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/** * @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