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/** * @license Highcharts JS v7.1.2 (2019-06-04) * * Boost module * * (c) 2010-2019 Highsoft AS * Author: Torstein Honsi * * License: www.highcharts.com/license */ 'use strict'; (function (factory) { if (typeof module === 'object' && module.exports) { factory['default'] = factory; module.exports = factory; } else if (typeof define === 'function' && define.amd) { define('highcharts/modules/boost', ['highcharts'], function (Highcharts) { factory(Highcharts); factory.Highcharts = Highcharts; return factory; }); } else { factory(typeof Highcharts !== 'undefined' ? Highcharts : undefined); } }(function (Highcharts) { var _modules = Highcharts ? Highcharts._modules : {}; function _registerModule(obj, path, args, fn) { if (!obj.hasOwnProperty(path)) { obj[path] = fn.apply(null, args); } } _registerModule(_modules, 'modules/boost/boostables.js', [], function () { /* * * * Copyright (c) 2019-2019 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * * */ // These are the series we allow boosting for. var boostables = [ 'area', 'arearange', 'column', 'columnrange', 'bar', 'line', 'scatter', 'heatmap', 'bubble', 'treemap' ]; return boostables; }); _registerModule(_modules, 'modules/boost/boostable-map.js', [_modules['modules/boost/boostables.js']], function (boostables) { /* * * * Copyright (c) 2019-2019 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * * */ // These are the series we allow boosting for. var boostableMap = {}; boostables.forEach(function (item) { boostableMap[item] = 1; }); return boostableMap; }); _registerModule(_modules, 'modules/boost/wgl-shader.js', [_modules['parts/Globals.js']], function (H) { /* * * * Copyright (c) 2019-2019 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * * */ var pick = H.pick; /** * A static shader mimicing axis translation functions found in parts/Axis * * @private * @function GLShader * * @param {WebGLContext} gl * the context in which the shader is active * * @return {*} */ function GLShader(gl) { var vertShade = [ /* eslint-disable */ '#version 100', '#define LN10 2.302585092994046', '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 bool xAxisIsLog;', 'uniform bool xAxisReversed;', '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 yAxisIsLog;', 'uniform bool yAxisReversed;', '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,', 'bool isLog,', 'bool reversed', '){', 'float sign = 1.0;', 'float cvsOffset = 0.0;', 'if (cvsCoord) {', 'sign *= -1.0;', 'cvsOffset = len;', '}', 'if (isLog) {', 'val = log(val) / LN10;', '}', 'if (reversed) {', 'sign *= -1.0;', 'cvsOffset -= sign * 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, xAxisIsLog, xAxisReversed);// + 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, yAxisIsLog, yAxisReversed);// + yAxisPos;', 'if (v > yAxisLen) {', 'v = yAxisLen;', '}', '}', '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 (skipTranslation && isInverted) {', // If we get translated values from JS, just swap them (x, y) 'gl_Position = uPMatrix * vec4(aVertexPosition.y + yAxisPos, aVertexPosition.x + xAxisPos, 0.0, 1.0);', '} else if (isInverted) {', // But when calculating pixel positions directly, // swap axes and values (x, y) 'gl_Position = uPMatrix * vec4(yToPixels(aVertexPosition.y, aVertexPosition.z) + yAxisPos, xToPixels(aVertexPosition.x) + 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;', 'vec4 tcol;', 'if (hasColor) {', 'col = vColor;', '}', 'if (isCircle) {', 'tcol = texture2D(uSampler, gl_PointCoord.st);', 'col *= tcol;', 'if (tcol.r < 0.0) {', 'discard;', '} else {', 'gl_FragColor = col;', '}', '} 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, // Error stack errors = [], // Texture uniform uSamplerUniform; /** * Handle errors accumulated in errors stack * @private */ function handleErrors() { if (errors.length) { H.error('[highcharts boost] shader error - ' + errors.join('\n')); } } /** * String to shader program * @private * @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)) { errors.push( 'when compiling ' + type + ' shader:\n' + gl.getShaderInfoLog(shader) ); return false; } return shader; } /** * Create the shader. * Loads the shader program statically defined above * @private */ function createShader() { var v = stringToProgram(vertShade, 'vertex'), f = stringToProgram(fragShade, 'fragment'); if (!v || !f) { shaderProgram = false; handleErrors(); return false; } function uloc(n) { return gl.getUniformLocation(shaderProgram, n); } shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, v); gl.attachShader(shaderProgram, f); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { errors.push(gl.getProgramInfoLog(shaderProgram)); handleErrors(); shaderProgram = false; return false; } 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 * @private */ function destroy() { if (gl && shaderProgram) { gl.deleteProgram(shaderProgram); shaderProgram = false; } } /** * Bind the shader. * This makes the shader the active one until another one is bound, * or until 0 is bound. * @private */ function bind() { if (gl && shaderProgram) { gl.useProgram(shaderProgram); } } /** * Set a uniform value. * This uses a hash map to cache uniform locations. * @private * @param name {string} - the name of the uniform to set * @param val {float} - the value to set */ function setUniform(name, val) { if (gl && shaderProgram) { var u = uLocations[name] = uLocations[name] || gl.getUniformLocation( shaderProgram, name ); gl.uniform1f(u, val); } } /** * Set the active texture * @private * @param texture - the texture */ function setTexture(texture) { if (gl && shaderProgram) { gl.uniform1i(uSamplerUniform, texture); } } /** * Set if inversion state * @private * @flag is the state */ function setInverted(flag) { if (gl && shaderProgram) { gl.uniform1i(isInverted, flag); } } /** * Enable/disable circle drawing * @private */ function setDrawAsCircle(flag) { if (gl && shaderProgram) { gl.uniform1i(isCircleUniform, flag ? 1 : 0); } } /** * Flush * @private */ function reset() { if (gl && shaderProgram) { gl.uniform1i(isBubbleUniform, 0); gl.uniform1i(isCircleUniform, 0); } } /** * Set bubble uniforms * @private * @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 (gl && shaderProgram && 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. * @private * @param color {Array<float>} - an array with RGBA values */ function setColor(color) { if (gl && shaderProgram) { gl.uniform4f( fillColorUniform, color[0] / 255.0, color[1] / 255.0, color[2] / 255.0, color[3] ); } } /** * Set skip translation * @private */ function setSkipTranslation(flag) { if (gl && shaderProgram) { gl.uniform1i(skipTranslationUniform, flag === true ? 1 : 0); } } /** * Set the perspective matrix * @private * @param m {Matrix4x4} - the matrix */ function setPMatrix(m) { if (gl && shaderProgram) { gl.uniformMatrix4fv(pUniform, false, m); } } /** * Set the point size. * @private * @param p {float} - point size */ function setPointSize(p) { if (gl && shaderProgram) { gl.uniform1f(psUniform, p); } } /** * Get the shader program handle * @private * @returns {GLInt} - the handle for the program */ function getProgram() { return shaderProgram; } if (gl) { if (!createShader()) { return false; } } 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 }; } return GLShader; }); _registerModule(_modules, 'modules/boost/wgl-vbuffer.js', [], function () { /* * * * Copyright (c) 2019-2019 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * * */ /** * Vertex Buffer abstraction. * A vertex buffer is a set of vertices which are passed to the GPU * in a single call. * * @private * @function GLVertexBuffer * * @param {WebGLContext} gl * the context in which to create the buffer * * @param {GLShader} shader * the shader to use * * @return {*} */ function GLVertexBuffer(gl, shader, dataComponents /* , type */) { var buffer = false, vertAttribute = false, components = dataComponents || 2, preAllocated = false, iterator = 0, // farray = false, data; // type = type || 'float'; function destroy() { if (buffer) { gl.deleteBuffer(buffer); buffer = false; vertAttribute = false; } iterator = 0; components = dataComponents || 2; data = []; } /** * Build the buffer * @private * @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) { var farray; data = dataIn || []; if ((!data || data.length === 0) && !preAllocated) { // console.error('trying to render empty vbuffer'); destroy(); return false; } components = dataComponents || components; if (buffer) { gl.deleteBuffer(buffer); } if (!preAllocated) { farray = new Float32Array(data); } buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData( gl.ARRAY_BUFFER, preAllocated || farray, gl.STATIC_DRAW ); // gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition'); vertAttribute = gl.getAttribLocation(shader.program(), attrib); gl.enableVertexAttribArray(vertAttribute); // Trigger cleanup farray = false; return true; } /** * Bind the buffer * @private */ 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 * @private * @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 * @private */ function allocate(size) { size *= 4; iterator = -1; preAllocated = new Float32Array(size); } // ///////////////////////////////////////////////////////////////////////// return { destroy: destroy, bind: bind, data: data, build: build, render: render, allocate: allocate, push: push }; } return GLVertexBuffer; }); _registerModule(_modules, 'modules/boost/wgl-renderer.js', [_modules['modules/boost/wgl-shader.js'], _modules['modules/boost/wgl-vbuffer.js'], _modules['parts/Globals.js']], function (GLShader, GLVertexBuffer, H) { /** * * Copyright (c) 2019-2019 Highsoft AS * * Boost module: stripped-down renderer for higher performance * * License: highcharts.com/license * */ var win = H.win, doc = win.document, merge = H.merge, objEach = H.objEach, isNumber = H.isNumber, some = H.some, Color = H.Color, pick = H.pick; /** * 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 * @function GLRenderer * * @param {Function} postRenderCallback * * @return {*} */ 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, // Exports exports = {}, // Is it inited? isInited = false, // The series stack series = [], // Texture handles textureHandles = {}, // Things to draw as "rectangles" (i.e lines) asBar = { 'column': true, 'columnrange': true, 'bar': true, 'area': true, 'arearange': true }, asCircle = { 'scatter': true, 'bubble': true }, // Render settings 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 } }; // ///////////////////////////////////////////////////////////////////////// function setOptions(options) { merge(true, settings, options); } function seriesPointCount(series) { var isStacked, xData, s; if (series.isSeriesBoosting) { 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; } chart.series.forEach(function (series) { if (series.isSeriesBoosting) { s += seriesPointCount(series); } }); vbuffer.allocate(s); } function allocateBufferForSingleSeries(series) { var s = 0; if (!settings.usePreallocated) { return; } if (series.isSeriesBoosting) { s = seriesPointCount(series); } vbuffer.allocate(s); } /** * 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 */ 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 * @private */ function clear() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } /** * Get the WebGL context * @private * @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 * @private */ 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, // plotHeight = series.chart.plotHeight, plotWidth = series.chart.plotWidth, 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, lastY = false, minVal, color, scolor, sdata = isStacked ? series.data : (xData || rawData), closestLeft = { x: Number.MAX_VALUE, y: 0 }, closestRight = { x: -Number.MAX_VALUE, y: 0 }, skipped = 0, hadPoints = false, cullXThreshold = 1, cullYThreshold = 1, // The following are used in the builder while loop x, y, d, z, i = -1, 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, firstPoint = true, zones = options.zones || false, zoneDefColor = false, threshold = options.threshold; if (options.boostData && options.boostData.length > 0) { return; } if (zones) { some(zones, function (zone) { if (typeof zone.value === 'undefined') { zoneDefColor = H.Color(zone.color); // eslint-disable-line new-cap return true; } }); if (!zoneDefColor) { zoneDefColor = (series.pointAttribs && series.pointAttribs().fill) || series.color; zoneDefColor = H.Color(zoneDefColor); // eslint-disable-line new-cap } } if (chart.inverted) { // plotHeight = series.chart.plotWidth; plotWidth = series.chart.plotHeight; } 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); } } function closeSegment() { if (inst.segments.length) { inst.segments[inst.segments.length - 1].to = data.length; } } // Create a new segment for the current set function 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 ) { return; } closeSegment(); inst.segments.push({ from: data.length }); } // 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); } // 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(function (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(function (point) { var plotY = point.plotY, shapeArgs, swidth, pointAttr; if ( typeof plotY !== 'undefined' && !isNaN(plotY) && point.y !== null ) { shapeArgs = point.shapeArgs; pointAttr = chart.styledMode ? point.series.colorAttribs(point) : 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 (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 ); } }); closeSegment(); return; } // Extract color axis // (chart.axes || []).forEach(function (a) { // if (H.ColorAxis && a instanceof H.ColorAxis) { // caxis = a; // } // }); while (i < sdata.length - 1) { d = sdata[++i]; // 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; // } 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) {