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November 1, 2019 16:28
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Rendering area chart with WebGL (1 million points)
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<!DOCTYPE html> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>WebGL Chart</title> | |
<span id="fps">Loading</span> | |
<canvas></canvas> | |
<style> | |
body { | |
margin: 0; | |
overflow: hidden; | |
} | |
#fps { | |
position: absolute; | |
font-family: monospace; | |
pointer-events: none; | |
user-select: none; | |
color: white; | |
font-weight: bold; | |
background: black; | |
} | |
canvas { | |
display: block; | |
} | |
</style> | |
<script src="main.js"></script> |
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const fps = document.getElementById("fps") | |
const canvas = document.querySelector("canvas") | |
canvas.width = 1200, canvas.height = 800 | |
canvas.style.width = `${canvas.width / devicePixelRatio}px` | |
const gl = canvas.getContext("webgl", { antialias: false }) | |
const vertexShader = gl.createShader(gl.VERTEX_SHADER) | |
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER) | |
gl.shaderSource(vertexShader, /* glsl */` | |
attribute vec4 position; | |
uniform mat4 matrix; | |
void main() { | |
gl_Position = position * matrix; | |
} | |
`) | |
gl.shaderSource(fragmentShader, /* glsl */` | |
precision mediump float; | |
uniform vec4 color; | |
void main() { | |
gl_FragColor = color; | |
} | |
`) | |
const program = gl.createProgram() | |
for (const shader of [vertexShader, fragmentShader]) { | |
gl.compileShader(shader) | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
throw new Error(gl.getShaderInfoLog(shader)) | |
} | |
gl.attachShader(program, shader) | |
} | |
gl.linkProgram(program) | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | |
throw new Error(gl.getProgramInfoLog(program)) | |
} | |
gl.useProgram(program) | |
const posAttr = gl.getAttribLocation(program, "position") | |
gl.enableVertexAttribArray(posAttr) | |
const matrixU = gl.getUniformLocation(program, "matrix") | |
const colorU = gl.getUniformLocation(program, "color") | |
let value = 0 | |
const points = [...Array(5000000)].map((_, i) => [i, value = (Math.random() * 16 - 8 + value * 4095) / 4096]) | |
const areaArray = new Float32Array(points.length * 4) | |
for (let i = 0; i < points.length; i++) { | |
const [x, y] = points[i] | |
areaArray[i * 4 + 0] = areaArray[i * 4 + 2] = x | |
areaArray[i * 4 + 1] = -1 | |
areaArray[i * 4 + 3] = y | |
} | |
const areaBuffer = gl.createBuffer() | |
gl.bindBuffer(gl.ARRAY_BUFFER, areaBuffer) | |
gl.bufferData(gl.ARRAY_BUFFER, areaArray, gl.STATIC_DRAW) | |
let handle = 0 | |
let avgTime = 0 | |
let i = 0 | |
let x = points.length / 2 | |
let y = 0 | |
let xScale = points.length | |
let yScale = 1 | |
function frame() { | |
const start = performance.now() | |
gl.clearColor(0, 0, 0, 0) | |
gl.clear(gl.COLOR_BUFFER_BIT) | |
gl.uniformMatrix4fv(matrixU, false, [ | |
2 / xScale, 0, 0, -2 / xScale * x, | |
0, 2 / yScale, 0, -2 / yScale * y, | |
0, 0, 1, 0, | |
0, 0, 0, 1 | |
]) | |
gl.bindBuffer(gl.ARRAY_BUFFER, areaBuffer) | |
gl.vertexAttribPointer(posAttr, 2, gl.FLOAT, false, 0, 0) | |
gl.uniform4f(colorU, 0.3, 0.4, 0.6, 1) | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, areaArray.length / 2) | |
const error = gl.getError() | |
if (error) throw new Error(`WebGL error code: ${error}`) | |
const elapsed = performance.now() - start | |
avgTime = avgTime == 0 ? elapsed : (avgTime * 7 + elapsed) / 8 | |
if (i++ % 20 == 0) fps.textContent = `${Math.min(60, 1000 / avgTime) | 0}fps ${avgTime.toFixed(2)}ms` | |
handle = requestAnimationFrame(frame) | |
} | |
addEventListener("wheel", event => { | |
const s = event.deltaY * 0.003 | |
if (event.shiftKey) { | |
y += yScale * s * (event.clientY / canvas.height * devicePixelRatio - 0.5) | |
yScale *= 1 + s | |
} else { | |
x -= xScale * s * (event.clientX / canvas.width * devicePixelRatio - 0.5) | |
xScale *= 1 + s | |
} | |
}) | |
let down = false | |
canvas.addEventListener("mousedown", () => down = true) | |
addEventListener("mouseup", () => down = false) | |
addEventListener("mousemove", event => { | |
if (!down) return | |
x -= event.movementX * xScale / canvas.width | |
y += event.movementY * yScale / canvas.height | |
}) | |
addEventListener("blur", () => cancelAnimationFrame(handle)) | |
addEventListener("focus", () => (cancelAnimationFrame(handle), handle = requestAnimationFrame(frame))) | |
handle = requestAnimationFrame(frame) |
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