openmct/platform/features/plot/src/GLChart.js

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/*****************************************************************************
* Open MCT Web, Copyright (c) 2014-2015, United States Government
* as represented by the Administrator of the National Aeronautics and Space
* Administration. All rights reserved.
*
* Open MCT Web is licensed under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* http://www.apache.org/licenses/LICENSE-2.0.
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations
* under the License.
*
* Open MCT Web includes source code licensed under additional open source
* licenses. See the Open Source Licenses file (LICENSES.md) included with
* this source code distribution or the Licensing information page available
* at runtime from the About dialog for additional information.
*****************************************************************************/
/**
* Module defining GLPlot. Created by vwoeltje on 11/12/14.
*/
define(
[],
function () {
// WebGL shader sources (for drawing plain colors)
var FRAGMENT_SHADER = [
"precision mediump float;",
"uniform vec4 uColor;",
"void main(void) {",
"gl_FragColor = uColor;",
"}"
].join('\n'),
VERTEX_SHADER = [
"attribute vec2 aVertexPosition;",
"uniform vec2 uDimensions;",
"uniform vec2 uOrigin;",
"void main(void) {",
"gl_Position = vec4(2.0 * ((aVertexPosition - uOrigin) / uDimensions) - vec2(1,1), 0, 1);",
"}"
].join('\n');
/**
* Create a new chart which uses WebGL for rendering.
*
* @memberof platform/features/plot
* @constructor
* @implements {platform/features/plot.Chart}
* @param {CanvasElement} canvas the canvas object to render upon
* @throws {Error} an error is thrown if WebGL is unavailable.
*/
function GLChart(canvas) {
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"),
vertexShader,
fragmentShader,
program,
aVertexPosition,
uColor,
uDimensions,
uOrigin;
// Ensure a context was actually available before proceeding
if (!gl) {
throw new Error("WebGL unavailable.");
}
// Initialize shaders
vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, VERTEX_SHADER);
gl.compileShader(vertexShader);
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, FRAGMENT_SHADER);
gl.compileShader(fragmentShader);
// Assemble vertex/fragment shaders into programs
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
// Get locations for attribs/uniforms from the
// shader programs (to pass values into shaders at draw-time)
aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
uColor = gl.getUniformLocation(program, "uColor");
uDimensions = gl.getUniformLocation(program, "uDimensions");
uOrigin = gl.getUniformLocation(program, "uOrigin");
gl.enableVertexAttribArray(aVertexPosition);
// Create a buffer to holds points which will be drawn
this.buffer = gl.createBuffer();
// Use a line width of 2.0 for legibility
gl.lineWidth(2.0);
// Enable blending, for smoothness
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
this.gl = gl;
this.aVertexPosition = aVertexPosition;
this.uColor = uColor;
this.uDimensions = uDimensions;
this.uOrigin = uOrigin;
}
// Utility function to handle drawing of a buffer;
// drawType will determine whether this is a box, line, etc.
GLChart.prototype.doDraw = function (drawType, buf, color, points) {
var gl = this.gl;
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(gl.ARRAY_BUFFER, buf, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.uniform4fv(this.uColor, color);
gl.drawArrays(drawType, 0, points);
};
GLChart.prototype.clear = function () {
var gl = this.gl;
// Set the viewport size; note that we use the width/height
// that our WebGL context reports, which may be lower
// resolution than the canvas we requested.
gl.viewport(
0,
0,
gl.drawingBufferWidth,
gl.drawingBufferHeight
);
gl.clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT);
};
GLChart.prototype.setDimensions = function (dimensions, origin) {
var gl = this.gl;
if (dimensions && dimensions.length > 0 &&
origin && origin.length > 0) {
gl.uniform2fv(this.uDimensions, dimensions);
gl.uniform2fv(this.uOrigin, origin);
}
};
GLChart.prototype.drawLine = function (buf, color, points) {
this.doDraw(this.gl.LINE_STRIP, buf, color, points);
};
GLChart.prototype.drawSquare = function (min, max, color) {
this.doDraw(this.gl.TRIANGLE_FAN, new Float32Array(
min.concat([min[0], max[1]]).concat(max).concat([max[0], min[1]])
), color, 4);
};
return GLChart;
}
);