1193 lines
44 KiB
JavaScript
1193 lines
44 KiB
JavaScript
/* *
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*
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* Copyright (c) 2019-2021 Highsoft AS
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*
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* Boost module: stripped-down renderer for higher performance
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*
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* License: highcharts.com/license
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*
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* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
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*
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* */
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'use strict';
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import Color from '../../Core/Color/Color.js';
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var color = Color.parse;
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import H from '../../Core/Globals.js';
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var doc = H.doc, win = H.win;
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import U from '../../Core/Utilities.js';
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var isNumber = U.isNumber, isObject = U.isObject, merge = U.merge, objectEach = U.objectEach, pick = U.pick;
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import WGLDrawMode from './WGLDrawMode.js';
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import WGLShader from './WGLShader.js';
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import WGLVertexBuffer from './WGLVertexBuffer.js';
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/* *
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*
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* Constants
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*
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* */
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// Things to draw as "rectangles" (i.e lines)
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var asBar = {
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'column': true,
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'columnrange': true,
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'bar': true,
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'area': true,
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'areaspline': true,
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'arearange': true
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};
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var asCircle = {
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'scatter': true,
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'bubble': true
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};
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var contexts = [
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'webgl',
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'experimental-webgl',
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'moz-webgl',
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'webkit-3d'
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];
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/* *
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*
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* Class
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*
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* */
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/* eslint-disable valid-jsdoc */
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/**
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* Main renderer. Used to render series.
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*
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* Notes to self:
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* - May be able to build a point map by rendering to a separate canvas and
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* encoding values in the color data.
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* - Need to figure out a way to transform the data quicker
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*
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* @private
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*
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* @param {Function} postRenderCallback
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*/
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var WGLRenderer = /** @class */ (function () {
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/* *
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*
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* Constructor
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*
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* */
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function WGLRenderer(postRenderCallback) {
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// The data to render - array of coordinates
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this.data = [];
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// Height of our viewport in pixels
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this.height = 0;
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// Is it inited?
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this.isInited = false;
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// The marker data
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this.markerData = [];
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// The series stack
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this.series = [];
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// Texture handles
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this.textureHandles = {};
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// Width of our viewport in pixels
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this.width = 0;
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this.postRenderCallback = postRenderCallback;
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this.settings = {
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pointSize: 1,
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lineWidth: 1,
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fillColor: '#AA00AA',
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useAlpha: true,
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usePreallocated: false,
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useGPUTranslations: false,
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debug: {
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timeRendering: false,
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timeSeriesProcessing: false,
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timeSetup: false,
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timeBufferCopy: false,
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timeKDTree: false,
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showSkipSummary: false
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}
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};
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}
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/* *
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*
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* Static Functions
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*
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* */
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/**
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* Returns an orthographic perspective matrix
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* @private
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* @param {number} width
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* the width of the viewport in pixels
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* @param {number} height
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* the height of the viewport in pixels
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*/
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WGLRenderer.orthoMatrix = function (width, height) {
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var near = 0, far = 1;
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return [
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2 / width, 0, 0, 0,
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0, -(2 / height), 0, 0,
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0, 0, -2 / (far - near), 0,
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-1, 1, -(far + near) / (far - near), 1
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];
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};
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/**
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* @private
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*/
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WGLRenderer.seriesPointCount = function (series) {
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var isStacked, xData, s;
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if (series.boosted) {
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isStacked = !!series.options.stacking;
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xData = (series.xData ||
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series.options.xData ||
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series.processedXData);
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s = (isStacked ? series.data : (xData || series.options.data))
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.length;
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if (series.type === 'treemap') {
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s *= 12;
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}
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else if (series.type === 'heatmap') {
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s *= 6;
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}
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else if (asBar[series.type]) {
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s *= 2;
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}
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return s;
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}
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return 0;
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};
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/* *
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*
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* Functions
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*
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* */
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/**
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* @private
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*/
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WGLRenderer.prototype.getPixelRatio = function () {
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return this.settings.pixelRatio || win.devicePixelRatio || 1;
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};
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/**
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* @private
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*/
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WGLRenderer.prototype.setOptions = function (options) {
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// The pixelRatio defaults to 1. This is an antipattern, we should
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// refactor the Boost options to include an object of default options as
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// base for the merge, like other components.
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if (!('pixelRatio' in options)) {
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options.pixelRatio = 1;
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}
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merge(true, this.settings, options);
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};
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/**
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* Allocate a float buffer to fit all series
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* @private
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*/
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WGLRenderer.prototype.allocateBuffer = function (chart) {
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var vbuffer = this.vbuffer;
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var s = 0;
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if (!this.settings.usePreallocated) {
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return;
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}
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chart.series.forEach(function (series) {
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if (series.boosted) {
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s += WGLRenderer.seriesPointCount(series);
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}
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});
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vbuffer && vbuffer.allocate(s);
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};
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/**
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* @private
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*/
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WGLRenderer.prototype.allocateBufferForSingleSeries = function (series) {
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var vbuffer = this.vbuffer;
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var s = 0;
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if (!this.settings.usePreallocated) {
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return;
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}
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if (series.boosted) {
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s = WGLRenderer.seriesPointCount(series);
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}
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vbuffer && vbuffer.allocate(s);
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};
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/**
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* Clear the depth and color buffer
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* @private
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*/
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WGLRenderer.prototype.clear = function () {
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var gl = this.gl;
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gl && gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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};
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/**
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* Push data for a single series
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* This calculates additional vertices and transforms the data to be
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* aligned correctly in memory
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* @private
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*/
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WGLRenderer.prototype.pushSeriesData = function (series, inst) {
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var _this = this;
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var data = this.data, settings = this.settings, vbuffer = this.vbuffer, isRange = (series.pointArrayMap &&
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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 ||
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series.processedZData), yAxis = series.yAxis, xAxis = series.xAxis, useRaw = !xData || xData.length === 0,
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// threshold = options.threshold,
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// yBottom = chart.yAxis[0].getThreshold(threshold),
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// hasThreshold = isNumber(threshold),
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// colorByPoint = series.options.colorByPoint,
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// This is required for color by point, so make sure this is
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// uncommented if enabling that
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// colorIndex = 0,
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// Required for color axis support
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// caxis,
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connectNulls = options.connectNulls,
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// For some reason eslint/TypeScript don't pick up that this is
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// actually used: --- bre1470: it is never read, just set
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// maxVal: (number|undefined), // eslint-disable-line no-unused-vars
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points = series.points || false, sdata = isStacked ? series.data : (xData || rawData), closestLeft = { x: Number.MAX_VALUE, y: 0 }, closestRight = { x: -Number.MAX_VALUE, y: 0 }, cullXThreshold = 1, cullYThreshold = 1, chartDestroyed = typeof chart.index === 'undefined', drawAsBar = asBar[series.type], zoneAxis = options.zoneAxis || 'y', zones = options.zones || false, threshold = options.threshold, pixelRatio = this.getPixelRatio();
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var // plotHeight = series.chart.plotHeight,
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plotWidth = series.chart.plotWidth, lastX = false, lastY = false, minVal, scolor,
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//
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skipped = 0, hadPoints = false,
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// The following are used in the builder while loop
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x, y, d, z, i = -1, px = false, nx = false, low, nextInside = false, prevInside = false, pcolor = false, isXInside = false, isYInside = true, firstPoint = true, zoneColors, zoneDefColor = false, gapSize = false, vlen = 0;
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if (options.boostData && options.boostData.length > 0) {
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return;
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}
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if (options.gapSize) {
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gapSize = options.gapUnit !== 'value' ?
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options.gapSize * series.closestPointRange :
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options.gapSize;
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}
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if (zones) {
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zoneColors = [];
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zones.forEach(function (zone, i) {
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if (zone.color) {
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var zoneColor = color(zone.color).rgba;
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zoneColor[0] /= 255.0;
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zoneColor[1] /= 255.0;
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zoneColor[2] /= 255.0;
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zoneColors[i] = zoneColor;
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if (!zoneDefColor && typeof zone.value === 'undefined') {
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zoneDefColor = zoneColor;
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}
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}
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});
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if (!zoneDefColor) {
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var seriesColor = ((series.pointAttribs && series.pointAttribs().fill) ||
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series.color);
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zoneDefColor = color(seriesColor).rgba;
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zoneDefColor[0] /= 255.0;
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zoneDefColor[1] /= 255.0;
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zoneDefColor[2] /= 255.0;
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}
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}
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if (chart.inverted) {
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// plotHeight = series.chart.plotWidth;
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plotWidth = series.chart.plotHeight;
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}
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series.closestPointRangePx = Number.MAX_VALUE;
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/**
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* Push color to color buffer - need to do this per vertex.
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* @private
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*/
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var pushColor = function (color) {
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if (color) {
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inst.colorData.push(color[0]);
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inst.colorData.push(color[1]);
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inst.colorData.push(color[2]);
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inst.colorData.push(color[3]);
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}
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};
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/**
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* Push a vertice to the data buffer.
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* @private
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*/
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var vertice = function (x, y, checkTreshold, pointSize, color) {
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if (pointSize === void 0) { pointSize = 1; }
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pushColor(color);
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// Correct for pixel ratio
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if (pixelRatio !== 1 && (!settings.useGPUTranslations ||
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inst.skipTranslation)) {
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x *= pixelRatio;
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y *= pixelRatio;
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pointSize *= pixelRatio;
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}
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if (settings.usePreallocated && vbuffer) {
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vbuffer.push(x, y, checkTreshold ? 1 : 0, pointSize);
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vlen += 4;
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}
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else {
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data.push(x);
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data.push(y);
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data.push(checkTreshold ? pixelRatio : 0);
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data.push(pointSize);
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}
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};
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/**
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* @private
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*/
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var closeSegment = function () {
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if (inst.segments.length) {
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inst.segments[inst.segments.length - 1].to = data.length || vlen;
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}
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};
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/**
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* Create a new segment for the current set.
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* @private
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*/
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var beginSegment = function () {
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// Insert a segment on the series.
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// A segment is just a start indice.
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// When adding a segment, if one exists from before, it should
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// set the previous segment's end
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if (inst.segments.length &&
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inst.segments[inst.segments.length - 1].from === (data.length || vlen)) {
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return;
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}
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closeSegment();
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inst.segments.push({
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from: data.length || vlen
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});
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};
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/**
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* Push a rectangle to the data buffer.
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* @private
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*/
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var pushRect = function (x, y, w, h, color) {
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pushColor(color);
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vertice(x + w, y);
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pushColor(color);
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vertice(x, y);
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pushColor(color);
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vertice(x, y + h);
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pushColor(color);
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vertice(x, y + h);
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pushColor(color);
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vertice(x + w, y + h);
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pushColor(color);
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vertice(x + w, y);
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};
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// Create the first segment
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beginSegment();
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// Special case for point shapes
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if (points && points.length > 0) {
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// If we're doing points, we assume that the points are already
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// translated, so we skip the shader translation.
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inst.skipTranslation = true;
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// Force triangle draw mode
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inst.drawMode = 'TRIANGLES';
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// We don't have a z component in the shader, so we need to sort.
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if (points[0].node && points[0].node.levelDynamic) {
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points.sort(function (a, b) {
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if (a.node) {
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if (a.node.levelDynamic >
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b.node.levelDynamic) {
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return 1;
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}
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if (a.node.levelDynamic <
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b.node.levelDynamic) {
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return -1;
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}
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}
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return 0;
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});
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}
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points.forEach(function (point) {
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var plotY = point.plotY;
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var swidth, pointAttr;
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if (typeof plotY !== 'undefined' &&
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!isNaN(plotY) &&
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point.y !== null &&
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point.shapeArgs) {
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var _a = point.shapeArgs, _b = _a.x, x_1 = _b === void 0 ? 0 : _b, _c = _a.y, y_1 = _c === void 0 ? 0 : _c, _d = _a.width, width = _d === void 0 ? 0 : _d, _e = _a.height, height = _e === void 0 ? 0 : _e;
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pointAttr = chart.styledMode ?
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point.series
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.colorAttribs(point) :
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pointAttr = point.series.pointAttribs(point);
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swidth = pointAttr['stroke-width'] || 0;
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// Handle point colors
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pcolor = color(pointAttr.fill).rgba;
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pcolor[0] /= 255.0;
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pcolor[1] /= 255.0;
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pcolor[2] /= 255.0;
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// So there are two ways of doing this. Either we can
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// create a rectangle of two triangles, or we can do a
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// point and use point size. Latter is faster, but
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// only supports squares. So we're doing triangles.
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// We could also use one color per. vertice to get
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// better color interpolation.
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// If there's stroking, we do an additional rect
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if (series.is('treemap')) {
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swidth = swidth || 1;
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scolor = color(pointAttr.stroke).rgba;
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scolor[0] /= 255.0;
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scolor[1] /= 255.0;
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scolor[2] /= 255.0;
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pushRect(x_1, y_1, width, height, scolor);
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swidth /= 2;
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}
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// } else {
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// swidth = 0;
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// }
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// Fixes issues with inverted heatmaps (see #6981). The root
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// cause is that the coordinate system is flipped. In other
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// words, instead of [0,0] being top-left, it's
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// bottom-right. This causes a vertical and horizontal flip
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// in the resulting image, making it rotated 180 degrees.
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if (series.is('heatmap') && chart.inverted) {
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x_1 = xAxis.len - x_1;
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y_1 = yAxis.len - y_1;
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width = -width;
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height = -height;
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}
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pushRect(x_1 + swidth, y_1 + swidth, width - (swidth * 2), height - (swidth * 2), pcolor);
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}
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});
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closeSegment();
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return;
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}
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var _loop_1 = function () {
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d = sdata[++i];
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if (typeof d === 'undefined') {
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return "continue";
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}
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// px = x = y = z = nx = low = false;
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// chartDestroyed = typeof chart.index === 'undefined';
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// nextInside = prevInside = pcolor = isXInside = isYInside = false;
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// drawAsBar = asBar[series.type];
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if (chartDestroyed) {
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return "break";
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}
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// Uncomment this to enable color by point.
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// This currently left disabled as the charts look really ugly
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// when enabled and there's a lot of points.
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// Leaving in for the future (tm).
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// if (colorByPoint) {
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// colorIndex = ++colorIndex %
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// series.chart.options.colors.length;
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// pcolor = toRGBAFast(series.chart.options.colors[colorIndex]);
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// pcolor[0] /= 255.0;
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// pcolor[1] /= 255.0;
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// pcolor[2] /= 255.0;
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// }
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// Handle the point.color option (#5999)
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var pointOptions = rawData && rawData[i];
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if (!useRaw && isObject(pointOptions, true)) {
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if (pointOptions.color) {
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pcolor = color(pointOptions.color).rgba;
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pcolor[0] /= 255.0;
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pcolor[1] /= 255.0;
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pcolor[2] /= 255.0;
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}
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}
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if (useRaw) {
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x = d[0];
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y = d[1];
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if (sdata[i + 1]) {
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nx = sdata[i + 1][0];
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}
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if (sdata[i - 1]) {
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px = sdata[i - 1][0];
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}
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if (d.length >= 3) {
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z = d[2];
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if (d[2] > inst.zMax) {
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inst.zMax = d[2];
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}
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if (d[2] < inst.zMin) {
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inst.zMin = d[2];
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}
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}
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}
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else {
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x = d;
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y = yData[i];
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if (sdata[i + 1]) {
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nx = sdata[i + 1];
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}
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if (sdata[i - 1]) {
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px = sdata[i - 1];
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}
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if (zData && zData.length) {
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z = zData[i];
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if (zData[i] > inst.zMax) {
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inst.zMax = zData[i];
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}
|
|
if (zData[i] < inst.zMin) {
|
|
inst.zMin = zData[i];
|
|
}
|
|
}
|
|
}
|
|
if (!connectNulls && (x === null || y === null)) {
|
|
beginSegment();
|
|
return "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) {
|
|
return "continue";
|
|
}
|
|
// Cull points outside the extremes
|
|
if (y === null || (!isYInside && !nextInside && !prevInside)) {
|
|
beginSegment();
|
|
return "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) {
|
|
return "continue";
|
|
}
|
|
if (gapSize && x - px > gapSize) {
|
|
beginSegment();
|
|
}
|
|
// Note: Boost requires that zones are sorted!
|
|
if (zones) {
|
|
var zoneColor_1;
|
|
zones.some(function (// eslint-disable-line no-loop-func
|
|
zone, i) {
|
|
var last = zones[i - 1];
|
|
if (zoneAxis === 'x') {
|
|
if (typeof zone.value !== 'undefined' &&
|
|
x <= zone.value) {
|
|
if (zoneColors[i] &&
|
|
(!last || x >= last.value)) {
|
|
zoneColor_1 = zoneColors[i];
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
if (typeof zone.value !== 'undefined' && y <= zone.value) {
|
|
if (zoneColors[i] &&
|
|
(!last || y >= last.value)) {
|
|
zoneColor_1 = zoneColors[i];
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
pcolor = zoneColor_1 || zoneDefColor || pcolor;
|
|
}
|
|
// 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') {
|
|
return "continue";
|
|
}
|
|
// Having this here will clamp markers and make the angle
|
|
// of the last line wrong. See 9166.
|
|
// x = plotWidth;
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
return "continue";
|
|
}
|
|
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);
|
|
}
|
|
// 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;
|
|
};
|
|
// Extract color axis
|
|
// (chart.axes || []).forEach((a): void => {
|
|
// if (H.ColorAxis && a instanceof H.ColorAxis) {
|
|
// caxis = a;
|
|
// }
|
|
// });
|
|
while (i < sdata.length - 1) {
|
|
var state_1 = _loop_1();
|
|
if (state_1 === "break")
|
|
break;
|
|
}
|
|
if (settings.debug.showSkipSummary) {
|
|
console.log('skipped points:', skipped); // eslint-disable-line no-console
|
|
}
|
|
var pushSupplementPoint = function (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) {
|
|
_this.data = [point.x, point.y, 0, 2].concat(_this.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 {Highchart.Series} s
|
|
* The series to push.
|
|
*/
|
|
WGLRenderer.prototype.pushSeries = function (s) {
|
|
var markerData = this.markerData, series = this.series, settings = this.settings;
|
|
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
|
|
}
|
|
var obj = {
|
|
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: WGLDrawMode[s.type] || 'LINE_STRIP'
|
|
};
|
|
if (s.index >= series.length) {
|
|
series.push(obj);
|
|
}
|
|
else {
|
|
series[s.index] = obj;
|
|
}
|
|
// Add the series data to our buffer(s)
|
|
this.pushSeriesData(s, obj);
|
|
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
|
|
*/
|
|
WGLRenderer.prototype.flush = function () {
|
|
var vbuffer = this.vbuffer;
|
|
this.data = [];
|
|
this.markerData = [];
|
|
this.series = [];
|
|
if (vbuffer) {
|
|
vbuffer.destroy();
|
|
}
|
|
};
|
|
/**
|
|
* Pass x-axis to shader
|
|
* @private
|
|
* @param {Highcharts.Axis} axis
|
|
* The x-axis.
|
|
*/
|
|
WGLRenderer.prototype.setXAxis = function (axis) {
|
|
var shader = this.shader;
|
|
if (!shader) {
|
|
return;
|
|
}
|
|
var pixelRatio = this.getPixelRatio();
|
|
shader.setUniform('xAxisTrans', axis.transA * pixelRatio);
|
|
shader.setUniform('xAxisMin', axis.min);
|
|
shader.setUniform('xAxisMinPad', axis.minPixelPadding * pixelRatio);
|
|
shader.setUniform('xAxisPointRange', axis.pointRange);
|
|
shader.setUniform('xAxisLen', axis.len * pixelRatio);
|
|
shader.setUniform('xAxisPos', axis.pos * pixelRatio);
|
|
shader.setUniform('xAxisCVSCoord', (!axis.horiz));
|
|
shader.setUniform('xAxisIsLog', (!!axis.logarithmic));
|
|
shader.setUniform('xAxisReversed', (!!axis.reversed));
|
|
};
|
|
/**
|
|
* Pass y-axis to shader
|
|
* @private
|
|
* @param {Highcharts.Axis} axis
|
|
* The y-axis.
|
|
*/
|
|
WGLRenderer.prototype.setYAxis = function (axis) {
|
|
var shader = this.shader;
|
|
if (!shader) {
|
|
return;
|
|
}
|
|
var pixelRatio = this.getPixelRatio();
|
|
shader.setUniform('yAxisTrans', axis.transA * pixelRatio);
|
|
shader.setUniform('yAxisMin', axis.min);
|
|
shader.setUniform('yAxisMinPad', axis.minPixelPadding * pixelRatio);
|
|
shader.setUniform('yAxisPointRange', axis.pointRange);
|
|
shader.setUniform('yAxisLen', axis.len * pixelRatio);
|
|
shader.setUniform('yAxisPos', axis.pos * pixelRatio);
|
|
shader.setUniform('yAxisCVSCoord', (!axis.horiz));
|
|
shader.setUniform('yAxisIsLog', (!!axis.logarithmic));
|
|
shader.setUniform('yAxisReversed', (!!axis.reversed));
|
|
};
|
|
/**
|
|
* Set the translation threshold
|
|
* @private
|
|
* @param {boolean} has
|
|
* Has threshold flag.
|
|
* @param {numbe} translation
|
|
* The threshold.
|
|
*/
|
|
WGLRenderer.prototype.setThreshold = function (has, translation) {
|
|
var shader = this.shader;
|
|
if (!shader) {
|
|
return;
|
|
}
|
|
shader.setUniform('hasThreshold', has);
|
|
shader.setUniform('translatedThreshold', translation);
|
|
};
|
|
/**
|
|
* Render the data
|
|
* This renders all pushed series.
|
|
* @private
|
|
*/
|
|
WGLRenderer.prototype.renderChart = function (chart) {
|
|
var _this = this;
|
|
var gl = this.gl, settings = this.settings, shader = this.shader, vbuffer = this.vbuffer;
|
|
var pixelRatio = this.getPixelRatio();
|
|
if (chart) {
|
|
this.width = chart.chartWidth * pixelRatio;
|
|
this.height = chart.chartHeight * pixelRatio;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
var height = this.height, width = this.width;
|
|
if (!gl || !shader || !width || !height) {
|
|
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(WGLRenderer.orthoMatrix(width, height));
|
|
if (settings.lineWidth > 1 && !H.isMS) {
|
|
gl.lineWidth(settings.lineWidth);
|
|
}
|
|
if (vbuffer) {
|
|
vbuffer.build(this.data, 'aVertexPosition', 4);
|
|
vbuffer.bind();
|
|
}
|
|
shader.setInverted(chart.inverted);
|
|
// Render the series
|
|
this.series.forEach(function (s, si) {
|
|
var options = s.series.options, shapeOptions = options.marker, lineWidth = (typeof options.lineWidth !== 'undefined' ?
|
|
options.lineWidth :
|
|
1), threshold = options.threshold, hasThreshold = isNumber(threshold), yBottom = s.series.yAxis.getThreshold(threshold), translatedThreshold = yBottom, 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)), shapeTexture = _this.textureHandles[(shapeOptions && shapeOptions.symbol) ||
|
|
s.series.symbol] || _this.textureHandles.circle;
|
|
var sindex, cbuffer, fillColor, scolor = [];
|
|
if (s.segments.length === 0 ||
|
|
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.drawMode === 'POINTS' && // #14260
|
|
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 = new WGLVertexBuffer(gl, shader);
|
|
cbuffer.build(s.colorData, 'aColor', 4);
|
|
cbuffer.bind();
|
|
}
|
|
else {
|
|
// #15869, a buffer with fewer points might already be bound by
|
|
// a different series/chart causing out of range errors
|
|
gl.disableVertexAttribArray(gl.getAttribLocation(shader.getProgram(), 'aColor'));
|
|
}
|
|
// Set series specific uniforms
|
|
shader.setColor(scolor);
|
|
_this.setXAxis(s.series.xAxis);
|
|
_this.setYAxis(s.series.yAxis);
|
|
_this.setThreshold(hasThreshold, translatedThreshold);
|
|
if (s.drawMode === 'POINTS') {
|
|
shader.setPointSize(pick(options.marker && options.marker.radius, 0.5) * 2 * pixelRatio);
|
|
}
|
|
// 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, pixelRatio);
|
|
}
|
|
shader.setDrawAsCircle(asCircle[s.series.type] || false);
|
|
if (!vbuffer) {
|
|
return;
|
|
}
|
|
// 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++) {
|
|
vbuffer.render(s.segments[sindex].from, s.segments[sindex].to, s.drawMode);
|
|
}
|
|
}
|
|
if (s.hasMarkers && showMarkers) {
|
|
shader.setPointSize(pick(options.marker && options.marker.radius, 5) * 2 * pixelRatio);
|
|
shader.setDrawAsCircle(true);
|
|
for (sindex = 0; sindex < s.segments.length; sindex++) {
|
|
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 (this.postRenderCallback) {
|
|
this.postRenderCallback(this);
|
|
}
|
|
this.flush();
|
|
};
|
|
/**
|
|
* Render the data when ready
|
|
* @private
|
|
*/
|
|
WGLRenderer.prototype.render = function (chart) {
|
|
var _this = this;
|
|
this.clear();
|
|
if (chart.renderer.forExport) {
|
|
return this.renderChart(chart);
|
|
}
|
|
if (this.isInited) {
|
|
this.renderChart(chart);
|
|
}
|
|
else {
|
|
setTimeout(function () {
|
|
_this.render(chart);
|
|
}, 1);
|
|
}
|
|
};
|
|
/**
|
|
* Set the viewport size in pixels
|
|
* Creates an orthographic perspective matrix and applies it.
|
|
* @private
|
|
*/
|
|
WGLRenderer.prototype.setSize = function (width, height) {
|
|
var shader = this.shader;
|
|
// Skip if there's no change, or if we have no valid shader
|
|
if (!shader || (this.width === width && this.height === height)) {
|
|
return;
|
|
}
|
|
this.width = width;
|
|
this.height = height;
|
|
shader.bind();
|
|
shader.setPMatrix(WGLRenderer.orthoMatrix(width, height));
|
|
};
|
|
/**
|
|
* Init OpenGL
|
|
* @private
|
|
*/
|
|
WGLRenderer.prototype.init = function (canvas, noFlush) {
|
|
var _this = this;
|
|
var settings = this.settings;
|
|
this.isInited = false;
|
|
if (!canvas) {
|
|
return false;
|
|
}
|
|
if (settings.debug.timeSetup) {
|
|
console.time('gl setup'); // eslint-disable-line no-console
|
|
}
|
|
for (var i = 0; i < contexts.length; ++i) {
|
|
this.gl = canvas.getContext(contexts[i], {
|
|
// premultipliedAlpha: false
|
|
});
|
|
if (this.gl) {
|
|
break;
|
|
}
|
|
}
|
|
var gl = this.gl;
|
|
if (gl) {
|
|
if (!noFlush) {
|
|
this.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);
|
|
var shader = this.shader = new WGLShader(gl);
|
|
if (!shader) {
|
|
// We need to abort, there's no shader context
|
|
return false;
|
|
}
|
|
this.vbuffer = new WGLVertexBuffer(gl, shader);
|
|
var createTexture = function (name, fn) {
|
|
var props = {
|
|
isReady: false,
|
|
texture: doc.createElement('canvas'),
|
|
handle: gl.createTexture()
|
|
}, ctx = props.texture.getContext('2d');
|
|
_this.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();
|
|
});
|
|
this.isInited = true;
|
|
if (settings.debug.timeSetup) {
|
|
console.timeEnd('gl setup'); // eslint-disable-line no-console
|
|
}
|
|
return true;
|
|
};
|
|
/**
|
|
* @private
|
|
* @todo use it
|
|
*/
|
|
WGLRenderer.prototype.destroy = function () {
|
|
var gl = this.gl, shader = this.shader, vbuffer = this.vbuffer;
|
|
this.flush();
|
|
if (vbuffer) {
|
|
vbuffer.destroy();
|
|
}
|
|
if (shader) {
|
|
shader.destroy();
|
|
}
|
|
if (gl) {
|
|
objectEach(this.textureHandles, function (texture) {
|
|
if (texture.handle) {
|
|
gl.deleteTexture(texture.handle);
|
|
}
|
|
});
|
|
gl.canvas.width = 1;
|
|
gl.canvas.height = 1;
|
|
}
|
|
};
|
|
return WGLRenderer;
|
|
}());
|
|
/* *
|
|
*
|
|
* Default Export
|
|
*
|
|
* */
|
|
export default WGLRenderer;
|