Calculating part of area inside zone. Fabric.js/Canvas - javascript

I have an area (in this case, the Kitchen area with yellow borders), inside this area there are other shapes (numbered 1 and 2 light blue color) that divide the kitchen area into several parts (A, B, C). I need to calculate separately the area of each Green part.
I use a js worker to calculate the area of the blue and green zone(in total). But I need to somehow calculate these divided green zones separately.
To calculate area I use getImageData() where I get pixels of the entire kitchen area. Then I loop the pixels and filter. Depending on the color of the pixel, I add it to the area result of either the blue or green zone.
Are there ready-made solutions in Fabric.js or Canvas for counting a part of a zone in another zone? If not, do you have any ideas how to implement it?
Here is a small piece of code with a pixel cycle:
calculateCoverage: function (options) {
options.oversampling = options.oversampling || 1;
var result = {},
pixel = new app.Color(),
oversamplingArea = Math.pow(options.oversampling, 2),
pixelCoverage, value,
i;
for (i = 0; options.imageData && i < options.imageData.data.length; i += 4) {
pixel.x = options.imageData.data[i];
pixel.y = options.imageData.data[i + 1];
pixel.z = options.imageData.data[i + 2];
pixel.a = options.imageData.data[i + 3];
// Apply binary filtering to the pixel value.
pixel.filter(app.Color.BinaryFilter).filter(app.Color.BinaryFilterAlpha);
// Ignore low alpha pixels.
if (!pixel.a) {
continue;
}
pixelCoverage = this.getPixelCoverageType(pixel, options.types);
value = pixel.a / 255 / oversamplingArea;
if (!result[pixelCoverage]) {
result[pixelCoverage] = 0;
}
// Iterate pixel coverage data.
result[pixelCoverage] += value;
}
return result;
}

Related

Smooth jagged pixels

I've created a pinch filter/effect on canvas using the following algorithm:
// iterate pixels
for (var i = 0; i < originalPixels.data.length; i+= 4) {
// calculate a pixel's position, distance, and angle
var pixel = new Pixel(affectedPixels, i, origin);
// check if the pixel is in the effect area
if (pixel.dist < effectRadius) {
// initial method (flawed)
// iterate original pixels and calculate the new position of the current pixel in the affected pixels
if (method.value == "org2aff") {
var targetDist = ( pixel.dist - (1 - pixel.dist / effectRadius) * (effectStrength * effectRadius) ).clamp(0, effectRadius);
var targetPos = calcPos(origin, pixel.angle, targetDist);
setPixel(affectedPixels, targetPos.x, targetPos.y, getPixel(originalPixels, pixel.pos.x, pixel.pos.y));
} else {
// alternative method (better)
// iterate affected pixels and calculate the original position of the current pixel in the original pixels
var originalDist = (pixel.dist + (effectStrength * effectRadius)) / (1 + effectStrength);
var originalPos = calcPos(origin, pixel.angle, originalDist);
setPixel(affectedPixels, pixel.pos.x, pixel.pos.y, getPixel(originalPixels, originalPos.x, originalPos.y));
}
} else {
// copy unaffected pixels from original to new image
setPixel(affectedPixels, pixel.pos.x, pixel.pos.y, getPixel(originalPixels, pixel.pos.x, pixel.pos.y));
}
}
I've struggled a lot to get it to this point and I'm quite happy with the result. Nevertheless, I have a small problem; jagged pixels. Compare the JS pinch with Gimp's:
I don't know what I'm missing. Do I need to apply another filter after the actual filter? Or is my algorithm wrong altogether?
I can't add the full code here (as a SO snippet) because it contains 4 base64 images/textures (65k chars in total). Instead, here's a JSFiddle.
One way to clean up the result is supersampling. Here's a simple example: https://jsfiddle.net/Lawmo4q8/
Basically, instead of calculating a single value for a single pixel, you take multiple value samples within/around the pixel...
let color =
calcColor(x - 0.25, y - 0.25) + calcColor(x + 0.25, y - 0.25) +
calcColor(x - 0.25, y + 0.25) + calcColor(x + 0.25, y + 0.25);
...and merge the results in some way.
color /= 4;

JS : from RGB Blue to RGB Red

I'm trying to convert RGB color from blue (rgba(0,0,255)) to red (rgba(255,0,0)) on JS mouseenter, progressively.
So, each time the mouse enter an element, it "increments" its background color, from blue to green and then to red.
With a WIP live demo : http://codepen.io/enguerranws/pen/ZQOBwe
Here's what I've done so far :
function onGridDone(){
var gridders = document.querySelectorAll('.gridder');
for(var i = 0; i < gridders.length; i++){
gridders[i].addEventListener('mouseenter', onHover );
}
}
function onHover () {
var currentColor = this.style.backgroundColor,
currentColorArr = currentColor.replace(/[^\d,]/g, '').split(',');
R = currentColorArr[0],
G = currentColorArr[1],
B = currentColorArr[2];
console.log(R,G,B);
if(B > 0) B = B-10;
var indic = 255-B;
G = indic/2;
R = indic;
this.style.backgroundColor = "rgb("+R+","+G+","+B+")";
}
I've tried multiple things, but basically, I want my color to go from rgba(0,0,255), then rgba(0,255,130), then rgba(255,130,0) and finally rgba(255,0,0) (so, from blue to green then green to red).
I know I could do multiple if/else statements to check each case, but I'm just wandering if there'is a more efficient way using maths ?
I'm not trying to do any animations / transitions.
To make use of a mathematical formula, it is helpful to have some numeric indicator of progress, e.g., from 0 to 255 and then calculate the colors from that.
It is not exactly what you "basically" asked for but it illustrates what I mean: Let's say the red component would increase linearly from 0 to 255 during the process. Then you could look at an existing field's red value and know immediately where you are. If you wanted to move through green, this should be close to what you want to do:
// assume r,g,b are the current values
var progress = r;
progress += 1; // of course you can increment faster
r = progress;
g = 255 - (255 * (Math.abs(progress-127)/128))
b = 255 - progress;
This way you will not pass the color rgba(255,130,0) as in your question. However, I think it might still solve your problem. r increases linearly, b decreases linearly and g first increases and then decreases after 50% of the process.

JavaScript canvas, manually cloning a canvas onto another generates a weird pattern

I'm trying to make a text effect similar to the effect found at the bottom of this article
My proposed approach is:
Make two canvasses, one is visible, the other is invisible I use this as a buffer.
Draw some text on the buffer canvas
Loop over getImageData pixels
if pixel alpha is not equal to zero (when there is a pixel drawn on the canvas buffer) with a small chance, ie 2%, draw a randomly generated circle with cool effecs at that pixel on the visible canvas.
I'm having trouble at step 4. With the code below, I'm trying to replicate the text on the second canvas, in full red. Instead I get this weird picture.
code
// create the canvas to replicate the buffer text on.
var draw = new Drawing(true);
var bufferText = function (size, textFont) {
// set the font to Georgia if it isn't defined
textFont = textFont || "Georgia";
// create a new canvas buffer, true means that it's visible on the screen
// Note, Drawing is a small library I wrote, it's just a wrapper over the canvas API
// it creates a new canvas and adds some functions to the context
// it doesn't change any of the original functions
var buffer = new Drawing(true);
// context is just a small wrapper library I wrote to make the canvas API a little more bearable.
with (buffer.context) {
font = util.format("{size}px {font}", {size: size, font: textFont});
fillText("Hi there", 0, size);
}
// get the imagedata and store the actual pixels array in data
var imageData = buffer.context.getImageData(0, 0, buffer.canvas.width, buffer.canvas.height);
var data = imageData.data;
var index, alpha, x, y;
// loop over the pixels
for (x = 0; x < imageData.width; x++) {
for (y = 0; y < imageData.height; y++) {
index = x * y * 4;
alpha = data[index + 3];
// if the alpha is not equal to 0, draw a red pixel at (x, y)
if (alpha !== 0) {
with (draw.context) {
dot(x/4, y/4, {fillColor: "red"})
}
}
}
}
};
bufferText(20);
Note that here, my buffer is actually visible to show where the red pixels are supposed to go compared to where they actually go.
I'm really confused by this problem.
If anybody knows an alternative approach, that's very welcome too.
replace this...
index = x * y * 4;
with...
index = (imageData.width * y) + x;
the rest is good :)

ColorPicker implementation using JavaScript and Canvas

I'm trying to implement ColorPicker using Canvas just for fun. But i seem lost. as my browser is freezing for a while when it loads due to all these for loops.
I'm adding the screenshot of the result of this script:
window.onload = function(){
colorPicker();
}
function colorPicker(){
var canvas = document.getElementById("colDisp"),
frame = canvas.getContext("2d");
var r=0,
g=0,
b= 0;
function drawColor(){
for(r=0;r<255;r++){
for(g=0;g<255;g++){
for(b=0;b<255;b++){
frame.fillStyle="rgb("+r+","+g+","+b+")";
frame.fillRect(r,g,1,1);
}
}
}
}
drawColor();
Currently , i only want a solution about the freezing problem with better algorithm and it's not displaying the BLACK and GREY colors.
Please someone help me.
Instead of calling fillRect for every single pixel, it might be a lot more efficient to work with a raw RGBA buffer. You can obtain one using context.getImageData, fill it with the color values, and then put it back in one go using context.putImageData.
Note that your current code overwrites each single pixel 255 times, once for each possible blue-value. The final pass on each pixel is 255 blue, so you see no grey and black in the output.
Finding a good way to map all possible RGB values to a two-dimensional image isn't trivial, because RGB is a three-dimensional color-space. There are a lot of strategies for doing so, but none is really optimal for any possible use-case. You can find some creative solutions for this problem on AllRGB.com. A few of them might be suitable for a color-picker for some use-cases.
If you want to fetch the rgba of the pixel under the mouse, you must use context.getImageData.
getImageData returns an array of pixels.
var pixeldata=context.getImageData(0,0,canvas.width,canvas.height);
Each pixel is defined by 4 sequential array elements.
So if you have gotten a pixel array with getImageData:
// first pixel defined by the first 4 pixel array elements
pixeldata[0] = red component of pixel#1
pixeldata[1] = green component of pixel#1
pixeldata[2] = blue component of pixel#1
pixeldata[4] = alpha (opacity) component of pixel#1
// second pixel defined by the next 4 pixel array elements
pixeldata[5] = red component of pixel#2
pixeldata[6] = green component of pixel#2
pixeldata[7] = blue component of pixel#2
pixeldata[8] = alpha (opacity) component of pixel#2
So if you have a mouseX and mouseY then you can get the r,g,b,a values under the mouse like this:
// get the offset in the array where mouseX,mouseY begin
var offset=(imageWidth*mouseY+mouseX)*4;
// read the red,blue,green and alpha values of that pixel
var red = pixeldata[offset];
var green = pixeldata[offset+1];
var blue = pixeldata[offset+2];
var alpha = pixeldata[offset+3];
Here's a demo that draws a colorwheel on the canvas and displays the RGBA under the mouse:
http://jsfiddle.net/m1erickson/94BAQ/
A way to go, using .createImageData():
window.onload = function() {
var canvas = document.getElementById("colDisp");
var frame = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var imagedata = frame.createImageData(width, height);
var index, x, y;
for (x = 0; x < width; x++) {
for (y = 0; y < height; y++) {
index = (x * width + y) * 4;
imagedata.data[index + 0] = x;
imagedata.data[index + 1] = y;
imagedata.data[index + 2] = x + y - 255;
imagedata.data[index + 3] = 255;
}
}
frame.putImageData(imagedata, 0, 0);
};
http://codepen.io/anon/pen/vGcaF

Looping through pixels in an image

My project is to input an image into a canvas tag in an HTML page, and then loop through the pixels and RGBA values of the pixels. While looping through the red values,so every fourth value in the pixel, I want to log the position of the pixels that represent a white pixel. Now, I have the image loading down with some code I got from this blog, http://www.phpied.com/photo-canvas-tag-flip/ .
He has another post in which he gives some code on how to loop through the pixels and log the information I want to log, but I don't understand it, and I don't want to copy his code without knowing what it is I'm doing. So could anybody please either explain the method he's using or perhaps show me another way to do what he's doing? This is the link to the other post http://www.phpied.com/pixel-manipulation-in-canvas/ .
It's straightforward.
All the pixel data for a canvas are stored sequentially in an array.
The first pixel's data occupy array elements #0-3 (red=0/green=1/blue=2/alpha=3).
The second pixel's data occupy array elements #4-7 (red=4/green=5/blue=6/alpha=7).
And so on...
You can load that pixel data by using context.getImageData() and enumerating through the array:
const imgData = context.getImageData(0, 0, canvas.width, canvas.height);
const data = imgData.data;
// enumerate all pixels
// each pixel's r,g,b,a datum are stored in separate sequential array elements
for(let i = 0; i < data.length; i += 4) {
const red = data[i];
const green = data[i + 1];
const blue = data[i + 2];
const alpha = data[i + 3];
}
You can also change those array values and then save the array back to the image using context.putImageData().
// save any altered pixel data back to the context
// the image will reflect any changes you made
context.putImageData(imgData, 0, 0);
The image will then change according to the changes you made to its pixel array.
Each pixel contains 4 components red, green, blue, alpha - each of them is number 0-255. The loop starts from top-left to bottom-right.
I recommend you to use an image processing framework in order to focus on the algorithms instead of manipulating arrays of values. Some frameworks:
fabric.js
processing.js
MarvinJ
In the case of MarvinJ, you can simply loop through pixels iterating column and row coordinates. I use the methods getIntComponentX() to access color components.
for(var y=0; y<image.getHeight(); y++){
for(var x=0; x<image.getWidth(); x++){
var red = image.getIntComponent0(x,y);
var green = image.getIntComponent1(x,y);
var blue = image.getIntComponent2(x,y);
}
}
Therefore you don't need to worry about how the pixel data is represented. In order to check if a pixel is white:
// Is white?
if(red >= 250 && blue >= 250 && green >= 250){
console.log("Pixel at "+x+","+y+" is white");
}
Runnable Example:
var canvas = document.getElementById("canvas");
image = new MarvinImage();
image.load("https://i.imgur.com/eLZVbQG.png", imageLoaded);
function imageLoaded(){
var whitePixels=0;
for(var y=0; y<image.getHeight(); y++){
for(var x=0; x<image.getWidth(); x++){
var red = image.getIntComponent0(x,y);
var green = image.getIntComponent1(x,y);
var blue = image.getIntComponent2(x,y);
var alpha = image.getAlphaComponent(x,y);
// Is white?
if(red >= 250 && green >= 250 && blue >= 250 && alpha > 0){
whitePixels++;
}
}
}
image.draw(canvas);
document.getElementById("result").innerHTML = "white pixels: "+whitePixels;
}
<script src="https://www.marvinj.org/releases/marvinj-0.7.js"></script>
<canvas id="canvas" width="500" height="344"></canvas>
<div id="result"></div>

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