highcharts
Version:
JavaScript charting framework
1,204 lines (1,203 loc) • 45.3 kB
JavaScript
/* *
*
* (c) 2019-2025 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 Color from '../../Core/Color/Color.js';
const { parse: color } = Color;
import H from '../../Core/Globals.js';
const { doc, win } = H;
import U from '../../Core/Utilities.js';
const { isNumber, isObject, merge, objectEach, pick } = U;
import WGLDrawMode from './WGLDrawMode.js';
import WGLShader from './WGLShader.js';
import WGLVertexBuffer from './WGLVertexBuffer.js';
/* *
*
* Constants
*
* */
// Things to draw as "rectangles" (i.e lines)
const asBar = {
'column': true,
'columnrange': true,
'bar': true,
'area': true,
'areaspline': true,
'arearange': true
};
const asCircle = {
'scatter': true,
'bubble': true
};
const contexts = [
'webgl',
'experimental-webgl',
'moz-webgl',
'webkit-3d'
];
/* *
*
* Class
*
* */
/* 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
*
* @param {Function} postRenderCallback
*/
class WGLRenderer {
/* *
*
* Static Functions
*
* */
/**
* 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
*/
static orthoMatrix(width, height) {
const 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
];
}
/**
* @private
*/
static seriesPointCount(series) {
let isStacked, xData, s;
if (series.boosted) {
isStacked = !!series.options.stacking;
xData = ((series.getColumn('x').length ?
series.getColumn('x') :
void 0) ||
series.options.xData ||
series.getColumn('x', true));
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;
}
/* *
*
* Constructor
*
* */
constructor(postRenderCallback) {
/**
* The data to render - array of coordinates.
* Repeating sequence of [x, y, checkThreshold, pointSize].
*/
this.data = [];
// Height of our viewport in pixels
this.height = 0;
// Is it inited?
this.isInited = false;
// The marker data
this.markerData = [];
// The series stack
this.series = [];
// Texture handles
this.textureHandles = {};
// Width of our viewport in pixels
this.width = 0;
this.postRenderCallback = postRenderCallback;
this.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
}
};
}
/* *
*
* Functions
*
* */
/**
* @private
*/
getPixelRatio() {
return this.settings.pixelRatio || win.devicePixelRatio || 1;
}
/**
* @private
*/
setOptions(options) {
// The pixelRatio defaults to 1. This is an antipattern, we should
// refactor the Boost options to include an object of default options as
// base for the merge, like other components.
if (!('pixelRatio' in options)) {
options.pixelRatio = 1;
}
merge(true, this.settings, options);
}
/**
* Allocate a float buffer to fit all series
* @private
*/
allocateBuffer(chart) {
const vbuffer = this.vbuffer;
let s = 0;
if (!this.settings.usePreallocated) {
return;
}
chart.series.forEach((series) => {
if (series.boosted) {
s += WGLRenderer.seriesPointCount(series);
}
});
vbuffer && vbuffer.allocate(s);
}
/**
* @private
*/
allocateBufferForSingleSeries(series) {
const vbuffer = this.vbuffer;
let s = 0;
if (!this.settings.usePreallocated) {
return;
}
if (series.boosted) {
s = WGLRenderer.seriesPointCount(series);
}
vbuffer && vbuffer.allocate(s);
}
/**
* Clear the depth and color buffer
* @private
*/
clear() {
const gl = this.gl;
gl && gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
/**
* Push data for a single series
* This calculates additional vertices and transforms the data to be
* aligned correctly in memory
* @private
*/
pushSeriesData(series, inst) {
const data = this.data, settings = this.settings, vbuffer = this.vbuffer, isRange = (series.pointArrayMap &&
series.pointArrayMap.join(',') === 'low,high'), { chart, options, sorted, xAxis, yAxis } = series, isStacked = !!options.stacking, rawData = options.data, xExtremes = series.xAxis.getExtremes(),
// Taking into account the offset of the min point #19497
xMin = xExtremes.min - (series.xAxis.minPointOffset || 0), xMax = xExtremes.max + (series.xAxis.minPointOffset || 0), yExtremes = series.yAxis.getExtremes(), yMin = yExtremes.min - (series.yAxis.minPointOffset || 0), yMax = yExtremes.max + (series.yAxis.minPointOffset || 0), xData = (series.getColumn('x').length ? series.getColumn('x') : void 0) || options.xData || series.getColumn('x', true), yData = (series.getColumn('y').length ? series.getColumn('y') : void 0) || options.yData || series.getColumn('y', true), zData = (series.getColumn('z').length ? series.getColumn('z') : void 0) || options.zData || series.getColumn('z', true), 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, 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();
let plotWidth = series.chart.plotWidth, lastX = false, lastY = false, minVal, scolor,
//
skipped = 0, hadPoints = false,
// The following are used in the builder while loop
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;
if (options.boostData && options.boostData.length > 0) {
return;
}
if (options.gapSize) {
gapSize = options.gapUnit !== 'value' ?
options.gapSize * series.closestPointRange :
options.gapSize;
}
if (zones) {
zoneColors = [];
zones.forEach((zone, i) => {
if (zone.color) {
const zoneColor = color(zone.color).rgba;
zoneColor[0] /= 255.0;
zoneColor[1] /= 255.0;
zoneColor[2] /= 255.0;
zoneColors[i] = zoneColor;
if (!zoneDefColor && typeof zone.value === 'undefined') {
zoneDefColor = zoneColor;
}
}
});
if (!zoneDefColor) {
const seriesColor = ((series.pointAttribs && series.pointAttribs().fill) ||
series.color);
zoneDefColor = color(seriesColor).rgba;
zoneDefColor[0] /= 255.0;
zoneDefColor[1] /= 255.0;
zoneDefColor[2] /= 255.0;
}
}
if (chart.inverted) {
plotWidth = series.chart.plotHeight;
}
series.closestPointRangePx = Number.MAX_VALUE;
/**
* Push color to color buffer - need to do this per vertex.
* @private
*/
const 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
*/
const vertice = (x, y, checkTreshold, pointSize = 1, color) => {
pushColor(color);
// Correct for pixel ratio
if (pixelRatio !== 1 && (!settings.useGPUTranslations ||
inst.skipTranslation)) {
x *= pixelRatio;
y *= pixelRatio;
pointSize *= pixelRatio;
}
if (settings.usePreallocated && vbuffer) {
vbuffer.push(x, y, checkTreshold ? 1 : 0, pointSize);
vlen += 4;
}
else {
data.push(x);
data.push(y);
data.push(checkTreshold ? pixelRatio : 0);
data.push(pointSize);
}
};
/**
* @private
*/
const closeSegment = () => {
if (inst.segments.length) {
inst.segments[inst.segments.length - 1].to = data.length || vlen;
}
};
/**
* Create a new segment for the current set.
* @private
*/
const 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 || vlen)) {
return;
}
closeSegment();
inst.segments.push({
from: data.length || vlen
});
};
/**
* Push a rectangle to the data buffer.
* @private
*/
const 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((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((point) => {
const plotY = point.plotY;
let swidth, pointAttr;
if (typeof plotY !== 'undefined' &&
!isNaN(plotY) &&
point.y !== null &&
point.shapeArgs) {
let { x = 0, y = 0, width = 0, height = 0 } = 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.is('treemap')) {
swidth = swidth || 1;
scolor = color(pointAttr.stroke).rgba;
scolor[0] /= 255.0;
scolor[1] /= 255.0;
scolor[2] /= 255.0;
pushRect(x, y, width, 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.is('heatmap') && chart.inverted) {
x = xAxis.len - x;
y = yAxis.len - y;
width = -width;
height = -height;
}
pushRect(x + swidth, y + swidth, width - (swidth * 2), height - (swidth * 2), pcolor);
}
});
closeSegment();
return;
}
// Extract color axis
// (chart.axes || []).forEach((a): void => {
// if (H.ColorAxis && a instanceof H.ColorAxis) {
// caxis = a;
// }
// });
while (i < sdata.length - 1) {
d = sdata[++i];
if (typeof d === 'undefined') {
continue;
}
/// 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)
const 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 = series.getColumn('low', true)?.[i];
y = series.getColumn('high', true)?.[i] || 0;
}
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;
}
// Do not render points outside the zoomed range (#19701)
if (!sorted && !isYInside) {
continue;
}
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
// Continue if `sdata` has only one point as `nextInside` asserts
// whether the next point exists and will thus be false. (#22194)
if (y === null || (!isYInside && sdata.length > 1 &&
!nextInside && !prevInside)) {
beginSegment();
continue;
}
// The first point before and first after extremes should be
// rendered (#9962, 19701)
// Make sure series with a single point are rendered (#21897)
if (sorted && ((nx >= xMin || x >= xMin) &&
(px <= xMax || x <= xMax)) ||
!sorted && ((x >= xMin) && (x <= xMax))) {
isXInside = true;
}
if (!isXInside && !nextInside && !prevInside) {
continue;
}
if (gapSize && x - px > gapSize) {
beginSegment();
}
// Note: Boost requires that zones are sorted!
if (zones) {
let zoneColor;
zones.some((// eslint-disable-line no-loop-func
zone, i) => {
const last = zones[i - 1];
if (zoneAxis === 'x') {
if (typeof zone.value !== 'undefined' &&
x <= zone.value) {
if (zoneColors[i] &&
(!last || x >= last.value)) {
zoneColor = zoneColors[i];
}
return true;
}
return false;
}
if (typeof zone.value !== 'undefined' && y <= zone.value) {
if (zoneColors[i] &&
(!last || y >= last.value)) {
zoneColor = zoneColors[i];
}
return true;
}
return false;
});
pcolor = zoneColor || 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 dependant 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;
}
}
// 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;
}
if (drawAsBar) {
minVal = low || 0;
if (low === false || typeof low === 'undefined') {
if (y < 0) {
minVal = y;
}
else {
minVal = 0;
}
}
if ((!isRange && !isStacked) ||
yAxis.logarithmic // #16850
) {
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;
}
if (settings.debug.showSkipSummary) {
console.log('skipped points:', skipped); // eslint-disable-line no-console
}
const 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) {
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 immediately, we don't have to loop later
* @private
* @param {Highchart.Series} s
* The series to push.
*/
pushSeries(s) {
const markerData = this.markerData, series = this.series, settings = this.settings;
if (series.length > 0) {
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
}
const obj = {
segments: [],
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
*/
flush() {
const 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.
*/
setXAxis(axis) {
const shader = this.shader;
if (!shader) {
return;
}
const 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.
*/
setYAxis(axis) {
const shader = this.shader;
if (!shader) {
return;
}
const 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.
*/
setThreshold(has, translation) {
const shader = this.shader;
if (!shader) {
return;
}
shader.setUniform('hasThreshold', has);
shader.setUniform('translatedThreshold', translation);
}
/**
* Render the data
* This renders all pushed series.
* @private
*/
renderChart(chart) {
const gl = this.gl, settings = this.settings, shader = this.shader, vbuffer = this.vbuffer;
const pixelRatio = this.getPixelRatio();
if (chart) {
this.width = chart.chartWidth * pixelRatio;
this.height = chart.chartHeight * pixelRatio;
}
else {
return false;
}
const 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((s, si) => {
const 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;
let 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) {
if (s.series.markerGroup === s.series.chart.boost?.markerGroup) {
// Create a temporary markerGroup to get the fill color
delete s.series.markerGroup;
s.series.markerGroup = s.series.plotGroup('markerGroup', 'markers', 'visible', 1, chart.seriesGroup).addClass('highcharts-tracker');
fillColor = s.series.markerGroup.getStyle('fill');
s.series.markerGroup.destroy();
s.series.markerGroup = s.series.chart.boost?.markerGroup;
}
else {
fillColor = 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;
}
// 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);
cbuffer = new WGLVertexBuffer(gl, shader);
cbuffer.build(
// The color array attribute for vertex is assigned from 0,
// so it needs to be shifted to be applied to further
// segments. #18858
Array(s.segments[0].from).concat(s.colorData), 'aColor', 4);
cbuffer.bind();
}
else {
// Set the hasColor uniform to false (0) when the series
// contains no colorData buffer points. #18858
shader.setUniform('hasColor', 0);
// #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
*/
render(chart) {
this.clear();
if (chart.renderer.forExport) {
return this.renderChart(chart);
}
if (this.isInited) {
this.renderChart(chart);
}
else {
setTimeout(() => {
this.render(chart);
}, 1);
}
}
/**
* Set the viewport size in pixels
* Creates an orthographic perspective matrix and applies it.
* @private
*/
setSize(width, height) {
const 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
*/
init(canvas, noFlush) {
const settings = this.settings;
this.isInited = false;
if (!canvas) {
return false;
}
if (settings.debug.timeSetup) {
console.time('gl setup'); // eslint-disable-line no-console
}
for (let i = 0; i < contexts.length; ++i) {
this.gl = canvas.getContext(contexts[i], {
// /premultipliedAlpha: false
});
if (this.gl) {
break;
}
}
const 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);
const 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);
const createTexture = (name, fn) => {
const 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', (ctx) => {
ctx.beginPath();
ctx.arc(256, 256, 256, 0, 2 * Math.PI);
ctx.stroke();
ctx.fill();
});
// Square shape
createTexture('square', (ctx) => {
ctx.fillRect(0, 0, 512, 512);
});
// Diamond shape
createTexture('diamond', (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', (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', (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
*/
destroy() {
const gl = this.gl, shader = this.shader, vbuffer = this.vbuffer;
this.flush();
if (vbuffer) {
vbuffer.destroy();
}
if (shader) {
shader.destroy();
}
if (gl) {
objectEach(this.textureHandles, (texture) => {
if (texture.handle) {
gl.deleteTexture(texture.handle);
}
});
gl.canvas.width = 1;
gl.canvas.height = 1;
}
}
}
/* *
*
* Default Export
*
* */
export default WGLRenderer;