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/* * * * (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;