highcharts
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JavaScript charting framework
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JavaScript
/**
* @license Highcharts JS v5.0.13 (2017-07-27)
* Boost module
*
* (c) 2010-2017 Highsoft AS
* Author: Torstein Honsi
*
* License: www.highcharts.com/license
*/
'use strict';
(function(factory) {
if (typeof module === 'object' && module.exports) {
module.exports = factory;
} else {
factory(Highcharts);
}
}(function(Highcharts) {
(function(H) {
/**
* License: www.highcharts.com/license
* Author: Christer Vasseng, Torstein Honsi
*
* This is an experimental Highcharts module that draws long data series on a canvas
* in order to increase performance of the initial load time and tooltip responsiveness.
*
* Compatible with WebGL compatible browsers (not IE < 11).
*
* Development plan
* - Column range.
* - Check how it works with Highstock and data grouping. Currently it only works when navigator.adaptToUpdatedData
* is false. It is also recommended to set scrollbar.liveRedraw to false.
* - Check inverted charts.
* - Chart callback should be async after last series is drawn. (But not necessarily, we don't do
that with initial series animation).
*
* If this module is taken in as part of the core
* - All the loading logic should be merged with core. Update styles in the core.
* - Most of the method wraps should probably be added directly in parent methods.
*
* Notes for boost mode
* - Area lines are not drawn
* - Lines are not drawn on scatter charts
* - Zones and negativeColor don't work
* - Dash styles are not rendered on lines.
* - Columns are always one pixel wide. Don't set the threshold too low.
* - Disable animations
* - Marker shapes are not supported: markers will always be circles
*
* Optimizing tips for users
* - Set extremes (min, max) explicitly on the axes in order for Highcharts to avoid computing extremes.
* - Set enableMouseTracking to false on the series to improve total rendering time.
* - The default threshold is set based on one series. If you have multiple, dense series, the combined
* number of points drawn gets higher, and you may want to set the threshold lower in order to
* use optimizations.
* - If drawing large scatter charts, it's beneficial to set the marker radius to a value
* less than 1. This is to add additional spacing to make the chart more readable.
* - If the value increments on both the X and Y axis aren't small, consider setting
* useGPUTranslations to true on the boost settings object. If you do this and
* the increments are small (e.g. datetime axis with small time increments)
* it may cause rendering issues due to floating point rounding errors,
* so your millage may vary.
*
* Settings
* There are two ways of setting the boost threshold:
* - Per. series: boost based on number of points in individual series
* - Per. chart: boost based on the number of series
*
* To set the series boost threshold, set seriesBoostThreshold on the chart object.
* To set the series-specific threshold, set boostThreshold on the series object.
*
* In addition, the following can be set in the boost object:
* {
* //Wether or not to use alpha blending
* useAlpha: boolean - default: true
* //Set to true to perform translations on the GPU.
* //Much faster, but may cause rendering issues
* //when using values far from 0 due to floating point
* //rounding issues
* useGPUTranslations: boolean - default: false
* //Use pre-allocated buffers, much faster,
* //but may cause rendering issues with some data sets
* usePreallocated: boolean - default: false
* //Output rendering time in console
* timeRendering: boolean - default: false
* //Output processing time in console
* timeSeriesProcessing: boolean - default: false
* //Output setup time in console
* timeSetup: boolean - default: false
* }
*/
/**
* Set the series threshold for when the boost should kick in globally.
*
* Setting to e.g. 20 will cause the whole chart to enter boost mode
* if there are 20 or more series active. When the chart is in boost mode,
* every series in it will be rendered to a common canvas. This offers
* a significant speed improvment in charts with a very high
* amount of series.
*
* Note: only available when including the boost module.
*
* @default null
* @apioption boost.seriesThreshold
*/
/**
* Set the point threshold for when a series should enter boost mode.
*
* Setting it to e.g. 2000 will cause the series to enter boost mode
* when there are 2000 or more points in the series.
*
* Note: only available when including the boost module.
*
* @default 5000
* @apioption series.boostThreshold
*/
/* global Float32Array */
var win = H.win,
doc = win.document,
noop = function() {},
Color = H.Color,
Series = H.Series,
seriesTypes = H.seriesTypes,
each = H.each,
extend = H.extend,
addEvent = H.addEvent,
fireEvent = H.fireEvent,
grep = H.grep,
isNumber = H.isNumber,
merge = H.merge,
pick = H.pick,
wrap = H.wrap,
plotOptions = H.getOptions().plotOptions,
CHUNK_SIZE = 50000,
index;
// Register color names since GL can't render those directly.
Color.prototype.names = {
aliceblue: '#f0f8ff',
antiquewhite: '#faebd7',
aqua: '#00ffff',
aquamarine: '#7fffd4',
azure: '#f0ffff',
beige: '#f5f5dc',
bisque: '#ffe4c4',
black: '#000000',
blanchedalmond: '#ffebcd',
blue: '#0000ff',
blueviolet: '#8a2be2',
brown: '#a52a2a',
burlywood: '#deb887',
cadetblue: '#5f9ea0',
chartreuse: '#7fff00',
chocolate: '#d2691e',
coral: '#ff7f50',
cornflowerblue: '#6495ed',
cornsilk: '#fff8dc',
crimson: '#dc143c',
cyan: '#00ffff',
darkblue: '#00008b',
darkcyan: '#008b8b',
darkgoldenrod: '#b8860b',
darkgray: '#a9a9a9',
darkgreen: '#006400',
darkkhaki: '#bdb76b',
darkmagenta: '#8b008b',
darkolivegreen: '#556b2f',
darkorange: '#ff8c00',
darkorchid: '#9932cc',
darkred: '#8b0000',
darksalmon: '#e9967a',
darkseagreen: '#8fbc8f',
darkslateblue: '#483d8b',
darkslategray: '#2f4f4f',
darkturquoise: '#00ced1',
darkviolet: '#9400d3',
deeppink: '#ff1493',
deepskyblue: '#00bfff',
dimgray: '#696969',
dodgerblue: '#1e90ff',
feldspar: '#d19275',
firebrick: '#b22222',
floralwhite: '#fffaf0',
forestgreen: '#228b22',
fuchsia: '#ff00ff',
gainsboro: '#dcdcdc',
ghostwhite: '#f8f8ff',
gold: '#ffd700',
goldenrod: '#daa520',
gray: '#808080',
green: '#008000',
greenyellow: '#adff2f',
honeydew: '#f0fff0',
hotpink: '#ff69b4',
indianred: '#cd5c5c',
indigo: '#4b0082',
ivory: '#fffff0',
khaki: '#f0e68c',
lavender: '#e6e6fa',
lavenderblush: '#fff0f5',
lawngreen: '#7cfc00',
lemonchiffon: '#fffacd',
lightblue: '#add8e6',
lightcoral: '#f08080',
lightcyan: '#e0ffff',
lightgoldenrodyellow: '#fafad2',
lightgrey: '#d3d3d3',
lightgreen: '#90ee90',
lightpink: '#ffb6c1',
lightsalmon: '#ffa07a',
lightseagreen: '#20b2aa',
lightskyblue: '#87cefa',
lightslateblue: '#8470ff',
lightslategray: '#778899',
lightsteelblue: '#b0c4de',
lightyellow: '#ffffe0',
lime: '#00ff00',
limegreen: '#32cd32',
linen: '#faf0e6',
magenta: '#ff00ff',
maroon: '#800000',
mediumaquamarine: '#66cdaa',
mediumblue: '#0000cd',
mediumorchid: '#ba55d3',
mediumpurple: '#9370d8',
mediumseagreen: '#3cb371',
mediumslateblue: '#7b68ee',
mediumspringgreen: '#00fa9a',
mediumturquoise: '#48d1cc',
mediumvioletred: '#c71585',
midnightblue: '#191970',
mintcream: '#f5fffa',
mistyrose: '#ffe4e1',
moccasin: '#ffe4b5',
navajowhite: '#ffdead',
navy: '#000080',
oldlace: '#fdf5e6',
olive: '#808000',
olivedrab: '#6b8e23',
orange: '#ffa500',
orangered: '#ff4500',
orchid: '#da70d6',
palegoldenrod: '#eee8aa',
palegreen: '#98fb98',
paleturquoise: '#afeeee',
palevioletred: '#d87093',
papayawhip: '#ffefd5',
peachpuff: '#ffdab9',
peru: '#cd853f',
pink: '#ffc0cb',
plum: '#dda0dd',
powderblue: '#b0e0e6',
purple: '#800080',
red: '#ff0000',
rosybrown: '#bc8f8f',
royalblue: '#4169e1',
saddlebrown: '#8b4513',
salmon: '#fa8072',
sandybrown: '#f4a460',
seagreen: '#2e8b57',
seashell: '#fff5ee',
sienna: '#a0522d',
silver: '#c0c0c0',
skyblue: '#87ceeb',
slateblue: '#6a5acd',
slategray: '#708090',
snow: '#fffafa',
springgreen: '#00ff7f',
steelblue: '#4682b4',
tan: '#d2b48c',
teal: '#008080',
thistle: '#d8bfd8',
tomato: '#ff6347',
turquoise: '#40e0d0',
violet: '#ee82ee',
violetred: '#d02090',
wheat: '#f5deb3',
white: '#ffffff',
whitesmoke: '#f5f5f5',
yellow: '#ffff00',
yellowgreen: '#9acd32'
};
/**
* Tolerant max() funciton
* @return {number} max value
*/
function patientMax() {
var args = Array.prototype.slice.call(arguments),
r = -Number.MAX_VALUE;
each(args, function(t) {
if (typeof t !== 'undefined' && typeof t.length !== 'undefined') {
//r = r < t.length ? t.length : r;
if (t.length > 0) {
r = t.length;
return true;
}
}
});
return r;
}
/*
* Returns true if we should force chart series boosting
*/
function shouldForceChartSeriesBoosting(chart) {
// If there are more than five series currently boosting,
// we should boost the whole chart to avoid running out of webgl contexts.
var sboostCount = 0,
series;
if (chart.series.length > 1) {
for (var i = 0; i < chart.series.length; i++) {
series = chart.series[i];
if (patientMax(
series.processedXData,
series.options.data,
series.points
) >= (series.options.boostThreshold || Number.MAX_VALUE)) {
sboostCount++;
}
}
}
return sboostCount > 5;
}
/*
* Returns true if the chart is in series boost mode
* @param chart {Highchart.Chart} - the chart to check
* @returns {Boolean} - true if the chart is in series boost mode
*/
function isChartSeriesBoosting(chart) {
return shouldForceChartSeriesBoosting(chart) || chart.series.length >= pick(
chart.options.boost && chart.options.boost.seriesThreshold,
50
);
}
/*
* Returns true if the series is in boost mode
* @param series {Highchart.Series} - the series to check
* @returns {boolean} - true if the series is in boost mode
*/
function isSeriesBoosting(series) {
return isChartSeriesBoosting(series.chart) ||
patientMax(
series.processedXData,
series.options.data,
series.points
) >= (series.options.boostThreshold || Number.MAX_VALUE);
}
////////////////////////////////////////////////////////////////////////////////
// START OF WEBGL ABSTRACTIONS
/*
* A static shader mimicing axis translation functions found in parts/Axis
* @param gl {WebGLContext} - the context in which the shader is active
*/
function GLShader(gl) {
var vertShade = [
/* eslint-disable */
'#version 100',
'precision highp float;',
'attribute vec4 aVertexPosition;',
'attribute vec4 aColor;',
'varying highp vec2 position;',
'varying highp vec4 vColor;',
'uniform mat4 uPMatrix;',
'uniform float pSize;',
'uniform float translatedThreshold;',
'uniform bool hasThreshold;',
'uniform bool skipTranslation;',
'uniform float xAxisTrans;',
'uniform float xAxisMin;',
'uniform float xAxisMinPad;',
'uniform float xAxisPointRange;',
'uniform float xAxisLen;',
'uniform bool xAxisPostTranslate;',
'uniform float xAxisOrdinalSlope;',
'uniform float xAxisOrdinalOffset;',
'uniform float xAxisPos;',
'uniform bool xAxisCVSCoord;',
'uniform float yAxisTrans;',
'uniform float yAxisMin;',
'uniform float yAxisMinPad;',
'uniform float yAxisPointRange;',
'uniform float yAxisLen;',
'uniform bool yAxisPostTranslate;',
'uniform float yAxisOrdinalSlope;',
'uniform float yAxisOrdinalOffset;',
'uniform float yAxisPos;',
'uniform bool yAxisCVSCoord;',
'uniform bool isBubble;',
'uniform bool bubbleSizeByArea;',
'uniform float bubbleZMin;',
'uniform float bubbleZMax;',
'uniform float bubbleZThreshold;',
'uniform float bubbleMinSize;',
'uniform float bubbleMaxSize;',
'uniform bool bubbleSizeAbs;',
'uniform bool isInverted;',
'float bubbleRadius(){',
'float value = aVertexPosition.w;',
'float zMax = bubbleZMax;',
'float zMin = bubbleZMin;',
'float radius = 0.0;',
'float pos = 0.0;',
'float zRange = zMax - zMin;',
'if (bubbleSizeAbs){',
'value = value - bubbleZThreshold;',
'zMax = max(zMax - bubbleZThreshold, zMin - bubbleZThreshold);',
'zMin = 0.0;',
'}',
'if (value < zMin){',
'radius = bubbleZMin / 2.0 - 1.0;',
'} else {',
'pos = zRange > 0.0 ? (value - zMin) / zRange : 0.5;',
'if (bubbleSizeByArea && pos > 0.0){',
'pos = sqrt(pos);',
'}',
'radius = ceil(bubbleMinSize + pos * (bubbleMaxSize - bubbleMinSize)) / 2.0;',
'}',
'return radius * 2.0;',
'}',
'float translate(float val,',
'float pointPlacement,',
'float localA,',
'float localMin,',
'float minPixelPadding,',
'float pointRange,',
'float len,',
'bool cvsCoord',
'){',
'float sign = 1.0;',
'float cvsOffset = 0.0;',
'if (cvsCoord) {',
'sign *= -1.0;',
'cvsOffset = len;',
'}',
'return sign * (val - localMin) * localA + cvsOffset + ',
'(sign * minPixelPadding);', //' + localA * pointPlacement * pointRange;',
'}',
'float xToPixels(float value){',
'if (skipTranslation){',
'return value;// + xAxisPos;',
'}',
'return translate(value, 0.0, xAxisTrans, xAxisMin, xAxisMinPad, xAxisPointRange, xAxisLen, xAxisCVSCoord);// + xAxisPos;',
'}',
'float yToPixels(float value, float checkTreshold){',
'float v;',
'if (skipTranslation){',
'v = value;// + yAxisPos;',
'} else {',
'v = translate(value, 0.0, yAxisTrans, yAxisMin, yAxisMinPad, yAxisPointRange, yAxisLen, yAxisCVSCoord);// + yAxisPos;',
'}',
'if (checkTreshold > 0.0 && hasThreshold) {',
'v = min(v, translatedThreshold);',
'}',
'return v;',
'}',
'void main(void) {',
'if (isBubble){',
'gl_PointSize = bubbleRadius();',
'} else {',
'gl_PointSize = pSize;',
'}',
//'gl_PointSize = 10.0;',
'vColor = aColor;',
'if (isInverted) {',
'gl_Position = uPMatrix * vec4(xToPixels(aVertexPosition.y) + yAxisPos, yToPixels(aVertexPosition.x, aVertexPosition.z) + xAxisPos, 0.0, 1.0);',
'} else {',
'gl_Position = uPMatrix * vec4(xToPixels(aVertexPosition.x) + xAxisPos, yToPixels(aVertexPosition.y, aVertexPosition.z) + yAxisPos, 0.0, 1.0);',
'}',
//'gl_Position = uPMatrix * vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);',
'}'
/* eslint-enable */
].join('\n'),
//Fragment shader source
fragShade = [
/* eslint-disable */
'precision highp float;',
'uniform vec4 fillColor;',
'varying highp vec2 position;',
'varying highp vec4 vColor;',
'uniform sampler2D uSampler;',
'uniform bool isCircle;',
'uniform bool hasColor;',
// 'vec4 toColor(float value, vec2 point) {',
// 'return vec4(0.0, 0.0, 0.0, 0.0);',
// '}',
'void main(void) {',
'vec4 col = fillColor;',
'if (hasColor) {',
'col = vColor;',
'}',
'if (isCircle) {',
'gl_FragColor = col * texture2D(uSampler, gl_PointCoord.st);',
'} else {',
'gl_FragColor = col;',
'}',
'}'
/* eslint-enable */
].join('\n'),
uLocations = {},
//The shader program
shaderProgram,
//Uniform handle to the perspective matrix
pUniform,
//Uniform for point size
psUniform,
//Uniform for fill color
fillColorUniform,
//Uniform for isBubble
isBubbleUniform,
//Uniform for bubble abs sizing
bubbleSizeAbsUniform,
bubbleSizeAreaUniform,
//Skip translation uniform
skipTranslationUniform,
//Set to 1 if circle
isCircleUniform,
//Uniform for invertion
isInverted,
//Texture uniform
uSamplerUniform;
/* String to shader program
* @param {string} str - the program source
* @param {string} type - the program type: either `vertex` or `fragment`
* @returns {bool|shader}
*/
function stringToProgram(str, type) {
var t = type === 'vertex' ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER,
shader = gl.createShader(t);
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
//console.error('shader error:', gl.getShaderInfoLog(shader));
return false;
}
return shader;
}
/*
* Create the shader.
* Loads the shader program statically defined above
*/
function createShader() {
var v = stringToProgram(vertShade, 'vertex'),
f = stringToProgram(fragShade, 'fragment');
if (!v || !f) {
shaderProgram = false;
//console.error('error creating shader program');
return false;
}
function uloc(n) {
return gl.getUniformLocation(shaderProgram, n);
}
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, v);
gl.attachShader(shaderProgram, f);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
gl.bindAttribLocation(shaderProgram, 0, 'aVertexPosition');
pUniform = uloc('uPMatrix');
psUniform = uloc('pSize');
fillColorUniform = uloc('fillColor');
isBubbleUniform = uloc('isBubble');
bubbleSizeAbsUniform = uloc('bubbleSizeAbs');
bubbleSizeAreaUniform = uloc('bubbleSizeByArea');
uSamplerUniform = uloc('uSampler');
skipTranslationUniform = uloc('skipTranslation');
isCircleUniform = uloc('isCircle');
isInverted = uloc('isInverted');
return true;
}
/*
* Destroy the shader
*/
function destroy() {
if (gl && shaderProgram) {
gl.deleteProgram(shaderProgram);
}
}
/*
* Bind the shader.
* This makes the shader the active one until another one is bound,
* or until 0 is bound.
*/
function bind() {
gl.useProgram(shaderProgram);
}
/*
* Set a uniform value.
* This uses a hash map to cache uniform locations.
* @param name {string} - the name of the uniform to set
* @param val {float} - the value to set
*/
function setUniform(name, val) {
var u = uLocations[name] = uLocations[name] ||
gl.getUniformLocation(shaderProgram, name);
gl.uniform1f(u, val);
}
/*
* Set the active texture
* @param texture - the texture
*/
function setTexture() {
gl.uniform1i(uSamplerUniform, 0);
}
/*
* Set if inversion state
* @flag is the state
*/
function setInverted(flag) {
gl.uniform1i(isInverted, flag);
}
////////////////////////////////////////////////////////////////////////////
/*
* Enable/disable circle drawing
*/
function setDrawAsCircle(flag) {
gl.uniform1i(isCircleUniform, flag ? 1 : 0);
}
/*
* Flush
*/
function reset() {
gl.uniform1i(isBubbleUniform, 0);
gl.uniform1i(isCircleUniform, 0);
}
/*
* Set bubble uniforms
* @param series {Highcharts.Series} - the series to use
*/
function setBubbleUniforms(series, zCalcMin, zCalcMax) {
var seriesOptions = series.options,
zMin = Number.MAX_VALUE,
zMax = -Number.MAX_VALUE;
if (series.type === 'bubble') {
zMin = pick(seriesOptions.zMin, Math.min(
zMin,
Math.max(
zCalcMin,
seriesOptions.displayNegative === false ?
seriesOptions.zThreshold : -Number.MAX_VALUE
)
));
zMax = pick(seriesOptions.zMax, Math.max(zMax, zCalcMax));
gl.uniform1i(isBubbleUniform, 1);
gl.uniform1i(isCircleUniform, 1);
gl.uniform1i(bubbleSizeAreaUniform, series.options.sizeBy !== 'width');
gl.uniform1i(bubbleSizeAbsUniform, series.options.sizeByAbsoluteValue);
setUniform('bubbleZMin', zMin);
setUniform('bubbleZMax', zMax);
setUniform('bubbleZThreshold', series.options.zThreshold);
setUniform('bubbleMinSize', series.minPxSize);
setUniform('bubbleMaxSize', series.maxPxSize);
}
}
/*
* Set the Color uniform.
* @param color {Array<float>} - an array with RGBA values
*/
function setColor(color) {
gl.uniform4f(
fillColorUniform,
color[0] / 255.0,
color[1] / 255.0,
color[2] / 255.0,
color[3]
);
}
/*
* Set skip translation
*/
function setSkipTranslation(flag) {
gl.uniform1i(skipTranslationUniform, flag === true ? 1 : 0);
}
/*
* Set the perspective matrix
* @param m {Matrix4x4} - the matrix
*/
function setPMatrix(m) {
gl.uniformMatrix4fv(pUniform, false, m);
}
/*
* Set the point size.
* @param p {float} - point size
*/
function setPointSize(p) {
gl.uniform1f(psUniform, p);
}
/*
* Get the shader program handle
* @returns {GLInt} - the handle for the program
*/
function getProgram() {
return shaderProgram;
}
if (gl) {
createShader();
}
return {
psUniform: function() {
return psUniform;
},
pUniform: function() {
return pUniform;
},
fillColorUniform: function() {
return fillColorUniform;
},
setBubbleUniforms: setBubbleUniforms,
bind: bind,
program: getProgram,
create: createShader,
setUniform: setUniform,
setPMatrix: setPMatrix,
setColor: setColor,
setPointSize: setPointSize,
setSkipTranslation: setSkipTranslation,
setTexture: setTexture,
setDrawAsCircle: setDrawAsCircle,
reset: reset,
setInverted: setInverted,
destroy: destroy
};
}
/*
* Vertex Buffer abstraction
* A vertex buffer is a set of vertices which are passed to the GPU
* in a single call.
* @param gl {WebGLContext} - the context in which to create the buffer
* @param shader {GLShader} - the shader to use
*/
function GLVertexBuffer(gl, shader, dataComponents /*, type */ ) {
var buffer = false,
vertAttribute = false,
components = dataComponents || 2,
preAllocated = false,
iterator = 0,
data;
// type = type || 'float';
function destroy() {
if (buffer) {
gl.deleteBuffer(buffer);
}
}
/*
* Build the buffer
* @param dataIn {Array<float>} - a 0 padded array of indices
* @param attrib {String} - the name of the Attribute to bind the buffer to
* @param dataComponents {Integer} - the number of components per. indice
*/
function build(dataIn, attrib, dataComponents) {
data = dataIn || [];
if ((!data || data.length === 0) && !preAllocated) {
//console.error('trying to render empty vbuffer');
buffer = false;
return false;
}
components = dataComponents || components;
if (buffer) {
gl.deleteBuffer(buffer);
}
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
preAllocated || new Float32Array(data),
gl.STATIC_DRAW
);
// gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
vertAttribute = gl.getAttribLocation(shader.program(), attrib);
gl.enableVertexAttribArray(vertAttribute);
return true;
}
/*
* Bind the buffer
*/
function bind() {
if (!buffer) {
return false;
}
// gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
//gl.enableVertexAttribArray(vertAttribute);
//gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(vertAttribute, components, gl.FLOAT, false, 0, 0);
//gl.enableVertexAttribArray(vertAttribute);
}
/*
* Render the buffer
* @param from {Integer} - the start indice
* @param to {Integer} - the end indice
* @param drawMode {String} - the draw mode
*/
function render(from, to, drawMode) {
var length = preAllocated ? preAllocated.length : data.length;
if (!buffer) {
return false;
}
if (!length) {
return false;
}
if (!from || from > length || from < 0) {
from = 0;
}
if (!to || to > length) {
to = length;
}
drawMode = drawMode || 'points';
gl.drawArrays(
gl[drawMode.toUpperCase()],
from / components,
(to - from) / components
);
return true;
}
function push(x, y, a, b) {
if (preAllocated) { // && iterator <= preAllocated.length - 4) {
preAllocated[++iterator] = x;
preAllocated[++iterator] = y;
preAllocated[++iterator] = a;
preAllocated[++iterator] = b;
}
}
/*
* Note about pre-allocated buffers:
* - This is slower for charts with many series
*/
function allocate(size) {
size *= 4;
iterator = -1;
//if (!preAllocated || (preAllocated && preAllocated.length !== size)) {
preAllocated = new Float32Array(size);
//}
}
////////////////////////////////////////////////////////////////////////////
return {
destroy: destroy,
bind: bind,
data: data,
build: build,
render: render,
allocate: allocate,
push: push
};
}
/* 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
*/
function GLRenderer(postRenderCallback) {
var // Shader
shader = false,
// Vertex buffers - keyed on shader attribute name
vbuffer = false,
// Opengl context
gl = false,
// Width of our viewport in pixels
width = 0,
// Height of our viewport in pixels
height = 0,
// The data to render - array of coordinates
data = false,
// The marker data
markerData = false,
// Is the texture ready?
textureIsReady = false,
// Exports
exports = {},
// Is it inited?
isInited = false,
// The series stack
series = [],
// Texture for circles
circleTexture = doc.createElement('canvas'),
// Context for circle texture
circleCtx = circleTexture.getContext('2d'),
// Handle for the circle texture
circleTextureHandle,
// Things to draw as "rectangles" (i.e lines)
asBar = {
'column': true,
'area': true
},
asCircle = {
'scatter': true,
'bubble': true
},
//Render settings
settings = {
pointSize: 1,
lineWidth: 3,
fillColor: '#AA00AA',
useAlpha: true,
usePreallocated: false,
useGPUTranslations: false,
timeRendering: false,
timeSeriesProcessing: false,
timeSetup: false
};
////////////////////////////////////////////////////////////////////////////
function setOptions(options) {
merge(true, settings, options);
}
function seriesPointCount(series) {
var isStacked,
xData,
s;
if (isSeriesBoosting(series)) {
isStacked = !!series.options.stacking;
xData = series.xData || series.options.xData || series.processedXData;
s = (isStacked ? series.data : (xData || series.options.data)).length;
if (series.type === 'treemap') {
s *= 12;
} else if (series.type === 'heatmap') {
s *= 6;
} else if (asBar[series.type]) {
s *= 2;
}
return s;
}
return 0;
}
/* Allocate a float buffer to fit all series */
function allocateBuffer(chart) {
var s = 0;
if (!settings.usePreallocated) {
return;
}
each(chart.series, function(series) {
if (isSeriesBoosting(series)) {
s += seriesPointCount(series);
}
});
vbuffer.allocate(s);
}
function allocateBufferForSingleSeries(series) {
var s = 0;
if (!settings.usePreallocated) {
return;
}
if (isSeriesBoosting(series)) {
s = seriesPointCount(series);
}
vbuffer.allocate(s);
}
/*
* Returns an orthographic perspective matrix
* @param {number} width - the width of the viewport in pixels
* @param {number} height - the height of the viewport in pixels
*/
function orthoMatrix(width, height) {
var near = 0,
far = 1;
return [
2 / width, 0, 0, 0,
0, -(2 / height), 0, 0,
0, 0, -2 / (far - near), 0, -1, 1, -(far + near) / (far - near), 1
];
}
/*
* Clear the depth and color buffer
*/
function clear() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
/*
* Get the WebGL context
* @returns {WebGLContext} - the context
*/
function getGL() {
return gl;
}
/*
* Push data for a single series
* This calculates additional vertices and transforms the data to be
* aligned correctly in memory
*/
function pushSeriesData(series, inst) {
var isRange = series.pointArrayMap &&
series.pointArrayMap.join(',') === 'low,high',
chart = series.chart,
options = series.options,
isStacked = !!options.stacking,
rawData = options.data,
xExtremes = series.xAxis.getExtremes(),
xMin = xExtremes.min,
xMax = xExtremes.max,
yExtremes = series.yAxis.getExtremes(),
yMin = yExtremes.min,
yMax = yExtremes.max,
xData = series.xData || options.xData || series.processedXData,
yData = series.yData || options.yData || series.processedYData,
zData = series.zData || options.zData || series.processedZData,
yAxis = series.yAxis,
xAxis = series.xAxis,
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 doesn't pick up that this is actually used
maxVal, //eslint-disable-line no-unused-vars
points = series.points || false,
lastX = false,
minVal,
color,
scolor,
sdata = isStacked ? series.data : (xData || rawData),
closestLeft = {
x: Number.MIN_VALUE,
y: 0
},
closestRight = {
x: Number.MIN_VALUE,
y: 0
};
if (options.boostData && options.boostData.length > 0) {
return;
}
series.closestPointRangePx = Number.MAX_VALUE;
// Push color to color buffer - need to do this per. vertex
function pushColor(color) {
if (color) {
inst.colorData.push(color[0]);
inst.colorData.push(color[1]);
inst.colorData.push(color[2]);
inst.colorData.push(color[3]);
}
}
//Push a vertice to the data buffer
function vertice(x, y, checkTreshold, pointSize, color) {
pushColor(color);
if (settings.usePreallocated) {
vbuffer.push(x, y, checkTreshold ? 1 : 0, pointSize || 1);
} else {
data.push(x);
data.push(y);
data.push(checkTreshold ? 1 : 0);
data.push(pointSize || 1);
}
}
// Push a rectangle to the data buffer
function pushRect(x, y, w, h, color) {
pushColor(color);
vertice(x + w, y);
pushColor(color);
vertice(x, y);
pushColor(color);
vertice(x, y + h);
pushColor(color);
vertice(x, y + h);
pushColor(color);
vertice(x + w, y + h);
pushColor(color);
vertice(x + w, y);
}
// Special case for point shapes
if (points && points.length > 0) {
// If we're doing points, we assume that the points are already
// translated, so we skip the shader translation.
inst.skipTranslation = true;
// Force triangle draw mode
inst.drawMode = 'triangles';
// We don't have a z component in the shader, so we need to sort.
if (points[0].node && points[0].node.levelDynamic) {
points.sort(function(a, b) {
if (a.node) {
if (a.node.levelDynamic > b.node.levelDynamic) {
return 1;
} else if (a.node.levelDynamic < b.node.levelDynamic) {
return -1;
}
}
return 0;
});
}
each(points, function(point) {
var plotY = point.plotY,
shapeArgs,
swidth,
pointAttr;
if (typeof plotY !== 'undefined' && !isNaN(plotY) && point.y !== null) {
shapeArgs = point.shapeArgs;
pointAttr = point.series.pointAttribs(point);
swidth = pointAttr['stroke-width'] || 0;
// Handle point colors
color = H.color(pointAttr.fill).rgba;
color[0] /= 255.0;
color[1] /= 255.0;
color[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 (pointAttr.stroke !== 'none' && swidth && swidth > 0) {
if (series.type === 'treemap') {
swidth = swidth || 1;
scolor = H.color(pointAttr.stroke).rgba;
scolor[0] /= 255.0;
scolor[1] /= 255.0;
scolor[2] /= 255.0;
pushRect(
shapeArgs.x,
shapeArgs.y,
shapeArgs.width,
shapeArgs.height,
scolor
);
swidth /= 2;
}
// } else {
// swidth = 0;
// }
// Fixes issues with inverted heatmaps (see #6981)
// The root cause is that the coordinate system is flipped.
// In other words, instead of [0,0] being top-left, it's bottom-right.
// This causes a vertical and horizontal flip in the resulting image,
// making it rotated 180 degrees.
if (series.type === 'heatmap' && chart.inverted) {
shapeArgs.x = xAxis.len - shapeArgs.x;
shapeArgs.y = yAxis.len - shapeArgs.y;
shapeArgs.width = -shapeArgs.width;
shapeArgs.height = -shapeArgs.height;
}
pushRect(
shapeArgs.x + swidth,
shapeArgs.y + swidth,
shapeArgs.width - (swidth * 2),
shapeArgs.height - (swidth * 2),
color
);
}
});
return;
}
// Extract color axis
// each(chart.axes || [], function (a) {
// if (H.ColorAxis && a instanceof H.ColorAxis) {
// caxis = a;
// }
// });
each(sdata, function(d, i) {
var x,
y,
z,
px = false,
nx = false,
// This is in fact used.
low, //eslint-disable-line no-unused-vars
chartDestroyed = typeof chart.index === 'undefined',
nextInside = false,
prevInside = false,
pcolor = false,
drawAsBar = asBar[series.type],
isXInside = false,
isYInside = true;
if (chartDestroyed) {
return false;
}
// 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;
// }
if (useRaw) {
x = d[0];
y = d[1];
if