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plotluck

v0.3.0

Published

Many plots on one WebGL2 canvas: points and image data mapped to pixels at upload speed.

Readme

plotluck

Many plots, one WebGL2 canvas.

plotluck maps points and image data onto a canvas as fast as the GPU takes an upload. A page with thirty small charts usually pays thirty times for a canvas commit, a path build and a main-thread task. plotluck pays once: every plot is a rectangle and a GPU buffer, a new frame is a buffer upload, and one animation frame draws every visible plot.

import { createRenderer } from 'plotluck';

const renderer = createRenderer(); // throws without WebGL2; a worker can own it
const surface = renderer.surface(canvas); // any canvas, or an OffscreenCanvas handed to the worker
surface.setView({ x: 0, y: 0, zoom: 1, width, height, dpr: devicePixelRatio });

const line = surface.addLine();
line.setRect(20, 20, 320, 160);
line.push({ rows: [samples] });

It owns pixels and nothing else: no data sources, no sockets, no DOM, no text, no dependencies. What a plot shows, when it updates and how it is labelled are yours.

Install

npm install plotluck

The package builds dist/ (ES modules and declarations) on install.

The renderer and its surfaces

A renderer is one WebGL2 context, and every surface it makes is drawn by it: a browser allows a thread sixteen contexts and a worker four, so a page of panels cannot pay one per canvas. A frame draws the surfaces that changed side by side on one atlas canvas, and one bitmap handover brings each surface its picture on its own canvas, which holds a 2D context for that. Five surfaces of mixed size cost about half a millisecond a frame on a laptop GPU, and a surface that did not change costs nothing.

setView takes the pane in CSS pixels, a camera in world units and the device pixel ratio. Every plot's rect is in world units, so a host with a pan-and-zoom canvas moves the camera and the plots follow; a host without one passes zoom: 1 and x = y = 0. Plots outside the pane are culled, a lost context is restored, and overlapping plots draw in setOrder(z) order. A plot clears its rect to its background first; one whose background is transparent draws over what is already there.

Line plots

line.setBackground('#111111');
line.setSettings({ logX, logY, yAuto, yMin, yMax, points });
line.push({ rows: [Float32Array, ...], xs?, base? });
line.range();  // { xMin, xMax, yMin, yMax, scalar }: the numbers for your own labels
line.clear();  // background alone until the next push
line.remove();

Every row is one series, and every series is one instanced draw of line segments. A single row of length 1 is a scalar: a bar at x = value over a running range. Rows of interleaved min/max pairs with two xs per pair draw as the band they describe, so a decimated signal keeps its envelope. xs may instead hold one row per series, and with square set both axes share one window: a trajectory or a phase portrait, drawn without distortion.

The grid follows the window: 1-2-5 steps on a linear axis, decades with fainter mantissa lines on a log axis, each axis on its own.

Series colours are procedural. seriesColor(i) takes the hue that bisects the widest arc left by the series before it, at one OKLCH lightness and chroma per ring of eight, so any count stays distinct and a series keeps its colour when more are added. Use it for your legends.

Image plots

const image = surface.addImage();
image.setSettings({ lut: Uint8Array /* 256×3 */, stretch });
image.push({ values, width, height, channels, lo, hi });

One channel goes through the LUT, two draw as red and green, three as RGB, four as RGBA. An image keeps its aspect ratio inside its rect unless stretch is set.

Path plots

const path = surface.addPath();
path.push(paths().stroke([x0, y0, x1, y1, ...], width, '#c5c8d6').dot(x, y, diameter, rgba).build());

Strokes and round dots the host lays out itself, in fractions of the rect (x right, y down), each with a width and colour of its own: a diagram, a projection, a scaffold around another plot.

Field plots

const field = surface.addField();
field.setSettings({ lut, bands: 0 });
field.push({ points, affine, frame, disc, lo, hi });

A thin-plate spline over up to 128 weighted centres, read at every fragment of a disc and mapped through the LUT: a scalp map, a heat map over sparse sensors. The host solves the weights; the surface evaluates the field at the pixel, so the picture is as sharp as the rect is large. bands posterizes the window so the boundaries read as contour lines.

Develop

npm install
npm test      # the pure parts: rects, windows, grids, layout, palette
npm run check
npm run build

MIT.