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/* *
 *
 *  Copyright (c) 2019-2019 Highsoft AS
 *
 *  Boost module: stripped-down renderer for higher performance
 *
 *  License: highcharts.com/license
 *
 * */

'use strict';

import H from '../../parts/Globals.js';

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
     */
    function handleErrors() {
        if (errors.length) {
            H.error('[highcharts boost] shader error - ' + errors.join('\n'));
        }
    }

    /* String to shader program
     * @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
     */
    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
     */
    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.
     */
    function bind() {
        if (gl && shaderProgram) {
            gl.useProgram(shaderProgram);
        }
    }

    /*
     * Set a uniform value.
     * This uses a hash map to cache uniform locations.
     * @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
     * @param texture - the texture
     */
    function setTexture(texture) {
        if (gl && shaderProgram) {
            gl.uniform1i(uSamplerUniform, texture);
        }
    }

    /*
     * Set if inversion state
     * @flag is the state
     */
    function setInverted(flag) {
        if (gl && shaderProgram) {
            gl.uniform1i(isInverted, flag);
        }
    }

    /*
     * Enable/disable circle drawing
     */
    function setDrawAsCircle(flag) {
        if (gl && shaderProgram) {
            gl.uniform1i(isCircleUniform, flag ? 1 : 0);
        }
    }

    /*
     * Flush
     */
    function reset() {
        if (gl && shaderProgram) {
            gl.uniform1i(isBubbleUniform, 0);
            gl.uniform1i(isCircleUniform, 0);
        }
    }

    /*
     * Set bubble uniforms
     * @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.
     * @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
     */
    function setSkipTranslation(flag) {
        if (gl && shaderProgram) {
            gl.uniform1i(skipTranslationUniform, flag === true ? 1 : 0);
        }
    }

    /*
     * Set the perspective matrix
     * @param m {Matrix4x4} - the matrix
     */
    function setPMatrix(m) {
        if (gl && shaderProgram) {
            gl.uniformMatrix4fv(pUniform, false, m);
        }
    }

    /*
     * Set the point size.
     * @param p {float} - point size
     */
    function setPointSize(p) {
        if (gl && shaderProgram) {
            gl.uniform1f(psUniform, p);
        }
    }

    /*
     * Get the shader program handle
     * @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
    };
}

export default GLShader;

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