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Plots refactor to use Vue and es6 instead of angular (#3586)
* Initial commit of plot refactor for vuejs * Use es6 classes instead of using extend * Use classList api to add and remove classes * Remove angular specific event mechanisms * Refactor plot legend into smaller components * Refactor moving config into MctPlot component. Fix Legend issues. * Refactor XAxis and YAxis into their own components * Remove commented out code * Remove empty initialize method * Fix grid lines and initialize function revert. * Check that plots views are available only to domainObjects that have range and domain * Make css class a computed property * Remove unnecessary legacyObject conversion * Remove comments and commented out code * Remove use of private for vue methods * Remove console logs * Fixes Y-axis ticks display * Adds stacked plots and overlay plots * Fix css for stacked plots * Disable Vue plots * Rename Stacked plot item component * Address Review comment: Remove unnecessary event emitted * Address review comments: Add a note about why nextTick is needed * Fix bug with legend when multiple plots are being displayed * Change LinearScale to a class * Remove duplicated comment * Adds missing copyright info * Revert change to stackedplotItem * Adds basic tests * Fixes broken test. * Adds new test * Fix linting errors. Adds tests * Adds tests * Adds tests for stacked plots * Adds more tests * Removes fdescribe * Adds tests for y-axis ticks * Tests for addition of series to plots * Adds more tests * Adds cursor guides test * Adds tests for interceptors * Adds more plots tests for x and y scale * Use config store * Adding goToOriginalAction tests * Modified tests to increase coverage, and added teardown for application router * Fixed linting issues Co-authored-by: Andrew Henry <akhenry@gmail.com>
This commit is contained in:
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src/plugins/plot/vue/single/draw/DrawWebGL.js
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src/plugins/plot/vue/single/draw/DrawWebGL.js
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/*****************************************************************************
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* Open MCT, Copyright (c) 2014-2020, United States Government
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* as represented by the Administrator of the National Aeronautics and Space
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* Administration. All rights reserved.
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*
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* Open MCT is licensed under the Apache License, Version 2.0 (the
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* "License"); you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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* http://www.apache.org/licenses/LICENSE-2.0.
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
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* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
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* License for the specific language governing permissions and limitations
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* under the License.
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*
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* Open MCT includes source code licensed under additional open source
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* licenses. See the Open Source Licenses file (LICENSES.md) included with
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* this source code distribution or the Licensing information page available
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* at runtime from the About dialog for additional information.
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*****************************************************************************/
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import EventEmitter from 'EventEmitter';
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import eventHelpers from '../lib/eventHelpers';
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import { MARKER_SHAPES } from './MarkerShapes';
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// WebGL shader sources (for drawing plain colors)
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const FRAGMENT_SHADER = `
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precision mediump float;
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uniform vec4 uColor;
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uniform int uMarkerShape;
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void main(void) {
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gl_FragColor = uColor;
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if (uMarkerShape > 1) {
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vec2 clipSpacePointCoord = 2.0 * gl_PointCoord - 1.0;
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if (uMarkerShape == 2) { // circle
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float distance = length(clipSpacePointCoord);
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if (distance > 1.0) {
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discard;
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}
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} else if (uMarkerShape == 3) { // diamond
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float distance = abs(clipSpacePointCoord.x) + abs(clipSpacePointCoord.y);
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if (distance > 1.0) {
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discard;
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}
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} else if (uMarkerShape == 4) { // triangle
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float x = clipSpacePointCoord.x;
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float y = clipSpacePointCoord.y;
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float distance = 2.0 * x - 1.0;
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float distance2 = -2.0 * x - 1.0;
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if (distance > y || distance2 > y) {
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discard;
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}
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}
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}
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}
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`;
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const VERTEX_SHADER = `
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attribute vec2 aVertexPosition;
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uniform vec2 uDimensions;
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uniform vec2 uOrigin;
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uniform float uPointSize;
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void main(void) {
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gl_Position = vec4(2.0 * ((aVertexPosition - uOrigin) / uDimensions) - vec2(1,1), 0, 1);
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gl_PointSize = uPointSize;
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}
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`;
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/**
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* Create a draw api utilizing WebGL.
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*
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* @constructor
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* @param {CanvasElement} canvas the canvas object to render upon
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* @throws {Error} an error is thrown if WebGL is unavailable.
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*/
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function DrawWebGL(canvas, overlay) {
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this.canvas = canvas;
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this.gl = this.canvas.getContext("webgl", { preserveDrawingBuffer: true })
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|| this.canvas.getContext("experimental-webgl", { preserveDrawingBuffer: true });
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this.overlay = overlay;
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this.c2d = overlay.getContext('2d');
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if (!this.c2d) {
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throw new Error("No canvas 2d!");
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}
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// Ensure a context was actually available before proceeding
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if (!this.gl) {
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throw new Error("WebGL unavailable.");
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}
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this.initContext();
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this.listenTo(this.canvas, "webglcontextlost", this.onContextLost, this);
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}
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Object.assign(DrawWebGL.prototype, EventEmitter.prototype);
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eventHelpers.extend(DrawWebGL.prototype);
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DrawWebGL.prototype.onContextLost = function (event) {
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this.emit('error');
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this.isContextLost = true;
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this.destroy();
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};
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DrawWebGL.prototype.initContext = function () {
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// Initialize shaders
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this.vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER);
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this.gl.shaderSource(this.vertexShader, VERTEX_SHADER);
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this.gl.compileShader(this.vertexShader);
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this.fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER);
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this.gl.shaderSource(this.fragmentShader, FRAGMENT_SHADER);
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this.gl.compileShader(this.fragmentShader);
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// Assemble vertex/fragment shaders into programs
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this.program = this.gl.createProgram();
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this.gl.attachShader(this.program, this.vertexShader);
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this.gl.attachShader(this.program, this.fragmentShader);
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this.gl.linkProgram(this.program);
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this.gl.useProgram(this.program);
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// Get locations for attribs/uniforms from the
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// shader programs (to pass values into shaders at draw-time)
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this.aVertexPosition = this.gl.getAttribLocation(this.program, "aVertexPosition");
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this.uColor = this.gl.getUniformLocation(this.program, "uColor");
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this.uMarkerShape = this.gl.getUniformLocation(this.program, "uMarkerShape");
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this.uDimensions = this.gl.getUniformLocation(this.program, "uDimensions");
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this.uOrigin = this.gl.getUniformLocation(this.program, "uOrigin");
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this.uPointSize = this.gl.getUniformLocation(this.program, "uPointSize");
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this.gl.enableVertexAttribArray(this.aVertexPosition);
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// Create a buffer to holds points which will be drawn
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this.buffer = this.gl.createBuffer();
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// Enable blending, for smoothness
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this.gl.enable(this.gl.BLEND);
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this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
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};
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DrawWebGL.prototype.destroy = function () {
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this.stopListening();
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};
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// Convert from logical to physical x coordinates
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DrawWebGL.prototype.x = function (v) {
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return ((v - this.origin[0]) / this.dimensions[0]) * this.width;
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};
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// Convert from logical to physical y coordinates
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DrawWebGL.prototype.y = function (v) {
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return this.height
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- ((v - this.origin[1]) / this.dimensions[1]) * this.height;
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};
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DrawWebGL.prototype.doDraw = function (drawType, buf, color, points, shape) {
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if (this.isContextLost) {
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return;
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}
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const shapeCode = MARKER_SHAPES[shape] ? MARKER_SHAPES[shape].drawWebGL : 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffer);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, buf, this.gl.DYNAMIC_DRAW);
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this.gl.vertexAttribPointer(this.aVertexPosition, 2, this.gl.FLOAT, false, 0, 0);
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this.gl.uniform4fv(this.uColor, color);
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this.gl.uniform1i(this.uMarkerShape, shapeCode);
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this.gl.drawArrays(drawType, 0, points);
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};
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DrawWebGL.prototype.clear = function () {
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if (this.isContextLost) {
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return;
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}
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this.height = this.canvas.height = this.canvas.offsetHeight;
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this.width = this.canvas.width = this.canvas.offsetWidth;
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this.overlay.height = this.overlay.offsetHeight;
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this.overlay.width = this.overlay.offsetWidth;
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// Set the viewport size; note that we use the width/height
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// that our WebGL context reports, which may be lower
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// resolution than the canvas we requested.
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this.gl.viewport(
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0,
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0,
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this.gl.drawingBufferWidth,
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this.gl.drawingBufferHeight
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);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT + this.gl.DEPTH_BUFFER_BIT);
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};
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/**
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* Set the logical boundaries of the chart.
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* @param {number[]} dimensions the horizontal and
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* vertical dimensions of the chart
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* @param {number[]} origin the horizontal/vertical
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* origin of the chart
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*/
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DrawWebGL.prototype.setDimensions = function (dimensions, origin) {
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this.dimensions = dimensions;
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this.origin = origin;
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if (this.isContextLost) {
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return;
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}
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if (dimensions && dimensions.length > 0
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&& origin && origin.length > 0) {
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this.gl.uniform2fv(this.uDimensions, dimensions);
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this.gl.uniform2fv(this.uOrigin, origin);
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}
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};
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/**
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* Draw the supplied buffer as a line strip (a sequence
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* of line segments), in the chosen color.
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* @param {Float32Array} buf the line strip to draw,
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* in alternating x/y positions
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* @param {number[]} color the color to use when drawing
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* the line, as an RGBA color where each element
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* is in the range of 0.0-1.0
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* @param {number} points the number of points to draw
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*/
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DrawWebGL.prototype.drawLine = function (buf, color, points) {
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if (this.isContextLost) {
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return;
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}
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this.doDraw(this.gl.LINE_STRIP, buf, color, points);
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};
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/**
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* Draw the buffer as points.
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*
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*/
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DrawWebGL.prototype.drawPoints = function (buf, color, points, pointSize, shape) {
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if (this.isContextLost) {
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return;
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}
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this.gl.uniform1f(this.uPointSize, pointSize);
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this.doDraw(this.gl.POINTS, buf, color, points, shape);
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};
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/**
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* Draw a rectangle extending from one corner to another,
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* in the chosen color.
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* @param {number[]} min the first corner of the rectangle
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* @param {number[]} max the opposite corner
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* @param {number[]} color the color to use when drawing
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* the rectangle, as an RGBA color where each element
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* is in the range of 0.0-1.0
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*/
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DrawWebGL.prototype.drawSquare = function (min, max, color) {
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if (this.isContextLost) {
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return;
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}
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this.doDraw(this.gl.TRIANGLE_FAN, new Float32Array(
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min.concat([min[0], max[1]]).concat(max).concat([max[0], min[1]])
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), color, 4);
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};
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DrawWebGL.prototype.drawLimitPoint = function (x, y, size) {
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this.c2d.fillRect(x + size, y, size, size);
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this.c2d.fillRect(x, y + size, size, size);
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this.c2d.fillRect(x - size, y, size, size);
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this.c2d.fillRect(x, y - size, size, size);
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};
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DrawWebGL.prototype.drawLimitPoints = function (points, color, pointSize) {
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const limitSize = pointSize * 2;
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const offset = limitSize / 2;
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const mappedColor = color.map(function (c, i) {
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return i < 3 ? Math.floor(c * 255) : (c);
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}).join(',');
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this.c2d.strokeStyle = "rgba(" + mappedColor + ")";
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this.c2d.fillStyle = "rgba(" + mappedColor + ")";
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for (let i = 0; i < points.length; i++) {
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this.drawLimitPoint(
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this.x(points[i].x) - offset,
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this.y(points[i].y) - offset,
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limitSize
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);
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}
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};
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export default DrawWebGL;
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