tupali/librerias/gantt/code/es-modules/modules/boost/wgl-renderer.js

1151 lines
42 KiB
JavaScript

/* *
*
* 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;