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Fast pixel drawing on canvas
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title></title> | |
<script type="text/javascript" src="http://d3js.org/d3.v3.min.js"></script> | |
<style type="text/css"> | |
</style> | |
</head> | |
<body> | |
<script type="text/javascript"> | |
// Following this idea: https://hacks.mozilla.org/2011/12/faster-canvas-pixel-manipulation-with-typed-arrays/ | |
var chartSize = 1000; | |
var dataSize = 1000; | |
var dataset = d3.range(dataSize).map(function(d, i){return d3.range(dataSize).map(function(d, i){return ~~(Math.random()*255);});}); | |
var canvas = d3.select('body') | |
.append('canvas') | |
.style({position: 'absolute', width: chartSize + 'px', height: chartSize + 'px'}) | |
.attr({width: dataSize, height: dataSize}) | |
.node(); | |
var canvasWidth = canvas.width; | |
var canvasHeight = canvas.height; | |
var ctx = canvas.getContext('2d'); | |
var imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight); | |
var buf = new ArrayBuffer(imageData.data.length); | |
var buf8 = new Uint8ClampedArray(buf); | |
var data = new Uint32Array(buf); | |
for (var y = 0; y < canvasHeight; ++y) { | |
for (var x = 0; x < canvasWidth; ++x) { | |
var value = dataset[y][x]; | |
data[y * canvasWidth + x] = | |
(255 << 24) | // alpha | |
(value/2 << 16) | // blue | |
(value << 8) | // green | |
255; // red | |
} | |
} | |
imageData.data.set(buf8); | |
ctx.putImageData(imageData, 0, 0); | |
</script> | |
</body> | |
</html> |
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