lepu-test-platform-web/node_modules/echarts/lib/chart/heatmap/HeatmapLayer.js

181 lines
5.8 KiB
JavaScript

/*
* 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.
*/
var zrUtil = require("zrender/lib/core/util");
/*
* 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 */
var GRADIENT_LEVELS = 256;
/**
* Heatmap Chart
*
* @class
*/
function Heatmap() {
var canvas = zrUtil.createCanvas();
this.canvas = canvas;
this.blurSize = 30;
this.pointSize = 20;
this.maxOpacity = 1;
this.minOpacity = 0;
this._gradientPixels = {};
}
Heatmap.prototype = {
/**
* Renders Heatmap and returns the rendered canvas
* @param {Array} data array of data, each has x, y, value
* @param {number} width canvas width
* @param {number} height canvas height
*/
update: function (data, width, height, normalize, colorFunc, isInRange) {
var brush = this._getBrush();
var gradientInRange = this._getGradient(data, colorFunc, 'inRange');
var gradientOutOfRange = this._getGradient(data, colorFunc, 'outOfRange');
var r = this.pointSize + this.blurSize;
var canvas = this.canvas;
var ctx = canvas.getContext('2d');
var len = data.length;
canvas.width = width;
canvas.height = height;
for (var i = 0; i < len; ++i) {
var p = data[i];
var x = p[0];
var y = p[1];
var value = p[2]; // calculate alpha using value
var 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
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
var pixels = imageData.data;
var offset = 0;
var pixelLen = pixels.length;
var minOpacity = this.minOpacity;
var maxOpacity = this.maxOpacity;
var diffOpacity = maxOpacity - minOpacity;
while (offset < pixelLen) {
var alpha = pixels[offset + 3] / 256;
var gradientOffset = Math.floor(alpha * (GRADIENT_LEVELS - 1)) * 4; // Simple optimize to ignore the empty data
if (alpha > 0) {
var 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
* @private
* @returns {Object} circle brush canvas
*/
_getBrush: function () {
var brushCanvas = this._brushCanvas || (this._brushCanvas = zrUtil.createCanvas()); // set brush size
var r = this.pointSize + this.blurSize;
var d = r * 2;
brushCanvas.width = d;
brushCanvas.height = d;
var 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: function (data, colorFunc, state) {
var gradientPixels = this._gradientPixels;
var pixelsSingleState = gradientPixels[state] || (gradientPixels[state] = new Uint8ClampedArray(256 * 4));
var color = [0, 0, 0, 0];
var off = 0;
for (var 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;
}
};
var _default = Heatmap;
module.exports = _default;