.series .colorAttribs(point) : pointAttr = point.series.pointAttribs(point); swidth = pointAttr['stroke-width'] || 0; // Handle point colors pcolor = color(pointAttr.fill).rgba; pcolor[0] /= 255.0; pcolor[1] /= 255.0; pcolor[2] /= 255.0; // So there are two ways of doing this. Either we can // create a rectangle of two triangles, or we can do a // point and use point size. Latter is faster, but // only supports squares. So we're doing triangles. // We could also use one color per. vertice to get // better color interpolation. // If there's stroking, we do an additional rect if (series.type === 'treemap') { swidth = swidth || 1; scolor = color(pointAttr.stroke).rgba; scolor[0] /= 255.0; scolor[1] /= 255.0; scolor[2] /= 255.0; pushRect(shapeArgs.x, shapeArgs.y, shapeArgs.width, shapeArgs.height, scolor); swidth /= 2; } // } else { // swidth = 0; // } // Fixes issues with inverted heatmaps (see #6981) // The root cause is that the coordinate system is flipped. // In other words, instead of [0,0] being top-left, it's // bottom-right. This causes a vertical and horizontal flip // in the resulting image, making it rotated 180 degrees. if (series.type === 'heatmap' && chart.inverted) { shapeArgs.x = xAxis.len - shapeArgs.x; shapeArgs.y = yAxis.len - shapeArgs.y; shapeArgs.width = -shapeArgs.width; shapeArgs.height = -shapeArgs.height; } pushRect(shapeArgs.x + swidth, shapeArgs.y + swidth, shapeArgs.width - (swidth * 2), shapeArgs.height - (swidth * 2), pcolor); } }); closeSegment(); return; } // Extract color axis // (chart.axes || []).forEach(function (a) { // if (H.ColorAxis && a instanceof H.ColorAxis) { // caxis = a; // } // }); while (i < sdata.length - 1) { d = sdata[++i]; // px = x = y = z = nx = low = false; // chartDestroyed = typeof chart.index === 'undefined'; // nextInside = prevInside = pcolor = isXInside = isYInside = false; // drawAsBar = asBar[series.type]; if (chartDestroyed) { break; } // Uncomment this to enable color by point. // This currently left disabled as the charts look really ugly // when enabled and there's a lot of points. // Leaving in for the future (tm). // if (colorByPoint) { // colorIndex = ++colorIndex % // series.chart.options.colors.length; // pcolor = toRGBAFast(series.chart.options.colors[colorIndex]); // pcolor[0] /= 255.0; // pcolor[1] /= 255.0; // pcolor[2] /= 255.0; // } // Handle the point.color option (#5999) var pointOptions = rawData && rawData[i]; if (!useRaw && isObject(pointOptions, true)) { if (pointOptions.color) { pcolor = color(pointOptions.color).rgba; pcolor[0] /= 255.0; pcolor[1] /= 255.0; pcolor[2] /= 255.0; } } if (useRaw) { x = d[0]; y = d[1]; if (sdata[i + 1]) { nx = sdata[i + 1][0]; } if (sdata[i - 1]) { px = sdata[i - 1][0]; } if (d.length >= 3) { z = d[2]; if (d[2] > inst.zMax) { inst.zMax = d[2]; } if (d[2] < inst.zMin) { inst.zMin = d[2]; } } } else { x = d; y = yData[i]; if (sdata[i + 1]) { nx = sdata[i + 1]; } if (sdata[i - 1]) { px = sdata[i - 1]; } if (zData && zData.length) { z = zData[i]; if (zData[i] > inst.zMax) { inst.zMax = zData[i]; } if (zData[i] < inst.zMin) { inst.zMin = zData[i]; } } } if (!connectNulls && (x === null || y === null)) { beginSegment(); continue; } if (nx && nx >= xMin && nx <= xMax) { nextInside = true; } if (px && px >= xMin && px <= xMax) { prevInside = true; } if (isRange) { if (useRaw) { y = d.slice(1, 3); } low = y[0]; y = y[1]; } else if (isStacked) { x = d.x; y = d.stackY; low = y - d.y; } if (yMin !== null && typeof yMin !== 'undefined' && yMax !== null && typeof yMax !== 'undefined') { isYInside = y >= yMin && y <= yMax; } if (x > xMax && closestRight.x < xMax) { closestRight.x = x; closestRight.y = y; } if (x < xMin && closestLeft.x > xMin) { closestLeft.x = x; closestLeft.y = y; } if (y === null && connectNulls) { continue; } // Cull points outside the extremes if (y === null || (!isYInside && !nextInside && !prevInside)) { beginSegment(); continue; } // The first point before and first after extremes should be // rendered (#9962) if ((nx >= xMin || x >= xMin) && (px <= xMax || x <= xMax)) { isXInside = true; } if (!isXInside && !nextInside && !prevInside) { continue; } if (gapSize && x - px > gapSize) { beginSegment(); } // Note: Boost requires that zones are sorted! if (zones) { pcolor = zoneDefColor.rgba; zones.some(function (// eslint-disable-line no-loop-func zone, i) { var last = zones[i - 1]; if (typeof zone.value !== 'undefined' && y <= zone.value) { if (!last || y >= last.value) { pcolor = color(zone.color).rgba; } return true; } return false; }); pcolor[0] /= 255.0; pcolor[1] /= 255.0; pcolor[2] /= 255.0; } // Skip translations - temporary floating point fix if (!settings.useGPUTranslations) { inst.skipTranslation = true; x = xAxis.toPixels(x, true); y = yAxis.toPixels(y, true); // Make sure we're not drawing outside of the chart area. // See #6594. Update: this is no longer required as far as I // can tell. Leaving in for git blame in case there are edge // cases I've not found. Having this in breaks #10246. // if (y > plotHeight) { // y = plotHeight; // } if (x > plotWidth) { // If this is rendered as a point, just skip drawing it // entirely, as we're not dependandt on lineTo'ing to it. // See #8197 if (inst.drawMode === 'points') { continue; } // Having this here will clamp markers and make the angle // of the last line wrong. See 9166. // x = plotWidth; } } if (drawAsBar) { // maxVal = y; minVal = low; if (low === false || typeof low === 'undefined') { if (y < 0) { minVal = y; } else { minVal = 0; } } if (!isRange && !isStacked) { minVal = Math.max(threshold === null ? yMin : threshold, // #5268 yMin); // #8731 } if (!settings.useGPUTranslations) { minVal = yAxis.toPixels(minVal, true); } // Need to add an extra point here vertice(x, minVal, 0, 0, pcolor); } // No markers on out of bounds things. // Out of bound things are shown if and only if the next // or previous point is inside the rect. if (inst.hasMarkers && isXInside) { // x = Highcharts.correctFloat( // Math.min(Math.max(-1e5, xAxis.translate( // x, // 0, // 0, // 0, // 1, // 0.5, // false // )), 1e5) // ); if (lastX !== false) { series.closestPointRangePx = Math.min(series.closestPointRangePx, Math.abs(x - lastX)); } } // If the last _drawn_ point is closer to this point than the // threshold, skip it. Shaves off 20-100ms in processing. if (!settings.useGPUTranslations && !settings.usePreallocated && (lastX && Math.abs(x - lastX) < cullXThreshold) && (lastY && Math.abs(y - lastY) < cullYThreshold)) { if (settings.debug.showSkipSummary) { ++skipped; } continue; } // Do step line if enabled. // Draws an additional point at the old Y at the new X. // See #6976. if (options.step && !firstPoint) { vertice(x, lastY, 0, 2, pcolor); } vertice(x, y, 0, series.type === 'bubble' ? (z || 1) : 2, pcolor); // Uncomment this to support color axis. // if (caxis) { // pcolor = color(caxis.toColor(y)).rgba; // inst.colorData.push(color[0] / 255.0); // inst.colorData.push(color[1] / 255.0); // inst.colorData.push(color[2] / 255.0); // inst.colorData.push(color[3]); // } lastX = x; lastY = y; hadPoints = true; firstPoint = false; } if (settings.debug.showSkipSummary) { console.log('skipped points:', skipped); // eslint-disable-line no-console } /** * @private */ function pushSupplementPoint(point, atStart) { if (!settings.useGPUTranslations) { inst.skipTranslation = true; point.x = xAxis.toPixels(point.x, true); point.y = yAxis.toPixels(point.y, true); } // We should only do this for lines, and we should ignore markers // since there's no point here that would have a marker. if (atStart) { data = [point.x, point.y, 0, 2].concat(data); return; } vertice(point.x, point.y, 0, 2); } if (!hadPoints && connectNulls !== false && series.drawMode === 'line_strip') { if (closestLeft.x < Number.MAX_VALUE) { // We actually need to push this *before* the complete buffer. pushSupplementPoint(closestLeft, true); } if (closestRight.x > -Number.MAX_VALUE) { pushSupplementPoint(closestRight); } } closeSegment(); } /** * Push a series to the renderer * If we render the series immediatly, we don't have to loop later * @private * @param s {Highchart.Series} - the series to push */ function pushSeries(s) { if (series.length > 0) { // series[series.length - 1].to = data.length; if (series[series.length - 1].hasMarkers) { series[series.length - 1].markerTo = markerData.length; } } if (settings.debug.timeSeriesProcessing) { console.time('building ' + s.type + ' series'); // eslint-disable-line no-console } series.push({ segments: [], // from: data.length, markerFrom: markerData.length, // Push RGBA values to this array to use per. point coloring. // It should be 0-padded, so each component should be pushed in // succession. colorData: [], series: s, zMin: Number.MAX_VALUE, zMax: -Number.MAX_VALUE, hasMarkers: s.options.marker ? s.options.marker.enabled !== false : false, showMarkers: true, drawMode: { 'area': 'lines', 'arearange': 'lines', 'areaspline': 'line_strip', 'column': 'lines', 'columnrange': 'lines', 'bar': 'lines', 'line': 'line_strip', 'scatter': 'points', 'heatmap': 'triangles', 'treemap': 'triangles', 'bubble': 'points' }[s.type] || 'line_strip' }); // Add the series data to our buffer(s) pushSeriesData(s, series[series.length - 1]); if (settings.debug.timeSeriesProcessing) { console.timeEnd('building ' + s.type + ' series'); // eslint-disable-line no-console } } /** * Flush the renderer. * This removes pushed series and vertices. * Should be called after clearing and before rendering * @private */ function flush() { series = []; exports.data = data = []; markerData = []; if (vbuffer) { vbuffer.destroy(); } } /** * Pass x-axis to shader * @private * @param axis {Highcharts.Axis} - the x-axis */ function setXAxis(axis) { if (!shader) { return; } shader.setUniform('xAxisTrans', axis.transA); shader.setUniform('xAxisMin', axis.min); shader.setUniform('xAxisMinPad', axis.minPixelPadding); shader.setUniform('xAxisPointRange', axis.pointRange); shader.setUniform('xAxisLen', axis.len); shader.setUniform('xAxisPos', axis.pos); shader.setUniform('xAxisCVSCoord', (!axis.horiz)); shader.setUniform('xAxisIsLog', (!!axis.logarithmic)); shader.setUniform('xAxisReversed', (!!axis.reversed)); } /** * Pass y-axis to shader * @private * @param axis {Highcharts.Axis} - the y-axis */ function setYAxis(axis) { if (!shader) { return; } shader.setUniform('yAxisTrans', axis.transA); shader.setUniform('yAxisMin', axis.min); shader.setUniform('yAxisMinPad', axis.minPixelPadding); shader.setUniform('yAxisPointRange', axis.pointRange); shader.setUniform('yAxisLen', axis.len); shader.setUniform('yAxisPos', axis.pos); shader.setUniform('yAxisCVSCoord', (!axis.horiz)); shader.setUniform('yAxisIsLog', (!!axis.logarithmic)); shader.setUniform('yAxisReversed', (!!axis.reversed)); } /** * Set the translation threshold * @private * @param has {boolean} - has threshold flag * @param translation {Float} - the threshold */ function setThreshold(has, translation) { shader.setUniform('hasThreshold', has); shader.setUniform('translatedThreshold', translation); } /** * Render the data * This renders all pushed series. * @private */ function render(chart) { if (chart) { if (!chart.chartHeight || !chart.chartWidth) { // chart.setChartSize(); } width = chart.chartWidth || 800; height = chart.chartHeight || 400; } else { return false; } if (!gl || !width || !height || !shader) { return false; } if (settings.debug.timeRendering) { console.time('gl rendering'); // eslint-disable-line no-console } gl.canvas.width = width; gl.canvas.height = height; shader.bind(); gl.viewport(0, 0, width, height); shader.setPMatrix(orthoMatrix(width, height)); if (settings.lineWidth > 1 && !H.isMS) { gl.lineWidth(settings.lineWidth); } vbuffer.build(exports.data, 'aVertexPosition', 4); vbuffer.bind(); shader.setInverted(chart.inverted); // Render the series series.forEach(function (s, si) { var options = s.series.options, shapeOptions = options.marker, sindex, lineWidth = (typeof options.lineWidth !== 'undefined' ? options.lineWidth : 1), threshold = options.threshold, hasThreshold = isNumber(threshold), yBottom = s.series.yAxis.getThreshold(threshold), translatedThreshold = yBottom, cbuffer, showMarkers = pick(options.marker ? options.marker.enabled : null, s.series.xAxis.isRadial ? true : null, s.series.closestPointRangePx > 2 * ((options.marker ? options.marker.radius : 10) || 10)), fillColor, shapeTexture = textureHandles[(shapeOptions && shapeOptions.symbol) || s.series.symbol] || textureHandles.circle, scolor = []; if (s.segments.length === 0 || (s.segmentslength && s.segments[0].from === s.segments[0].to)) { return; } if (shapeTexture.isReady) { gl.bindTexture(gl.TEXTURE_2D, shapeTexture.handle); shader.setTexture(shapeTexture.handle); } if (chart.styledMode) { fillColor = (s.series.markerGroup && s.series.markerGroup.getStyle('fill')); } else { fillColor = (s.series.pointAttribs && s.series.pointAttribs().fill) || s.series.color; if (options.colorByPoint) { fillColor = s.series.chart.options.colors[si]; } } if (s.series.fillOpacity && options.fillOpacity) { fillColor = new Color(fillColor).setOpacity(pick(options.fillOpacity, 1.0)).get(); } scolor = color(fillColor).rgba; if (!settings.useAlpha) { scolor[3] = 1.0; } // This is very much temporary if (s.drawMode === 'lines' && settings.useAlpha && scolor[3] < 1) { scolor[3] /= 10; } // Blending if (options.boostBlending === 'add') { gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.blendEquation(gl.FUNC_ADD); } else if (options.boostBlending === 'mult' || options.boostBlending === 'multiply') { gl.blendFunc(gl.DST_COLOR, gl.ZERO); } else if (options.boostBlending === 'darken') { gl.blendFunc(gl.ONE, gl.ONE); gl.blendEquation(gl.FUNC_MIN); } else { // gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // gl.blendEquation(gl.FUNC_ADD); gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } shader.reset(); // If there are entries in the colorData buffer, build and bind it. if (s.colorData.length > 0) { shader.setUniform('hasColor', 1.0); cbuffer = GLVertexBuffer(gl, shader); // eslint-disable-line new-cap cbuffer.build(s.colorData, 'aColor', 4); cbuffer.bind(); } // Set series specific uniforms shader.setColor(scolor); setXAxis(s.series.xAxis); setYAxis(s.series.yAxis); setThreshold(hasThreshold, translatedThreshold); if (s.drawMode === 'points') { if (options.marker && isNumber(options.marker.radius)) { shader.setPointSize(options.marker.radius * 2.0); } else { shader.setPointSize(1); } } // If set to true, the toPixels translations in the shader // is skipped, i.e it's assumed that the value is a pixel coord. shader.setSkipTranslation(s.skipTranslation); if (s.series.type === 'bubble') { shader.setBubbleUniforms(s.series, s.zMin, s.zMax); } shader.setDrawAsCircle(asCircle[s.series.type] || false); // Do the actual rendering // If the line width is < 0, skip rendering of the lines. See #7833. if (lineWidth > 0 || s.drawMode !== 'line_strip') { for (sindex = 0; sindex < s.segments.length; sindex++) { // if (s.segments[sindex].from < s.segments[sindex].to) { vbuffer.render(s.segments[sindex].from, s.segments[sindex].to, s.drawMode); // } } } if (s.hasMarkers && showMarkers) { if (options.marker && isNumber(options.marker.radius)) { shader.setPointSize(options.marker.radius * 2.0); } else { shader.setPointSize(10); } shader.setDrawAsCircle(true); for (sindex = 0; sindex < s.segments.length; sindex++) { // if (s.segments[sindex].from < s.segments[sindex].to) { vbuffer.render(s.segments[sindex].from, s.segments[sindex].to, 'POINTS'); // } } } }); if (settings.debug.timeRendering) { console.timeEnd('gl rendering'); // eslint-disable-line no-console } if (postRenderCallback) { postRenderCallback(); } flush(); } /** * Render the data when ready * @private */ function renderWhenReady(chart) { clear(); if (chart.renderer.forExport) { return render(chart); } if (isInited) { render(chart); } else { setTimeout(function () { renderWhenReady(chart); }, 1); } } /** * Set the viewport size in pixels * Creates an orthographic perspective matrix and applies it. * @private * @param w {Integer} - the width of the viewport * @param h {Integer} - the height of the viewport */ function setSize(w, h) { // Skip if there's no change, or if we have no valid shader if ((width === w && height === h) || !shader) { return; } width = w; height = h; shader.bind(); shader.setPMatrix(orthoMatrix(width, height)); } /** * Init OpenGL * @private * @param canvas {HTMLCanvas} - the canvas to render to */ function init(canvas, noFlush) { var i = 0, contexts = [ 'webgl', 'experimental-webgl', 'moz-webgl', 'webkit-3d' ]; isInited = false; if (!canvas) { return false; } if (settings.debug.timeSetup) { console.time('gl setup'); // eslint-disable-line no-console } for (; i < contexts.length; i++) { gl = canvas.getContext(contexts[i], { // premultipliedAlpha: false }); if (gl) { break; } } if (gl) { if (!noFlush) { flush(); } } else { return false; } gl.enable(gl.BLEND); // gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.disable(gl.DEPTH_TEST); // gl.depthMask(gl.FALSE); gl.depthFunc(gl.LESS); shader = GLShader(gl); // eslint-disable-line new-cap if (!shader) { // We need to abort, there's no shader context return false; } vbuffer = GLVertexBuffer(gl, shader); // eslint-disable-line new-cap /** * @private */ function createTexture(name, fn) { var props = { isReady: false, texture: doc.createElement('canvas'), handle: gl.createTexture() }, ctx = props.texture.getContext('2d'); textureHandles[name] = props; props.texture.width = 512; props.texture.height = 512; ctx.mozImageSmoothingEnabled = false; ctx.webkitImageSmoothingEnabled = false; ctx.msImageSmoothingEnabled = false; ctx.imageSmoothingEnabled = false; ctx.strokeStyle = 'rgba(255, 255, 255, 0)'; ctx.fillStyle = '#FFF'; fn(ctx); try { gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, props.handle); // gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, props.texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); // gl.generateMipmap(gl.TEXTURE_2D); gl.bindTexture(gl.TEXTURE_2D, null); props.isReady = true; } catch (e) { // silent error } } // Circle shape createTexture('circle', function (ctx) { ctx.beginPath(); ctx.arc(256, 256, 256, 0, 2 * Math.PI); ctx.stroke(); ctx.fill(); }); // Square shape createTexture('square', function (ctx) { ctx.fillRect(0, 0, 512, 512); }); // Diamond shape createTexture('diamond', function (ctx) { ctx.beginPath(); ctx.moveTo(256, 0); ctx.lineTo(512, 256); ctx.lineTo(256, 512); ctx.lineTo(0, 256); ctx.lineTo(256, 0); ctx.fill(); }); // Triangle shape createTexture('triangle', function (ctx) { ctx.beginPath(); ctx.moveTo(0, 512); ctx.lineTo(256, 0); ctx.lineTo(512, 512); ctx.lineTo(0, 512); ctx.fill(); }); // Triangle shape (rotated) createTexture('triangle-down', function (ctx) { ctx.beginPath(); ctx.moveTo(0, 0); ctx.lineTo(256, 512); ctx.lineTo(512, 0); ctx.lineTo(0, 0); ctx.fill(); }); isInited = true; if (settings.debug.timeSetup) { console.timeEnd('gl setup'); // eslint-disable-line no-console } return true; } /** * Check if we have a valid OGL context * @private * @returns {Boolean} - true if the context is valid */ function valid() { return gl !== false; } /** * Check if the renderer has been initialized * @private * @returns {Boolean} - true if it has, false if not */ function inited() { return isInited; } /** * @private */ function destroy() { flush(); vbuffer.destroy(); shader.destroy(); if (gl) { objectEach(textureHandles, function (key) { if (textureHandles[key].handle) { gl.deleteTexture(textureHandles[key].handle); } }); gl.canvas.width = 1; gl.canvas.height = 1; } } // ///////////////////////////////////////////////////////////////////////// exports = { allocateBufferForSingleSeries: allocateBufferForSingleSeries, pushSeries: pushSeries, setSize: setSize, inited: inited, setThreshold: setThreshold, init: init, render: renderWhenReady, settings: settings, valid: valid, clear: clear, flush: flush, setXAxis: setXAxis, setYAxis: setYAxis, data: data, gl: getGL, allocateBuffer: allocateBuffer, destroy: destroy, setOptions: setOptions }; return exports; } export default GLRenderer;