diff --git a/frontend/src/app/components/mempool-block-overview/block-scene.ts b/frontend/src/app/components/mempool-block-overview/block-scene.ts
new file mode 100644
index 000000000..343800dfc
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/block-scene.ts
@@ -0,0 +1,407 @@
+import TxSprite from './tx-sprite'
+import TxView from './tx-view'
+import { Square } from './sprite-types'
+
+export default class BlockScene {
+ scene: { count: number, offset: { x: number, y: number}};
+ txs: { [key: string]: TxView };
+ width: number;
+ height: number;
+ gridWidth: number;
+ gridHeight: number;
+ gridSize: number;
+ vbytesPerUnit: number;
+ unitPadding: number;
+ unitWidth: number;
+ initialised: boolean;
+ layout: BlockLayout;
+ dirty: boolean;
+
+ constructor ({ width, height, resolution, blockLimit }: { width: number, height: number, resolution: number, blockLimit: number}) {
+ this.init({ width, height, resolution, blockLimit })
+ }
+
+ destroy (): void {
+ Object.values(this.txs).forEach(tx => tx.destroy())
+ }
+
+ resize ({ width = this.width, height = this.height }: { width?: number, height?: number}): void {
+ this.width = width
+ this.height = height
+ this.gridSize = this.width / this.gridWidth
+ this.unitPadding = Math.floor(Math.max(1, width / 1000))
+ this.unitWidth = this.gridSize - (this.unitPadding * 2)
+
+ this.dirty = true
+ }
+
+ // Animate new block entering scene
+ enter (txs: TxView[], direction) {
+ this.replace(txs, [], direction)
+ }
+
+ // Animate block leaving scene
+ exit (direction: string): TxView[] {
+ const removed = []
+ const startTime = performance.now()
+ Object.values(this.txs).forEach(tx => {
+ this.remove(tx.txid, startTime, direction)
+ removed.push(tx)
+ })
+ return removed
+ }
+
+ // Reset layout and replace with new set of transactions
+ replace (txs: TxView[], remove: TxView[], direction: string = 'left'): void {
+ const startTime = performance.now()
+ this.removeBatch(remove.map(tx => tx.txid), startTime, direction)
+
+ // clean up sprites
+ setTimeout(() => {
+ remove.forEach(tx => {
+ tx.destroy()
+ })
+ }, 1000)
+
+ this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
+
+ txs.sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
+ this.insert(tx, startTime, direction)
+ })
+ }
+
+ private init ({ width, height, resolution, blockLimit }: { width: number, height: number, resolution: number, blockLimit: number}): void {
+ this.scene = {
+ count: 0,
+ offset: {
+ x: 0,
+ y: 0
+ }
+ }
+
+ // Set the scale of the visualization (with a 5% margin)
+ this.vbytesPerUnit = blockLimit / Math.pow(resolution / 1.05, 2)
+ this.gridWidth = resolution
+ this.gridHeight = resolution
+ this.resize({ width, height })
+ this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
+
+ this.txs = {}
+
+ this.initialised = true
+ this.dirty = true
+ }
+
+ private insert (tx: TxView, startTime: number, direction: string = 'left'): void {
+ this.txs[tx.txid] = tx
+ this.place(tx)
+ this.updateTx(tx, startTime, direction)
+ }
+
+ private updateTx (tx: TxView, startTime: number, direction: string = 'left'): void {
+ if (tx.dirty || this.dirty) {
+ this.saveGridToScreenPosition(tx)
+ this.setTxOnScreen(tx, startTime, direction)
+ }
+ }
+
+ private setTxOnScreen (tx: TxView, startTime: number, direction: string = 'left'): void {
+ if (!tx.initialised) {
+ const txColor = tx.getColor()
+ tx.update({
+ display: {
+ position: {
+ x: tx.screenPosition.x + (direction == 'right' ? -this.width : this.width) * 1.4,
+ y: tx.screenPosition.y,
+ s: tx.screenPosition.s
+ },
+ color: txColor,
+ },
+ start: startTime,
+ delay: 0,
+ })
+ tx.update({
+ display: {
+ position: tx.screenPosition,
+ color: txColor
+ },
+ duration: 1000,
+ start: startTime,
+ delay: 50,
+ })
+ } else {
+ tx.update({
+ display: {
+ position: tx.screenPosition
+ },
+ duration: 1000,
+ minDuration: 1000,
+ start: startTime,
+ delay: 50,
+ })
+ }
+ }
+
+ private updateAll (startTime: number, direction: string = 'left'): void {
+ this.scene.count = 0
+ const ids = this.getTxList()
+ startTime = startTime || performance.now()
+ for (let i = 0; i < ids.length; i++) {
+ this.updateTx(this.txs[ids[i]], startTime, direction)
+ }
+ this.dirty = false
+ }
+
+ private remove (id: string, startTime: number, direction: string = 'left'): TxView | void {
+ const tx = this.txs[id]
+ if (tx) {
+ this.layout.remove(tx)
+ tx.update({
+ display: {
+ position: {
+ x: tx.screenPosition.x + (direction == 'right' ? this.width : -this.width) * 1.4,
+ y: this.txs[id].screenPosition.y,
+ }
+ },
+ duration: 1000,
+ start: startTime,
+ delay: 50
+ })
+ }
+ delete this.txs[id]
+ return tx
+ }
+
+ private getTxList (): string[] {
+ return Object.keys(this.txs)
+ }
+
+ private saveGridToScreenPosition (tx: TxView): void {
+ tx.screenPosition = this.gridToScreen(tx.gridPosition)
+ }
+
+ // convert grid coordinates to screen coordinates
+ private gridToScreen (position: Square | void): Square {
+ if (position) {
+ const slotSize = (position.s * this.gridSize)
+ const squareSize = slotSize - (this.unitPadding * 2)
+
+ // The grid is laid out notionally left-to-right, bottom-to-top
+ // So we rotate 90deg counterclockwise then flip the y axis
+ //
+ // grid screen
+ // ________ ________ ________
+ // | | | b| | a|
+ // | | rotate | | flip | c |
+ // | c | --> | c | --> | |
+ // |a______b| |_______a| |_______b|
+ return {
+ x: this.width + (this.unitPadding * 2) - (this.gridSize * position.y) - slotSize,
+ y: this.height - ((this.gridSize * position.x) + (slotSize - this.unitPadding)),
+ s: squareSize
+ }
+ } else {
+ return { x: 0, y: 0, s: 0 }
+ }
+ }
+
+ // calculates and returns the size of the tx in multiples of the grid size
+ private txSize (tx: TxView): number {
+ let scale = Math.max(1,Math.round(Math.sqrt(tx.vsize / this.vbytesPerUnit)))
+ return Math.min(this.gridWidth, Math.max(1, scale)) // bound between 1 and the max displayable size (just in case!)
+ }
+
+ private place (tx: TxView): void {
+ const size = this.txSize(tx)
+ this.layout.insert(tx, size)
+ }
+
+ private removeBatch (ids: string[], startTime: number, direction: string = 'left'): (TxView | void)[] {
+ if (!startTime) startTime = performance.now()
+ return ids.map(id => {
+ return this.remove(id, startTime, direction)
+ }).filter(tx => !!tx)
+ }
+}
+
+
+class Slot {
+ l: number
+ r: number
+ w: number
+
+ constructor (l: number, r: number) {
+ this.l = l
+ this.r = r
+ this.w = r - l
+ }
+
+ intersects (slot: Slot): boolean {
+ return !((slot.r <= this.l) || (slot.l >= this.r))
+ }
+
+ subtract (slot: Slot): Slot[] | void {
+ if (this.intersects(slot)) {
+ // from middle
+ if (slot.l > this.l && slot.r < this.r) {
+ return [
+ new Slot(this.l, slot.l),
+ new Slot(slot.r, this.r)
+ ]
+ } // totally covered
+ else if (slot.l <= this.l && slot.r >= this.r) {
+ return []
+ } // from left side
+ else if (slot.l <= this.l) {
+ if (slot.r == this.r) return []
+ else return [new Slot(slot.r, this.r)]
+ } // from right side
+ else if (slot.r >= this.r) {
+ if (slot.l == this.l) return []
+ else return [new Slot(this.l, slot.l)]
+ }
+ } else return [this]
+ }
+}
+
+class TxSlot extends Slot {
+ tx: TxView
+
+ constructor (l: number, r: number, tx: TxView) {
+ super(l, r)
+ this.tx = tx
+ }
+}
+
+class Row {
+ y: number
+ w: number
+ filled: TxSlot[]
+ slots: Slot[]
+
+
+ constructor (y: number, width: number) {
+ this.y = y
+ this.w = width
+ this.filled = []
+ this.slots = [new Slot(0, this.w)]
+ }
+
+ // insert a transaction w/ given width into row starting at position x
+ insert (x: number, w: number, tx: TxView): void {
+ const newSlot = new TxSlot(x, x + w, tx)
+ // insert into filled list
+ let index = this.filled.findIndex((slot) => { return slot.l >= newSlot.r })
+ if (index < 0) index = this.filled.length
+ this.filled.splice(index || 0, 0, newSlot)
+ // subtract from overlapping slots
+ for (let i = 0; i < this.slots.length; i++) {
+ if (newSlot.intersects(this.slots[i])) {
+ const diff = this.slots[i].subtract(newSlot)
+ if (diff) {
+ this.slots.splice(i, 1, ...diff)
+ i += diff.length - 1
+ }
+ }
+ }
+ }
+
+ remove (x: number, w: number): void {
+ const txIndex = this.filled.findIndex((slot) => { return slot.l == x })
+ this.filled.splice(txIndex, 1)
+
+ const newSlot = new Slot(x, x + w)
+ let slotIndex = this.slots.findIndex((slot) => { return slot.l >= newSlot.r })
+ if (slotIndex < 0) slotIndex = this.slots.length
+ this.slots.splice(slotIndex || 0, 0, newSlot)
+ this.normalize()
+ }
+
+ // merge any contiguous empty slots
+ private normalize (): void {
+ for (let i = 0; i < this.slots.length - 1; i++) {
+ if (this.slots[i].r == this.slots[i+1].l) {
+ this.slots[i].r = this.slots[i+1].r
+ this.slots[i].w += this.slots[i+1].w
+ this.slots.splice(i+1, 1)
+ i--
+ }
+ }
+ }
+}
+
+class BlockLayout {
+ width: number;
+ height: number;
+ rows: Row[];
+ txPositions: { [key: string]: Square }
+
+
+ constructor ({ width, height } : { width: number, height: number }) {
+ this.width = width
+ this.height = height
+ this.rows = [new Row(0, this.width)]
+ this.txPositions = {}
+ }
+
+ addRow (): void {
+ this.rows.push(new Row(this.rows.length, this.width))
+ }
+
+ remove (tx: TxView) {
+ const position = this.txPositions[tx.txid]
+ if (position) {
+ for (let y = position.y; y < position.y + position.s && y < this.rows.length; y++) {
+ this.rows[y].remove(position.x, position.s)
+ }
+ }
+ delete this.txPositions[tx.txid]
+ }
+
+ insert (tx: TxView, width: number): Square {
+ const fit = this.fit(tx, width)
+
+ // insert the tx into rows at that position
+ for (let y = fit.y; y < fit.y + width; y++) {
+ if (y >= this.rows.length) this.addRow()
+ this.rows[y].insert(fit.x, width, tx)
+ }
+ const position = { x: fit.x, y: fit.y, s: width }
+ this.txPositions[tx.txid] = position
+ tx.applyGridPosition(position)
+ return position
+ }
+
+ // Find the first slot large enough to hold a transaction of this size
+ fit (tx: TxView, width: number): Square {
+ let fit
+ for (let y = 0; y < this.rows.length && !fit; y++) {
+ fit = this.findFit(0, this.width, y, y, width)
+ }
+ // fall back to placing tx in a new row at the top of the layout
+ if (!fit) {
+ fit = { x: 0, y: this.rows.length }
+ }
+ return fit
+ }
+
+ // recursively check rows to see if there's space for a tx (depth-first)
+ // left/right: initial column boundaries to check
+ // row: current row to check
+ // start: starting row
+ // size: size of space needed
+ findFit (left: number, right: number, row: number, start: number, size: number) : Square {
+ if ((row - start) >= size || row >= this.rows.length) {
+ return { x: left, y: start }
+ }
+ for (let i = 0; i < this.rows[row].slots.length; i++) {
+ const slot = this.rows[row].slots[i]
+ const l = Math.max(left, slot.l)
+ const r = Math.min(right, slot.r)
+ if (r - l >= size) {
+ const fit = this.findFit(l, r, row + 1, start, size)
+ if (fit) return fit
+ }
+ }
+ }
+}
diff --git a/frontend/src/app/components/mempool-block-overview/fast-vertex-array.ts b/frontend/src/app/components/mempool-block-overview/fast-vertex-array.ts
new file mode 100644
index 000000000..6bd025fdd
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/fast-vertex-array.ts
@@ -0,0 +1,103 @@
+/*
+ Utility class for access and management of low-level sprite data
+
+ Maintains a single Float32Array of sprite data, keeping track of empty slots
+ to allow constant-time insertion and deletion
+
+ Automatically resizes by copying to a new, larger Float32Array when necessary,
+ or compacting into a smaller Float32Array when there's space to do so.
+*/
+
+import TxSprite from './tx-sprite'
+
+export class FastVertexArray {
+ length: number;
+ count: number;
+ stride: number;
+ sprites: TxSprite[];
+ data: Float32Array;
+ freeSlots: number[];
+ lastSlot: number;
+
+ constructor (length, stride) {
+ this.length = length
+ this.count = 0
+ this.stride = stride
+ this.sprites = []
+ this.data = new Float32Array(this.length * this.stride)
+ this.freeSlots = []
+ this.lastSlot = 0
+ }
+
+ insert (sprite: TxSprite): number {
+ this.count++
+
+ let position
+ if (this.freeSlots.length) {
+ position = this.freeSlots.shift()
+ } else {
+ position = this.lastSlot
+ this.lastSlot++
+ if (this.lastSlot > this.length) {
+ this.expand()
+ }
+ }
+ this.sprites[position] = sprite
+ return position
+ }
+
+ remove (index: number): void {
+ this.count--
+ this.clearData(index)
+ this.freeSlots.push(index)
+ this.sprites[index] = null
+ if (this.length > 2048 && this.count < (this.length * 0.4)) this.compact()
+ }
+
+ setData (index: number, dataChunk: number[]): void {
+ this.data.set(dataChunk, (index * this.stride))
+ }
+
+ clearData (index: number): void {
+ this.data.fill(0, (index * this.stride), ((index+1) * this.stride))
+ }
+
+ getData (index: number): Float32Array {
+ return this.data.subarray(index, this.stride)
+ }
+
+ expand (): void {
+ this.length *= 2
+ const newData = new Float32Array(this.length * this.stride)
+ newData.set(this.data)
+ this.data = newData
+ }
+
+ compact (): void {
+ // New array length is the smallest power of 2 larger than the sprite count (but no smaller than 512)
+ const newLength = Math.max(512, Math.pow(2, Math.ceil(Math.log2(this.count))))
+ if (newLength != this.length) {
+ this.length = newLength
+ this.data = new Float32Array(this.length * this.stride)
+ let sprite
+ const newSprites = []
+ let i = 0
+ for (var index in this.sprites) {
+ sprite = this.sprites[index]
+ if (sprite) {
+ newSprites.push(sprite)
+ sprite.moveVertexPointer(i)
+ sprite.compile()
+ i++
+ }
+ }
+ this.sprites = newSprites
+ this.freeSlots = []
+ this.lastSlot = i
+ }
+ }
+
+ getVertexData (): Float32Array {
+ return this.data
+ }
+}
diff --git a/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.html b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.html
index 275580f97..275cc8833 100644
--- a/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.html
+++ b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.html
@@ -1,3 +1,3 @@
-
{{ mempoolBlock.transactions.length }}
+
diff --git a/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.scss b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.scss
new file mode 100644
index 000000000..d14af382f
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.scss
@@ -0,0 +1,15 @@
+.mempool-block-overview {
+ position: relative;
+ width: 100%;
+ padding-bottom: 100%;
+ background: #181b2d;
+}
+
+.block-overview {
+ position: absolute;
+ left: 0;
+ right: 0;
+ top: 0;
+ bottom: 0;
+ overflow: hidden;
+}
diff --git a/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.ts b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.ts
index 9f7e3dbc2..9f2b99034 100644
--- a/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.ts
+++ b/frontend/src/app/components/mempool-block-overview/mempool-block-overview.component.ts
@@ -1,25 +1,48 @@
-import { Component, Input, OnInit, OnDestroy, OnChanges, ChangeDetectionStrategy } from '@angular/core';
+import { Component, ElementRef, ViewChild, HostListener, Input, OnInit, OnDestroy, OnChanges, ChangeDetectionStrategy, NgZone } from '@angular/core';
import { StateService } from 'src/app/services/state.service';
import { MempoolBlockWithTransactions } from 'src/app/interfaces/websocket.interface';
import { Observable, Subscription } from 'rxjs';
import { WebsocketService } from 'src/app/services/websocket.service';
+import { FastVertexArray } from './fast-vertex-array';
+import BlockScene from './block-scene';
+import TxSprite from './tx-sprite';
+import TxView from './tx-view';
@Component({
selector: 'app-mempool-block-overview',
templateUrl: './mempool-block-overview.component.html',
- styleUrls: [],
+ styleUrls: ['./mempool-block-overview.component.scss'],
changeDetection: ChangeDetectionStrategy.OnPush,
})
export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChanges {
@Input() index: number;
+ @ViewChild('blockCanvas')
+ canvas: ElementRef;
+
+ gl: WebGLRenderingContext;
+ animationFrameRequest: number;
+ displayWidth: number;
+ displayHeight: number;
+ shaderProgram: WebGLProgram;
+ vertexArray: FastVertexArray;
+ running: boolean;
+ scene: BlockScene;
+ txViews: { [key: string]: TxView };
+ lastBlockHeight: number;
+ blockIndex: number;
+
sub: Subscription;
mempoolBlock$: Observable;
constructor(
public stateService: StateService,
private websocketService: WebsocketService,
- ) { }
+ readonly _ngZone: NgZone,
+ ) {
+ this.vertexArray = new FastVertexArray(512, TxSprite.dataSize)
+ this.txViews = {}
+ }
ngOnInit(): void {
this.websocketService.startTrackMempoolBlock(this.index);
@@ -29,8 +52,18 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
})
}
+ ngAfterViewInit(): void {
+ this.canvas.nativeElement.addEventListener("webglcontextlost", this.handleContextLost, false)
+ this.canvas.nativeElement.addEventListener("webglcontextrestored", this.handleContextRestored, false)
+ this.gl = this.canvas.nativeElement.getContext('webgl')
+ this.initCanvas()
+
+ this.resizeCanvas()
+ }
+
ngOnChanges(changes): void {
if (changes.index) {
+ this.clearBlock(changes.index.currentValue)
this.websocketService.startTrackMempoolBlock(changes.index.currentValue);
}
}
@@ -40,7 +73,271 @@ export class MempoolBlockOverviewComponent implements OnInit, OnDestroy, OnChang
this.websocketService.stopTrackMempoolBlock();
}
+ clearBlock(index: number): void {
+ if (this.scene && index != this.blockIndex) {
+ const direction = (this.blockIndex == null || this.index < this.blockIndex) ? 'left' : 'right'
+ const removed = this.scene.exit(direction)
+ setTimeout(() => {
+ removed.forEach(tx => tx.destroy())
+ }, 1000)
+ this.txViews = {}
+ this.scene = null
+ }
+ }
+
updateBlock(block: MempoolBlockWithTransactions): void {
-
+ if (!this.scene) {
+ this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: 75, blockLimit: this.stateService.blockVSize })
+ }
+ const blockMined = (this.stateService.latestBlockHeight > this.lastBlockHeight)
+
+ const nextIds = {}
+ let remove = []
+ let add = []
+ block.transactions.forEach(tx => {
+ nextIds[tx.txid] = true
+ })
+
+ // List old transactions to remove
+ Object.keys(this.txViews).forEach(txid => {
+ if (!nextIds[txid]) {
+ remove.push(this.txViews[txid])
+ delete this.txViews[txid]
+ }
+ })
+
+ // List new transactions to add
+ block.transactions.forEach(tx => {
+ if (!this.txViews[tx.txid]) {
+ const txView = new TxView(tx, this.vertexArray)
+ this.txViews[tx.txid] = txView
+ add.push(txView)
+ }
+ })
+
+ if (this.blockIndex != this.index) {
+ const direction = (this.blockIndex == null || this.index < this.blockIndex) ? 'left' : 'right'
+ this.scene.enter(Object.values(this.txViews), direction)
+ } else if (blockMined) {
+ this.scene.replace(Object.values(this.txViews), remove, 'right')
+ } else {
+ this.scene.replace(Object.values(this.txViews), remove, 'left')
+ }
+
+ this.lastBlockHeight = this.stateService.latestBlockHeight
+ this.blockIndex = this.index
+ }
+
+ initCanvas (): void {
+ this.gl.clearColor(0.0, 0.0, 0.0, 0.0)
+ this.gl.clear(this.gl.COLOR_BUFFER_BIT)
+
+ const shaderSet = [
+ {
+ type: this.gl.VERTEX_SHADER,
+ src: vertShaderSrc
+ },
+ {
+ type: this.gl.FRAGMENT_SHADER,
+ src: fragShaderSrc
+ }
+ ]
+
+ this.shaderProgram = this.buildShaderProgram(shaderSet)
+
+ this.gl.useProgram(this.shaderProgram)
+
+ // Set up alpha blending
+ this.gl.enable(this.gl.BLEND);
+ this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
+
+ const glBuffer = this.gl.createBuffer()
+ this.gl.bindBuffer(this.gl.ARRAY_BUFFER, glBuffer)
+
+ /* SET UP SHADER ATTRIBUTES */
+ Object.keys(attribs).forEach((key, i) => {
+ attribs[key].pointer = this.gl.getAttribLocation(this.shaderProgram, key)
+ this.gl.enableVertexAttribArray(attribs[key].pointer);
+ })
+
+ this.start()
+ }
+
+ handleContextLost(event): void {
+ event.preventDefault()
+ cancelAnimationFrame(this.animationFrameRequest)
+ this.animationFrameRequest = null
+ this.running = false
+ }
+
+ handleContextRestored(event): void {
+ this.initCanvas()
+ }
+
+ @HostListener('window:resize', ['$event'])
+ resizeCanvas(): void {
+ this.displayWidth = this.canvas.nativeElement.parentElement.clientWidth
+ this.displayHeight = this.canvas.nativeElement.parentElement.clientHeight
+ this.canvas.nativeElement.width = this.displayWidth
+ this.canvas.nativeElement.height = this.displayHeight
+ if (this.gl) this.gl.viewport(0, 0, this.canvas.nativeElement.width, this.canvas.nativeElement.height)
+ if (this.scene) this.scene.resize({ width: this.displayWidth, height: this.displayHeight })
+ }
+
+ compileShader(src, type): WebGLShader {
+ let shader = this.gl.createShader(type)
+
+ this.gl.shaderSource(shader, src)
+ this.gl.compileShader(shader)
+
+ if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
+ console.log(`Error compiling ${type === this.gl.VERTEX_SHADER ? "vertex" : "fragment"} shader:`)
+ console.log(this.gl.getShaderInfoLog(shader))
+ }
+ return shader
+ }
+
+ buildShaderProgram(shaderInfo): WebGLProgram {
+ let program = this.gl.createProgram()
+
+ shaderInfo.forEach((desc) => {
+ let shader = this.compileShader(desc.src, desc.type)
+ if (shader) {
+ this.gl.attachShader(program, shader)
+ }
+ })
+
+ this.gl.linkProgram(program)
+
+ if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
+ console.log("Error linking shader program:")
+ console.log(this.gl.getProgramInfoLog(program))
+ }
+
+ return program
+ }
+
+ start(): void {
+ this.running = true
+ this._ngZone.runOutsideAngular(() => this.run())
+ }
+
+ run (now?: DOMHighResTimeStamp): void {
+ if (!now) {
+ now = performance.now()
+ }
+
+ /* SET UP SHADER UNIFORMS */
+ // screen dimensions
+ this.gl.uniform2f(this.gl.getUniformLocation(this.shaderProgram, 'screenSize'), this.displayWidth, this.displayHeight)
+ // frame timestamp
+ this.gl.uniform1f(this.gl.getUniformLocation(this.shaderProgram, 'now'), now)
+
+ /* SET UP SHADER ATTRIBUTES */
+ Object.keys(attribs).forEach((key, i) => {
+ this.gl.vertexAttribPointer(attribs[key].pointer,
+ attribs[key].count, // number of primitives in this attribute
+ this.gl[attribs[key].type], // type of primitive in this attribute (e.g. gl.FLOAT)
+ false, // never normalised
+ stride, // distance between values of the same attribute
+ attribs[key].offset); // offset of the first value
+ })
+
+ const pointArray = this.vertexArray.getVertexData()
+
+ if (pointArray.length) {
+ this.gl.bufferData(this.gl.ARRAY_BUFFER, pointArray, this.gl.DYNAMIC_DRAW)
+ this.gl.drawArrays(this.gl.TRIANGLES, 0, pointArray.length / TxSprite.vertexSize)
+ }
+
+ /* LOOP */
+ if (this.running) {
+ if (this.animationFrameRequest) {
+ cancelAnimationFrame(this.animationFrameRequest)
+ this.animationFrameRequest = null
+ }
+ this.animationFrameRequest = requestAnimationFrame(() => this.run());
+ }
}
}
+
+// WebGL shader attributes
+const attribs = {
+ offset: { type: 'FLOAT', count: 2, pointer: null, offset: 0 },
+ posX: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ posY: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ posR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ colR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ colG: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ colB: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
+ colA: { type: 'FLOAT', count: 4, pointer: null, offset: 0 }
+}
+// Calculate the number of bytes per vertex based on specified attributes
+const stride = Object.values(attribs).reduce((total, attrib) => {
+ return total + (attrib.count * 4)
+}, 0)
+// Calculate vertex attribute offsets
+for (let i = 0, offset = 0; i < Object.keys(attribs).length; i++) {
+ let attrib = Object.values(attribs)[i]
+ attrib.offset = offset
+ offset += (attrib.count * 4)
+}
+
+const vertShaderSrc = `
+varying lowp vec4 vColor;
+
+// each attribute contains [x: startValue, y: endValue, z: startTime, w: rate]
+// shader interpolates between start and end values at the given rate, from the given time
+
+attribute vec2 offset;
+attribute vec4 posX;
+attribute vec4 posY;
+attribute vec4 posR;
+attribute vec4 colR;
+attribute vec4 colG;
+attribute vec4 colB;
+attribute vec4 colA;
+
+uniform vec2 screenSize;
+uniform float now;
+
+float smootherstep(float x) {
+ x = clamp(x, 0.0, 1.0);
+ float ix = 1.0 - x;
+ x = x * x;
+ return x / (x + ix * ix);
+}
+
+float interpolateAttribute(vec4 attr) {
+ float d = (now - attr.z) * attr.w;
+ float delta = smootherstep(d);
+ return mix(attr.x, attr.y, delta);
+}
+
+void main() {
+ vec4 screenTransform = vec4(2.0 / screenSize.x, 2.0 / screenSize.y, -1.0, -1.0);
+ // vec4 screenTransform = vec4(1.0 / screenSize.x, 1.0 / screenSize.y, -0.5, -0.5);
+
+ float radius = interpolateAttribute(posR);
+ vec2 position = vec2(interpolateAttribute(posX), interpolateAttribute(posY)) + (radius * offset);
+
+ gl_Position = vec4(position * screenTransform.xy + screenTransform.zw, 1.0, 1.0);
+
+ float red = interpolateAttribute(colR);
+ float green = interpolateAttribute(colG);
+ float blue = interpolateAttribute(colB);
+ float alpha = interpolateAttribute(colA);
+
+ vColor = vec4(red, green, blue, alpha);
+}
+`
+
+const fragShaderSrc = `
+varying lowp vec4 vColor;
+
+void main() {
+ gl_FragColor = vColor;
+ // premultiply alpha
+ gl_FragColor.rgb *= gl_FragColor.a;
+}
+`
diff --git a/frontend/src/app/components/mempool-block-overview/sprite-types.ts b/frontend/src/app/components/mempool-block-overview/sprite-types.ts
new file mode 100644
index 000000000..149ac1bc0
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/sprite-types.ts
@@ -0,0 +1,73 @@
+export type Position = {
+ x: number,
+ y: number,
+}
+
+export type Square = Position & {
+ s?: number
+}
+
+export type Color = {
+ r: number,
+ g: number,
+ b: number,
+ a: number,
+}
+
+export type InterpolatedAttribute = {
+ a: number,
+ b: number,
+ t: number,
+ v: number,
+ d: number
+}
+
+export type Update = Position & { s: number } & Color
+
+export type Attributes = {
+ x: InterpolatedAttribute,
+ y: InterpolatedAttribute,
+ s: InterpolatedAttribute,
+ r: InterpolatedAttribute,
+ g: InterpolatedAttribute,
+ b: InterpolatedAttribute,
+ a: InterpolatedAttribute
+}
+
+export type OptionalAttributes = {
+ x?: InterpolatedAttribute,
+ y?: InterpolatedAttribute,
+ s?: InterpolatedAttribute,
+ r?: InterpolatedAttribute,
+ g?: InterpolatedAttribute,
+ b?: InterpolatedAttribute,
+ a?: InterpolatedAttribute
+}
+export type SpriteUpdateParams = {
+ x?: number,
+ y?: number,
+ s?: number,
+ r?: number,
+ g?: number,
+ b?: number,
+ a?: number
+ start?: DOMHighResTimeStamp,
+ duration?: number,
+ minDuration?: number,
+ adjust?: boolean,
+ temp?: boolean
+}
+
+export type ViewUpdateParams = {
+ display: {
+ position?: Square,
+ color?: Color,
+ },
+ duration?: number,
+ minDuration?: number,
+ delay?: number,
+ start?: number,
+ jitter?: number,
+ state?: string,
+ adjust?: boolean
+}
diff --git a/frontend/src/app/components/mempool-block-overview/tx-sprite.ts b/frontend/src/app/components/mempool-block-overview/tx-sprite.ts
new file mode 100644
index 000000000..3145a8ea2
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/tx-sprite.ts
@@ -0,0 +1,211 @@
+import { FastVertexArray } from './fast-vertex-array'
+import { InterpolatedAttribute, Attributes, OptionalAttributes, SpriteUpdateParams, Update } from './sprite-types'
+
+const attribKeys = ['a', 'b', 't', 'v']
+const updateKeys = ['x', 'y', 's', 'r', 'g', 'b', 'a']
+
+export default class TxSprite {
+ vertexArray: FastVertexArray;
+ vertexPointer: number;
+ vertexData: number[];
+ updateMap: Update;
+ attributes: Attributes;
+ tempAttributes: OptionalAttributes;
+
+ static vertexSize: number = 30;
+ static vertexCount: number = 6;
+ static dataSize: number = (30*6);
+
+ constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray) {
+ const offsetTime = params.start
+ this.vertexArray = vertexArray
+ this.vertexData = Array(VI.length).fill(0)
+ this.updateMap = {
+ x: 0, y: 0, s: 0, r: 0, g: 0, b: 0, a: 0
+ }
+
+ this.attributes = {
+ x: { a: params.x, b: params.x, t: offsetTime, v: 0, d: 0 },
+ y: { a: params.y, b: params.y, t: offsetTime, v: 0, d: 0 },
+ s: { a: params.s, b: params.s, t: offsetTime, v: 0, d: 0 },
+ r: { a: params.r, b: params.r, t: offsetTime, v: 0, d: 0 },
+ g: { a: params.g, b: params.g, t: offsetTime, v: 0, d: 0 },
+ b: { a: params.b, b: params.b, t: offsetTime, v: 0, d: 0 },
+ a: { a: params.a, b: params.a, t: offsetTime, v: 0, d: 0 },
+ }
+
+ // Used to temporarily modify the sprite, so that the base view can be resumed later
+ this.tempAttributes = null
+
+ this.vertexPointer = this.vertexArray.insert(this)
+
+ this.compile()
+ }
+
+ private interpolateAttributes (updateMap: Update, attributes: OptionalAttributes, offsetTime: DOMHighResTimeStamp, v: number, duration: number, minDuration: number, adjust: boolean): void {
+ for (const key of Object.keys(updateMap)) {
+ // for each non-null attribute:
+ if (updateMap[key] != null) {
+ // calculate current interpolated value, and set as 'from'
+ interpolateAttributeStart(attributes[key], offsetTime)
+ // update start time
+ attributes[key].t = offsetTime
+
+ if (!adjust || (duration && attributes[key].d == 0)) {
+ attributes[key].v = v
+ attributes[key].d = duration
+ } else if (minDuration > attributes[key].d) {
+ // enforce minimum transition duration
+ attributes[key].v = 1 / minDuration
+ attributes[key].d = minDuration
+ }
+ // set 'to' to target value
+ attributes[key].b = updateMap[key]
+ }
+ }
+ }
+
+ /*
+ params:
+ x, y, s: position & size of the sprite
+ r, g, b, a: color & opacity
+ start: performance.now() timestamp, when to start the transition
+ duration: of the tweening animation
+ adjust: if true, alter the target value of any conflicting transitions without changing the duration
+ minDuration: minimum remaining transition duration when adjust = true
+ temp: if true, this update is only temporary (can be reversed with 'resume')
+ */
+ update (params: SpriteUpdateParams): void {
+ const offsetTime = params.start || performance.now()
+ const v = params.duration > 0 ? (1 / params.duration) : 0
+
+ updateKeys.forEach(key => {
+ this.updateMap[key] = params[key]
+ })
+
+ const isModified = !!this.tempAttributes
+ if (!params.temp) {
+ this.interpolateAttributes(this.updateMap, this.attributes, offsetTime, v, params.duration, params.minDuration, params.adjust)
+ } else {
+ if (!isModified) { // set up tempAttributes
+ this.tempAttributes = {}
+ for (const key of Object.keys(this.updateMap)) {
+ if (this.updateMap[key] != null) {
+ this.tempAttributes[key] = { ...this.attributes[key] }
+ }
+ }
+ }
+ this.interpolateAttributes(this.updateMap, this.tempAttributes, offsetTime, v, params.duration, params.minDuration, params.adjust)
+ }
+
+ this.compile()
+ }
+
+ // Transition back from modified state back to base attributes
+ resume (duration: number, start : DOMHighResTimeStamp = performance.now()): void {
+ // If not in modified state, there's nothing to do
+ if (!this.tempAttributes) return
+
+ const offsetTime = start
+ const v = duration > 0 ? (1 / duration) : 0
+
+ for (const key of Object.keys(this.tempAttributes)) {
+ // If this base attribute is static (fixed or post-transition), transition smoothly back
+ if (this.attributes[key].v == 0 || (this.attributes[key].t + this.attributes[key].d) <= start) {
+ // calculate current interpolated value, and set as 'from'
+ interpolateAttributeStart(this.tempAttributes[key], offsetTime)
+ this.attributes[key].a = this.tempAttributes[key].a
+ this.attributes[key].t = offsetTime
+ this.attributes[key].v = v
+ this.attributes[key].d = duration
+ }
+ }
+
+ this.tempAttributes = null
+
+ this.compile()
+ }
+
+ // Write current state into the graphics vertex array for rendering
+ compile (): void {
+ let attributes = this.attributes
+ if (this.tempAttributes) {
+ attributes = {
+ ...this.attributes,
+ ...this.tempAttributes
+ }
+ }
+ const size = attributes.s
+
+ // update vertex data in place
+ // ugly, but avoids overhead of allocating large temporary arrays
+ const vertexStride = VI.length + 2
+ for (let vertex = 0; vertex < 6; vertex++) {
+ this.vertexData[vertex * vertexStride] = vertexOffsetFactors[vertex][0]
+ this.vertexData[(vertex * vertexStride) + 1] = vertexOffsetFactors[vertex][1]
+ for (let step = 0; step < VI.length; step++) {
+ // components of each field in the vertex array are defined by an entry in VI:
+ // VI[i].a is the attribute, VI[i].f is the inner field, VI[i].offA and VI[i].offB are offset factors
+ this.vertexData[(vertex * vertexStride) + step + 2] = attributes[VI[step].a][VI[step].f]
+ }
+ }
+
+ this.vertexArray.setData(this.vertexPointer, this.vertexData)
+ }
+
+ moveVertexPointer (index: number): void {
+ this.vertexPointer = index
+ }
+
+ destroy (): void {
+ this.vertexArray.remove(this.vertexPointer)
+ this.vertexPointer = null
+ }
+}
+
+// expects 0 <= x <= 1
+function smootherstep(x: number): number {
+ let ix = 1 - x;
+ x = x * x
+ return x / (x + ix * ix)
+}
+
+function interpolateAttributeStart(attribute: InterpolatedAttribute, start: DOMHighResTimeStamp): void {
+ if (attribute.v == 0 || (attribute.t + attribute.d) <= start) {
+ // transition finished, next transition starts from current end state
+ // (clamp to 1)
+ attribute.a = attribute.b
+ attribute.v = 0
+ attribute.d = 0
+ } else if (attribute.t > start) {
+ // transition not started
+ // (clamp to 0)
+ } else {
+ // transition in progress
+ // (interpolate)
+ let progress = (start - attribute.t)
+ let delta = smootherstep(progress / attribute.d)
+ attribute.a = attribute.a + (delta * (attribute.b - attribute.a))
+ attribute.d = attribute.d - progress
+ attribute.v = 1 / attribute.d
+ }
+}
+
+const vertexOffsetFactors = [
+ [0,0],
+ [1,1],
+ [1,0],
+ [0,0],
+ [1,1],
+ [0,1]
+]
+
+const VI = []
+updateKeys.forEach((attribute, aIndex) => {
+ attribKeys.forEach(field => {
+ VI.push({
+ a: attribute,
+ f: field
+ })
+ })
+})
diff --git a/frontend/src/app/components/mempool-block-overview/tx-view.ts b/frontend/src/app/components/mempool-block-overview/tx-view.ts
new file mode 100644
index 000000000..554d29055
--- /dev/null
+++ b/frontend/src/app/components/mempool-block-overview/tx-view.ts
@@ -0,0 +1,143 @@
+import TxSprite from './tx-sprite'
+import { FastVertexArray } from './fast-vertex-array'
+import { TransactionStripped } from 'src/app/interfaces/websocket.interface';
+import { SpriteUpdateParams, Square, Color, ViewUpdateParams } from './sprite-types'
+import { feeLevels, mempoolFeeColors } from 'src/app/app.constants';
+
+const hoverTransitionTime = 300
+const defaultHoverColor = hexToColor('1bd8f4')
+
+// convert from this class's update format to TxSprite's update format
+function toSpriteUpdate({display, duration, delay, start, adjust} : ViewUpdateParams): SpriteUpdateParams {
+ return {
+ start: (start || performance.now()) + (delay || 0),
+ duration: duration,
+ ...display.position,
+ ...display.color,
+ adjust
+ }
+}
+
+export default class TxView implements TransactionStripped {
+ txid: string;
+ fee: number;
+ vsize: number;
+ value: number;
+ feerate: number;
+
+ initialised: boolean;
+ vertexArray: FastVertexArray;
+ hover: boolean;
+ sprite: TxSprite;
+ hoverColor: Color | void;
+
+ screenPosition: Square;
+ gridPosition : Square | void;
+
+ dirty: boolean;
+
+ constructor (tx: TransactionStripped, vertexArray: FastVertexArray) {
+ this.txid = tx.txid
+ this.fee = tx.fee
+ this.vsize = tx.vsize
+ this.value = tx.value
+ this.feerate = tx.fee / tx.vsize
+ this.initialised = false
+ this.vertexArray = vertexArray
+
+ this.hover = false
+
+ this.screenPosition = { x: 0, y: 0, s: 0 }
+
+ this.dirty = true
+ }
+
+ destroy (): void {
+ if (this.sprite) {
+ this.sprite.destroy()
+ this.sprite = null
+ this.initialised = false
+ }
+ }
+
+ applyGridPosition (position: Square): void {
+ if (!this.gridPosition) this.gridPosition = { x: 0, y: 0, s: 0 }
+ if (this.gridPosition.x != position.x || this.gridPosition.y != position.y || this.gridPosition.s != position.s) {
+ this.gridPosition.x = position.x
+ this.gridPosition.y = position.y
+ this.gridPosition.s = position.s
+ this.dirty = true
+ }
+ }
+
+ /*
+ display: defines the final appearance of the sprite
+ position: { x, y, s } (coordinates & size)
+ color: { r, g, b, a} (color channels & alpha)
+ duration: of the tweening animation from the previous display state
+ start: performance.now() timestamp, when to start the transition
+ delay: additional milliseconds to wait before starting
+ jitter: if set, adds a random amount to the delay,
+ adjust: if true, modify an in-progress transition instead of replacing it
+ */
+ update ({ display, duration, delay, jitter, start, adjust }: ViewUpdateParams): void {
+ if (jitter) delay += (Math.random() * jitter)
+
+ if (!this.initialised || !this.sprite) {
+ this.initialised = true
+ this.sprite = new TxSprite(
+ toSpriteUpdate({display, duration, delay, start}),
+ this.vertexArray
+ )
+ // apply any pending hover event
+ if (this.hover) {
+ this.sprite.update({
+ ...this.hoverColor,
+ duration: hoverTransitionTime,
+ adjust: false,
+ temp: true
+ })
+ }
+ } else {
+ this.sprite.update(
+ toSpriteUpdate({display, duration, delay, start, adjust})
+ )
+ }
+ this.dirty = false
+ }
+
+ // Temporarily override the tx color
+ setHover (hoverOn: boolean, color: Color | void = defaultHoverColor): void {
+ if (hoverOn) {
+ this.hover = true
+ this.hoverColor = color
+
+ this.sprite.update({
+ ...this.hoverColor,
+ duration: hoverTransitionTime,
+ adjust: false,
+ temp: true
+ })
+ } else {
+ this.hover = false
+ this.hoverColor = null
+ if (this.sprite) this.sprite.resume(hoverTransitionTime)
+ }
+ this.dirty = false
+ }
+
+ getColor (): Color {
+ let feeLevelIndex = feeLevels.slice().reverse().findIndex((feeLvl) => (this.feerate || 1) >= feeLvl);
+ feeLevelIndex = feeLevelIndex >= 0 ? feeLevels.length - feeLevelIndex : feeLevelIndex;
+ return hexToColor(mempoolFeeColors[feeLevelIndex - 1] || mempoolFeeColors[mempoolFeeColors.length - 1])
+ }
+}
+
+function hexToColor (hex: string): Color {
+ return {
+ r: parseInt(hex.slice(0,2), 16) / 255,
+ g: parseInt(hex.slice(2,4), 16) / 255,
+ b: parseInt(hex.slice(4,6), 16) / 255,
+ a: 1
+ }
+}