'use strict' var createShader = require('gl-shader') var createBuffer = require('gl-buffer') var pool = require('typedarray-pool') var SHADERS = require('./lib/shader') module.exports = createPointcloud2D function Pointcloud2D(plot, offsetBuffer, pickBuffer, shader, pickShader) { this.plot = plot this.offsetBuffer = offsetBuffer this.pickBuffer = pickBuffer this.shader = shader this.pickShader = pickShader this.sizeMin = 0.5 this.sizeMinCap = 2 this.sizeMax = 20 this.areaRatio = 1.0 this.pointCount = 0 this.color = [1, 0, 0, 1] this.borderColor = [0, 0, 0, 1] this.blend = false this.pickOffset = 0 this.points = null } var proto = Pointcloud2D.prototype proto.dispose = function() { this.shader.dispose() this.pickShader.dispose() this.offsetBuffer.dispose() this.pickBuffer.dispose() this.plot.removeObject(this) } proto.update = function(options) { var i options = options || {} function dflt(opt, value) { if(opt in options) { return options[opt] } return value } this.sizeMin = dflt('sizeMin', 0.5) // this.sizeMinCap = dflt('sizeMinCap', 2) this.sizeMax = dflt('sizeMax', 20) this.color = dflt('color', [1, 0, 0, 1]).slice() this.areaRatio = dflt('areaRatio', 1) this.borderColor = dflt('borderColor', [0, 0, 0, 1]).slice() this.blend = dflt('blend', false) //Update point data // Attempt straight-through processing (STP) to avoid allocation and copy // TODO eventually abstract out STP logic, maybe into `pool` or a layer above var pointCount = options.positions.length >>> 1 var dataStraightThrough = options.positions instanceof Float32Array var idStraightThrough = options.idToIndex instanceof Int32Array && options.idToIndex.length >= pointCount // permit larger to help reuse var data = options.positions var packed = dataStraightThrough ? data : pool.mallocFloat32(data.length) var packedId = idStraightThrough ? options.idToIndex : pool.mallocInt32(pointCount) if(!dataStraightThrough) { packed.set(data) } if(!idStraightThrough) { packed.set(data) for(i = 0; i < pointCount; i++) { packedId[i] = i } } this.points = data this.offsetBuffer.update(packed) this.pickBuffer.update(packedId) if(!dataStraightThrough) { pool.free(packed) } if(!idStraightThrough) { pool.free(packedId) } this.pointCount = pointCount this.pickOffset = 0 } function count(points, dataBox) { var visiblePointCountEstimate = 0 var length = points.length >>> 1 var i for(i = 0; i < length; i++) { var x = points[i * 2] var y = points[i * 2 + 1] if(x >= dataBox[0] && x <= dataBox[2] && y >= dataBox[1] && y <= dataBox[3]) visiblePointCountEstimate++ } return visiblePointCountEstimate } proto.unifiedDraw = (function() { var MATRIX = [1, 0, 0, 0, 1, 0, 0, 0, 1] var PICK_VEC4 = [0, 0, 0, 0] return function(pickOffset) { var pick = pickOffset !== void(0) var shader = pick ? this.pickShader : this.shader var gl = this.plot.gl var dataBox = this.plot.dataBox if(this.pointCount === 0) { return pickOffset } var dataX = dataBox[2] - dataBox[0] var dataY = dataBox[3] - dataBox[1] var visiblePointCountEstimate = count(this.points, dataBox) var basicPointSize = this.plot.pickPixelRatio * Math.max(Math.min(this.sizeMinCap, this.sizeMin), Math.min(this.sizeMax, this.sizeMax / Math.pow(visiblePointCountEstimate, 0.33333))) MATRIX[0] = 2.0 / dataX MATRIX[4] = 2.0 / dataY MATRIX[6] = -2.0 * dataBox[0] / dataX - 1.0 MATRIX[7] = -2.0 * dataBox[1] / dataY - 1.0 this.offsetBuffer.bind() shader.bind() shader.attributes.position.pointer() shader.uniforms.matrix = MATRIX shader.uniforms.color = this.color shader.uniforms.borderColor = this.borderColor shader.uniforms.pointCloud = basicPointSize < 5 shader.uniforms.pointSize = basicPointSize shader.uniforms.centerFraction = Math.min(1, Math.max(0, Math.sqrt(1 - this.areaRatio))) if(pick) { PICK_VEC4[0] = ( pickOffset & 0xff) PICK_VEC4[1] = ((pickOffset >> 8) & 0xff) PICK_VEC4[2] = ((pickOffset >> 16) & 0xff) PICK_VEC4[3] = ((pickOffset >> 24) & 0xff) this.pickBuffer.bind() shader.attributes.pickId.pointer(gl.UNSIGNED_BYTE) shader.uniforms.pickOffset = PICK_VEC4 this.pickOffset = pickOffset } // Worth switching these off, but we can't make assumptions about other // renderers, so let's restore it after each draw var blend = gl.getParameter(gl.BLEND) var dither = gl.getParameter(gl.DITHER) if(blend && !this.blend) gl.disable(gl.BLEND) if(dither) gl.disable(gl.DITHER) gl.drawArrays(gl.POINTS, 0, this.pointCount) if(blend && !this.blend) gl.enable(gl.BLEND) if(dither) gl.enable(gl.DITHER) return pickOffset + this.pointCount } })() proto.draw = proto.unifiedDraw proto.drawPick = proto.unifiedDraw proto.pick = function(x, y, value) { var pickOffset = this.pickOffset var pointCount = this.pointCount if(value < pickOffset || value >= pickOffset + pointCount) { return null } var pointId = value - pickOffset var points = this.points return { object: this, pointId: pointId, dataCoord: [points[2 * pointId], points[2 * pointId + 1] ] } } function createPointcloud2D(plot, options) { var gl = plot.gl var buffer = createBuffer(gl) var pickBuffer = createBuffer(gl) var shader = createShader(gl, SHADERS.pointVertex, SHADERS.pointFragment) var pickShader = createShader(gl, SHADERS.pickVertex, SHADERS.pickFragment) var result = new Pointcloud2D(plot, buffer, pickBuffer, shader, pickShader) result.update(options) //Register with plot plot.addObject(result) return result }