/* * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. */ /* global Uint8ClampedArray */ import { platformApi } from 'zrender/src/core/platform'; const GRADIENT_LEVELS = 256; type ColorFunc = (grad: number, fastMode: boolean, output: number[]) => void; type ColorState = 'inRange' | 'outOfRange'; class HeatmapLayer { canvas: HTMLCanvasElement; blurSize = 30; pointSize = 20; maxOpacity = 1; minOpacity = 0; private _brushCanvas: HTMLCanvasElement; private _gradientPixels: Record = { inRange: null, outOfRange: null }; constructor() { const canvas = platformApi.createCanvas(); this.canvas = canvas; } /** * Renders Heatmap and returns the rendered canvas * @param data array of data, each has x, y, value * @param width canvas width * @param height canvas height */ update( data: number[][], width: number, height: number, normalize: (value: number) => number, colorFunc: Record, isInRange?: (grad?: number) => boolean ) { const brush = this._getBrush(); const gradientInRange = this._getGradient(colorFunc, 'inRange'); const gradientOutOfRange = this._getGradient(colorFunc, 'outOfRange'); const r = this.pointSize + this.blurSize; const canvas = this.canvas; const ctx = canvas.getContext('2d'); const len = data.length; canvas.width = width; canvas.height = height; for (let i = 0; i < len; ++i) { const p = data[i]; const x = p[0]; const y = p[1]; const value = p[2]; // calculate alpha using value const alpha = normalize(value); // draw with the circle brush with alpha ctx.globalAlpha = alpha; ctx.drawImage(brush, x - r, y - r); } if (!canvas.width || !canvas.height) { // Avoid "Uncaught DOMException: Failed to execute 'getImageData' on // 'CanvasRenderingContext2D': The source height is 0." return canvas; } // colorize the canvas using alpha value and set with gradient const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); const pixels = imageData.data; let offset = 0; const pixelLen = pixels.length; const minOpacity = this.minOpacity; const maxOpacity = this.maxOpacity; const diffOpacity = maxOpacity - minOpacity; while (offset < pixelLen) { let alpha = pixels[offset + 3] / 256; const gradientOffset = Math.floor(alpha * (GRADIENT_LEVELS - 1)) * 4; // Simple optimize to ignore the empty data if (alpha > 0) { const gradient = isInRange(alpha) ? gradientInRange : gradientOutOfRange; // Any alpha > 0 will be mapped to [minOpacity, maxOpacity] alpha > 0 && (alpha = alpha * diffOpacity + minOpacity); pixels[offset++] = gradient[gradientOffset]; pixels[offset++] = gradient[gradientOffset + 1]; pixels[offset++] = gradient[gradientOffset + 2]; pixels[offset++] = gradient[gradientOffset + 3] * alpha * 256; } else { offset += 4; } } ctx.putImageData(imageData, 0, 0); return canvas; } /** * get canvas of a black circle brush used for canvas to draw later */ _getBrush() { const brushCanvas = this._brushCanvas || (this._brushCanvas = platformApi.createCanvas()); // set brush size const r = this.pointSize + this.blurSize; const d = r * 2; brushCanvas.width = d; brushCanvas.height = d; const ctx = brushCanvas.getContext('2d'); ctx.clearRect(0, 0, d, d); // in order to render shadow without the distinct circle, // draw the distinct circle in an invisible place, // and use shadowOffset to draw shadow in the center of the canvas ctx.shadowOffsetX = d; ctx.shadowBlur = this.blurSize; // draw the shadow in black, and use alpha and shadow blur to generate // color in color map ctx.shadowColor = '#000'; // draw circle in the left to the canvas ctx.beginPath(); ctx.arc(-r, r, this.pointSize, 0, Math.PI * 2, true); ctx.closePath(); ctx.fill(); return brushCanvas; } /** * get gradient color map * @private */ _getGradient(colorFunc: Record, state: ColorState) { const gradientPixels = this._gradientPixels; const pixelsSingleState = gradientPixels[state] || (gradientPixels[state] = new Uint8ClampedArray(256 * 4)); const color = [0, 0, 0, 0]; let off = 0; for (let i = 0; i < 256; i++) { colorFunc[state](i / 255, true, color); pixelsSingleState[off++] = color[0]; pixelsSingleState[off++] = color[1]; pixelsSingleState[off++] = color[2]; pixelsSingleState[off++] = color[3]; } return pixelsSingleState; } } export default HeatmapLayer;