Pixelated resize using canvas with transparent PNG - javascript

I want to accomplish a pixelated effect using the canvas option imageSmoothingEnabled=false; so the image "unblurs" on scroll.
Everything works fine until using transparent images namely PNGs. The scaled image is projected, which stays in the background.
Also the image does not get loaded until the user has scrolled a few pixels.
I've found out that the canvas.drawImage() function owns parameters to set the offset. However I haven't found a solution to this.
Demo https://jsfiddle.net/aLjfemru/
var ctx = canvas.getContext('2d'),
img = new Image(),
play = false;
/// turn off image smoothing - this will give the pixelated effect
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
/// wait until image is actually available
img.onload = function(){
image1.src="nf.png";
context.drawImage(image1, 50, 50, 10, 10);
};
img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';
/// MAIN function
function pixelate(v) {
document.getElementById("v").innerHTML = "(v): " + v;
/// if in play mode use that value, else use slider value
var size = v * 0.01;
var w = canvas.width * size;
var h = canvas.height * size;
/// draw original image to the scaled size
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0, w, h);
ctx.drawImage(canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}
function onScroll() {
$(window).on('scroll', function() {
var y = window.pageYOffset;
if (y > 10) {
y = Math.pow(y, 0.8);
if (y >= 60) {
y = 100;
}
pixelate(y);
}
});
}
onScroll();

Some quick changes to get it happening
Use a second canvas to do the pixelation
Wait for the images to load before doing the rendering.
The onscroll will not fire until you scroll, so when image has loaded call the rendering function to display the image.
canvas.width = innerWidth-20;
ctx = canvas.getContext("2d");
var ctxImage;
const img = new Image;
img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';
/// wait until image is actually available
img.onload = function(){
// I dont knwo what this is for so removed the following two lines
//image1.src="nf.png";
//context.drawImage(image1, 50, 50, 10, 10);
// Create a canvas to match the image
var c = document.createElement("canvas");
canvas.width = Math.min(canvas.width,(c.width = this.naturalWidth));
canvas.height = c.height = this.naturalHeight;
ctxImage = c.getContext("2d");
// changing canvas size resets the state so need to set this again.
ctx.imageSmoothingEnabled = false;
onScroll();
pixelate(100); // call first time
};
ctx.font = "32px arial";
ctx.textAlign = "center";
ctx.fillText("Loading please wait.",ctx.canvas.width /2, ctx.canvas.height / 4);
/// MAIN function
function pixelate(v) {
document.getElementById("v").innerHTML = "(v): " + v;
/// if in play mode use that value, else use slider value
var size = Number(v) * 0.01;
var w = img.width * size;
var h = img.height * size;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctxImage.clearRect(0, 0, ctxImage.canvas.width, ctxImage.canvas.height);
ctxImage.drawImage(img, 0, 0, w, h);
ctx.drawImage(ctxImage.canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}
function onScroll() {
addEventListener("scroll", function() {
var y = window.pageYOffset;
if (y > 10) {
y = Math.pow(y, 0.65);
if (y >= 100) {
y = 100;
}
pixelate(y);
}
});
}
#fix {
position: fixed;
}
html {
height: 2000px;
}
<div id="fix">
<p id="v" value="Animate">1</p><br />
<canvas id="canvas"></canvas>
</div>

This has since been made into an extremely minimalist library, and my PR for PNG support can be found here.
Once it has been merged I will come back and update this answer.
The full code, generalized and simplified from #Blindman67's answer:
/**
* 8bit
*
* A module that converts an image into a pixelated version (just like
* 8bit artwork).
*
* #author rogeriopvl <https://github.com/rogeriopvl>
* #license MIT
*/
(function (root, factory) {
if (typeof define === "function" && define.amd) {
define([], factory);
} else if (typeof exports === "object") {
module.exports = factory();
} else {
root.eightBit = factory();
}
} (this, function () {
// Necessary to hide the original image with PNG transparency
const invisibleCanvas = document.createElement("canvas");
const invisibleCtx = invisibleCanvas.getContext("2d");
/**
* Draws a pixelated version of an image in a given canvas.
* #param {object} canvas - a canvas object
* #param {object} image - an image HTMLElement object
* #param {number} quality - the new quality: between 0 and 100
*/
const eightBit = function (canvas, image, quality) {
quality /= 100;
canvas.width = invisibleCanvas.width = image.width;
canvas.height = invisibleCanvas.height = image.height;
const scaledW = canvas.width * quality;
const scaledH = canvas.height * quality;
const ctx = canvas.getContext("2d");
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
// Draws image scaled to desired quality on the invisible canvas, then
// draws that scaled image on the visible canvas.
ctx.clearRect(0, 0, canvas.width, canvas.height);
invisibleCtx.clearRect(0, 0, invisibleCtx.canvas.width, invisibleCtx.canvas.height);
invisibleCtx.drawImage(image, 0, 0, scaledW, scaledH);
ctx.drawImage(invisibleCtx.canvas, 0, 0, scaledW, scaledH, 0, 0, canvas.width, canvas.height);
};
return eightBit;
}));

Related

Clear canvas on window resize

I am trying to reset my progress ring, which is drawn with canvas on resize.
Currently, when I resize my window the function is run again as expected, but instead of the canvas being reset another progress ring is being drawn within the same canvas, please see screenshot below:
I have found clearRect() found in an answer here: How to clear the canvas for redrawing and similar solutions but it doesn't seem to resolve my issue.
Please find my codepen with the code: https://codepen.io/MayhemBliz/pen/OJQyLbN
Javascript:
// Progress ring
function progressRing() {
const percentageRings = document.querySelectorAll('.percentage-ring');
for (const percentageRing of Array.from(percentageRings)) {
console.log(percentageRing.offsetWidth)
var percentageRingOptions = {
percent: percentageRing.dataset.percent,
size: percentageRing.offsetWidth,
lineWidth: 30,
rotate: 0
}
var canvas = document.querySelector('.percentage-ring canvas');
var span = document.querySelector('.percentage-ring span');
span.textContent = percentageRingOptions.percent + '%';
if (typeof (G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
//clear canvas for resize
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.beginPath();
// end clear canvas
canvas.width = canvas.height = percentageRingOptions.size;
percentageRing.appendChild(span);
percentageRing.appendChild(canvas);
ctx.translate(percentageRingOptions.size / 2, percentageRingOptions.size / 2); // change center
ctx.rotate((-1 / 2 + percentageRingOptions.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (percentageRingOptions.size - percentageRingOptions.lineWidth) / 2;
var drawCircle = function (color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
//ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', percentageRingOptions.lineWidth, 100 / 100);
var i = 0; var int = setInterval(function () {
i++;
drawCircle('#555555', percentageRingOptions.lineWidth, i / 100);
span.textContent = i + "%";
if (i >= percentageRingOptions.percent) {
clearInterval(int);
}
}, 50);
}
}
window.addEventListener('load', progressRing);
window.addEventListener('resize', progressRing);
HTML:
<div class="percentage-ring" data-percent="88">
<span>88%</span>
<canvas></canvas>
</div>
Your help would be greatly appreciated.
Thanks in advance
1. Clear size problem
var canvas = document.querySelector('.percentage-ring canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
You have to specify canvas size with (canvas.width, canvas.height) instead of ctx.canvas.width, ctx.canvas.height
ctx.clearRect(0, 0, canvas.width, canvas.height);
2. Interval timer usage problem
If progressRing() is called again after setInterval() without clearInterval(), e.g., due to resizing, it will continue to run with the previous interval execution surviving. This will cause the ring to be drawn twice, thrice and more.
Place var int = 0; outside functions. This initializes the int to 0 first.
And modify var int = setInterval( to int = setInterval(
Then place the following code at the beginning of progressRing()
if (int) {
clearInterval(int);
int = 0;
}
And also place int = 0; immediately after the clearInterval() call that was already there.

How can I fix this pixelate bugs with canvas NodeJS problems?

I have developed a game in NodeJS where you have to guess an image's name meanwhile the image depixelates.
The problem is that the server uses canvas to pixelate the image but the render don't fit entirely in the frame as you can see :
The pixelate function :
function pixelate(image, ctx, canvas, value) {
var size = value / 100,
w = canvas.width * size,
h = canvas.height * size;
ctx.drawImage(image, 0, 0, w, h);
ctx.msImageSmoothingEnabled = false;
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
ctx.drawImage(canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height)
}
And the loop were i pixelate the image :
function image_pixel(bool = 1) {
if (bool) {
if (pixel_state > 24) {
restartGame("", false);
} else {
loadImage('image.jpg').then((image) => {
pixel_state += 0.1;
var canvas = createCanvas(image.width, image.height);
var ctx = canvas.getContext('2d');
pixelate(image, ctx, canvas, pixel_state);
io.emit('image', canvas.toDataURL());
})
}
} else { // Image without pixelisation
loadImage('image.jpg').then((image) => {
var canvas = createCanvas(image.width, image.height);
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0);
io.emit('image', canvas.toDataURL());
})
}
};
I tried to round the "w" and "h", the image will fill entirely in frame but some of the images sent will be the same so it'll feel laggy for the user.
Finally found something, I resized all of my pictures to square aspect ratio and then for the "pixel_state" if it's like 100/(2^x) i won't have any ghost pixels almost anymore.

Canvas Rotate, toDataUrl, and then Crop is ruining image quality

I have an image that I'm allowing users to rotate 90 degrees in any direction. Every time they rotate, I use canvas to perform the image manipulations and then save the data returned by the canvas.toDataURL("image/png", 1).
The problem is that the image quality decreases every time I rotate the image.
My end goal is to rotate a rectangular image without losing image quality and also saving the new data url.
function rotateAndSave(image: HTMLImageElement, degrees: number): string {
const imageWidth = image.naturalWidth;
const imageHeight = image.naturalHeight;
const startedHorizontalEndedVertical = imageWidth > imageHeight;
const canvasSize = startedHorizontalEndedVertical ? imageWidth : imageHeight;
const canvas = document.createElement("canvas");
canvas.width = canvasSize;
canvas.height = canvasSize;
const ctx = canvas.getContext("2d");
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
// center and rotate canvas
const translateCanvas = canvasSize / 2;
ctx.translate(translateCanvas, translateCanvas);
ctx.rotate(degrees * Math.PI / 180);
// draw from center
const translateImageX = startedHorizontalEndedVertical ? -translateCanvas : (-imageWidth / 2);
const translateImageY = startedHorizontalEndedVertical ? (-imageHeight / 2) : -translateCanvas;
ctx.drawImage(image, translateImageX, translateImageY);
// I got 'cropPlusExport' from another stackoverflow question.
function cropPlusExport(img, cropX, cropY, cropWidth, cropHeight) {
// create a temporary canvas sized to the cropped size
const canvas1 = document.createElement('canvas');
canvas1.width = cropWidth;
canvas1.height = cropHeight;
const ctx1 = canvas1.getContext('2d');
ctx1.setTransform(1, 0, 0, 1, 0, 0);
ctx1.clearRect(0, 0, canvas1.width, canvas1.height);
// use the extended from of drawImage to draw the
// cropped area to the temp canvas
ctx1.drawImage(img, cropX, cropY, cropWidth, cropHeight, 0, 0, cropWidth, cropHeight);
return canvas1.toDataURL("image/png", 1);
}
// Start Cropping
let squareImage = new Image();
squareImage.src = canvas.toDataURL("image/png", 1);
squareImage.onload = () => {
const sx = startedHorizontalEndedVertical ? ((canvasSize - imageHeight) / 2) : 0;
const sy = startedHorizontalEndedVertical ? 0 : ((canvasSize - imageWidth) / 2);
const sw = imageHeight;
const sh = imageWidth;
const data = cropPlusExport(squareImage, sx, sy, sw, sh);
// Update DOM via angular binding...
const dataUrl = data.split(",")[1];
this.imageSource = dataUrl;
squareImage = null;
}
example html
<div class="view">
<img [src]="imageSource" />
</div>
Keep in mind that I am cropping to the natural width and height of the image. So, what's weird is that if I don't crop, then the image quality doesn't change but when I do crop, the image quality changes.
Canvas drawing is lossy, and rotating an image induce hard modifications of the pixels. So indeed, if you start always from the last state, you'll end up adding more and more artifacts to your image.
Simply store the original image somewhere and always start from there instead of using the modified version.
// will fire in a loop
img.onload = e => elem.rotateAndSave(1);
const elem = {
// store a copy of the original image
originalimage: img.cloneNode(),
angle: 0,
rotateAndSave(degrees) {
// always use the stored original image
const image = this.originalimage;
// keep track of current transform
this.angle += degrees;
const imageWidth = image.naturalWidth;
const imageHeight = image.naturalHeight;
const startedHorizontalEndedVertical = imageWidth > imageHeight;
const canvasSize = startedHorizontalEndedVertical ? imageWidth : imageHeight;
const canvas = document.createElement("canvas");
canvas.width = canvasSize;
canvas.height = canvasSize;
const ctx = canvas.getContext("2d");
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
// center and rotate canvas
const translateCanvas = canvasSize / 2;
ctx.translate(translateCanvas, translateCanvas);
ctx.rotate(this.angle * Math.PI / 180);
// draw from center
const translateImageX = startedHorizontalEndedVertical ? -translateCanvas : (-imageWidth / 2);
const translateImageY = startedHorizontalEndedVertical ? (-imageHeight / 2) : -translateCanvas;
ctx.drawImage(image, translateImageX, translateImageY);
// I got 'cropPlusExport' from another stackoverflow question.
function cropPlusExport(img, cropX, cropY, cropWidth, cropHeight) {
// create a temporary canvas sized to the cropped size
const canvas1 = document.createElement('canvas');
canvas1.width = cropWidth;
canvas1.height = cropHeight;
const ctx1 = canvas1.getContext('2d');
ctx1.setTransform(1, 0, 0, 1, 0, 0);
ctx1.clearRect(0, 0, canvas1.width, canvas1.height);
// use the extended from of drawImage to draw the
// cropped area to the temp canvas
ctx1.drawImage(img, cropX, cropY, cropWidth, cropHeight, 0, 0, cropWidth, cropHeight);
return canvas1.toDataURL("image/png", 1);
}
// Start Cropping
let squareImage = new Image();
squareImage.src = canvas.toDataURL("image/png", 1);
squareImage.onload = () => {
const sx = startedHorizontalEndedVertical ? ((canvasSize - imageHeight) / 2) : 0;
const sy = startedHorizontalEndedVertical ? 0 : ((canvasSize - imageWidth) / 2);
const sw = imageHeight;
const sh = imageWidth;
const data = cropPlusExport(squareImage, sx, sy, sw, sh);
// Update DOM via angular binding...
img.src = data;
}
}
};
<img crossorigin src="https://upload.wikimedia.org/wikipedia/commons/5/55/John_William_Waterhouse_A_Mermaid.jpg" id="img">

Inset-shadow on HTML5 canvas image

I've seen this question before but the answers given are for canvas images that have been drawn on via path however, i'm drawing an image.
Is it possible to create an inset-shadow?
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowBlur = 10;
context.shadowColor = 'rgba(30,30,30, 0.4)';
var imgOne = new Image();
imgOne.onload = function() {
context.drawImage(imgOne, 0, 0);
};
imgOne.src = "./public/circle.png";
So I draw the circle picture on. I've now at the moment got a slight shadow on the outside of the circle, how can I get this inset instead of offset?
Composition chain
Use a series of composite + draw operation to obtain inset shadow.
Note: the solution require exclusive access to the canvas element when created so either do this on an off-screen canvas and draw back to main, or if possible, plan secondary graphics to be drawn after this has been generated.
The needed steps:
Draw in original image
Invert alpha channel filling the canvas with a solid using xor composition
Define shadow and draw itself back in
Deactivate shadow and draw in original image (destination-atop)
var ctx = c.getContext("2d"), img = new Image;
img.onload = function() {
// draw in image to main canvas
ctx.drawImage(this, 0, 0);
// invert alpha channel
ctx.globalCompositeOperation = "xor";
ctx.fillRect(0, 0, c.width, c.height);
// draw itself again using drop-shadow filter
ctx.shadowBlur = 7*2; // use double of what is in CSS filter (Chrome x4)
ctx.shadowOffsetX = ctx.shadowOffsetY = 5;
ctx.shadowColor = "#000";
ctx.drawImage(c, 0, 0);
// draw original image with background mixed on top
ctx.globalCompositeOperation = "destination-atop";
ctx.shadowColor = "transparent"; // remove shadow !
ctx.drawImage(this, 0, 0);
}
img.src = "http://i.imgur.com/Qrfga2b.png";
<canvas id=c height=300></canvas>
Canvas will shadow where an image changes from opaque to transparent so, as K3N shows in his correct answer, you can turn the image inside out (opaque becomes transparent & visa-versa) so the shadows are drawn inside the circle.
If you know your circle's centerpoint and radius, you can use a stroked-path to create an inset circle shadow. Here's an example:
var canvas=document.getElementById("canvas");
var context=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
context.beginPath();
context.arc(cw/2,ch/2,75,0,Math.PI*2);
context.fillStyle='lightcyan';
context.fill();
context.globalCompositeOperation='source-atop';
context.shadowOffsetX = 500;
context.shadowOffsetY = 0;
context.shadowBlur = 15;
context.shadowColor = 'rgba(30,30,30,1)';
context.beginPath();
context.arc(cw/2-500,ch/2,75,0,Math.PI*2);
context.stroke();
context.stroke();
context.stroke();
context.globalCompositeOperation='source-over';
<canvas id="canvas" width=300 height=300></canvas>
If your path is irregular or hard to define mathematically, you can also use edge-path detection algorithms. One common edge-path algorithm is Marching Squares. Stackoverflow's K3N has coded a nice Marching Squares algorithm.
Inspired by markE's answer , I made my own version based on a png instead of vector-graphics.
Additionnaly, I made possible to choose the true alpha of the shadow (because the default shadow strength is a way too soft in my opinion)
var img = document.getElementById("myImage");
img.onload = function(){
createInnerShadow(this,5,1);
}
function createInnerShadow(img,distance,alpha){
//the size of the shadow depends on the size of the target,
//then I will create extra "walls" around the picture to be sure
//tbat the shadow will be correctly filled (with the same intensity everywhere)
//(it's not obvious with this image, but it is when there is no space at all between the image and its border)
var offset = 50 + distance;
var hole = document.createElement("canvas");
var holeContext = hole.getContext("2d");
hole.width = img.width + offset*2;
hole.height = img.height + offset*2;
//first, I draw a big black rect
holeContext.fillStyle = "#000000";
holeContext.fillRect(0,0,hole.width,hole.height);
//then I use the image to make an hole in it
holeContext.globalCompositeOperation = "destination-out";
holeContext.drawImage(img,offset,offset);
//I create a new canvas that will contains the shadow of the hole only
var shadow = document.createElement("canvas");
var shadowContext = shadow.getContext("2d");
shadow.width = img.width;
shadow.height = img.height;
shadowContext.filter = "drop-shadow(0px 0px "+distance+"px #000000 ) ";
shadowContext.drawImage(hole,-offset,-offset);
shadowContext.globalCompositeOperation = "destination-out";
shadowContext.drawImage(hole,-offset,-offset);
//now, because the default-shadow filter is really to soft, I normalize the shadow
//then I will be sure that the alpha-gradient of the shadow will start at "alpha" and end at 0
normalizeAlphaShadow(shadow,alpha);
//Finally, I create another canvas that will contain the image and the shadow over it
var result = document.createElement("canvas");
result.width = img.width;
result.height = img.height;
var context = result.getContext("2d");
context.drawImage(img,0,0)
context.drawImage(shadow,0,0);
//and that's it !
document.body.appendChild(result);
}
function normalizeAlphaShadow(canvas,alpha){
var imageData = canvas.getContext("2d").getImageData(0,0,canvas.width,canvas.height);
var pixelData = imageData.data;
var i,len = pixelData.length;
var max = 0;
for(i=3;i<len;i+=4) if(pixelData[i]>max) max = pixelData[i];
max = (255/max) * alpha;
for(i=3;i<len;i+=4) pixelData[i] *= max;
canvas.getContext("2d").putImageData(imageData,0,0)
}
<html>
<body>
<img id="myImage" 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oV3LwzlDRvOY+QwTh9OTpIkPPWSiFffK0coMArJ2HDyeA5SNaBykAsJsuwsFakomv5/6lCOOZhjYe877RJysnIq13zatCUY8O85yuKJDhhNqw62CdZ5Y5UpoS4Hl905H4/u/y/4Kp/GZnkJJk/fi23GZXgn+SxRiQgWFi5Au9CGVa0rcVXF9egM+/Dfu3+C0hlPc0/+2FR95SXCNZLBuKi22doWjUa39X9kVUsqLZ1Wr6Ikrw75Ff69VTJGnKfhDy9JONw4ATdfORETRhaicrAb46tIcmwGSCLfa//APBVTi5JCN1Z+Umdubul8pedwbTgcVMJJ2/ocp/KVHNnqnBC+B+v4d9CarN2zeR8eeW2l9pxsSriGlocH796TA82m4e5x9+PLFTfg5YaXcHfDNyEULsXDt0rIzlNRWgLMv1SxCpp6+a664tX9BogZtUgkUrN6i/DmroPavO8uijvrWgWsWlOFGy6rgtlqRDyhsPEzkhYVZuPp53OYGtotBhzqiOV8sr2eWHAicISsWm2oGlay+MYpvhu2N3AoCszENPdMPN30wS+6ukKPhwLBXc0+0xsNXeoVbdK2vIuyv4IRtkr8tellMo08JpinwsftQ9XYQ7CTVxSYjhP+I4ZDeG1pgs9QdQczHMm2McNx4x1fVgr/9r4Dw4tGobjIRmolfG6goi/Je1HgEI5y5jVbG98NBQN1R9ItxF14JCZdPlGaH+cTJD2vIrdjIsZaJ1QfQvMYTuMmGXnpgsvyFk75fuV/2uYXXY5gPIA7Gx7BllA9FpmuQ158Gl6r2YSuWBfFlqTODupICqDe+UgLZrSAih6e6/Jr8PtsyC6XcbKQUKYgMkEP11vAFLJJWS4T/H5/wTFOlAy5N4QdXvJEI/MF8IYg9gf+gQecS923j7r9qxElAj8Z67XtqzHWOUWXjlebX8Gkgt1wVRzCh/K7ENumo2ZVHgLiQcgU6FYO4hELq+j0mmszVh8kSnZuXJXx6xdPjuSvq3GjPK+YxN9A4YV4DAh6cp+i6U93tcDlMBFf4nutZkaDGRt3tMbaPL7X1R4jBDabrX7nYYNV1RLnTSyVTLKzHQ1bh2B04ShSaTN8yQh+sWwuVE5AoxJA/bjFuPfmKK6aDUyfrmLS1H0YOroR9c1GjCRGP2xCEi+/KeKDNYUPZgwgge5rzDDtW1fNimdtOWCAkS+GzcyRqJpIzbge4QmPeCyBF9/eiqnjy2AxSeStTp1+YOmNbJeRWLg8dPnqXa9DUzq6P4tFwvD448s/2a/9af1BkzR/mnfq/loJVeIsSCYRbqMDtf592Nz4IYJZScy76lPkuegeTSTBUR68KqKklMe4Kg1/X8qhlmjJr56Rnmxq6vpd5irMeNlSPRLfmjc9YZctHKFvwvASJ2KJhJ7e4IkYcQwokqYlq/YSiw6ivTOip2fdTrNuvEUCj+NSUtb9v55SIfsjkySajEas3NwcWbNp39OapnT2tICqkiTmHAvLpqwNtZ7YjeMwx/5818vo4Now0T4RbttgDMqdDLtSjOUdb8NqFOBwAGaHlqp+S9Br8nDlRRru+rF5ZYdHvN7rbVUzBpCmclnTx2n3zBivmEeMkHGguQtrt0jIssskMTEEAmEYDCKC4TgOtUdw64JxRBYN2EKqtn5bEw40dqHLH0UklkQsnmQjtqmBD3rd0RVmn2uvLt0VemfFvh8HA4H3GAc6rqQR2bYGhs37zXlPDWozt+KfLa/i+uyvotBWCFWT8G7i57AXNCIUA5at5dHl5ShQTpMOAsmVDWzeqfnWrPc9S45HzaCRVlwOm2bl9QIoDt+6OYnrvrkDL78fxuASE2ZVl+nS4LQbcOWsoQSASu87MazcjS5fBPWHfGB57fpDXrDEA6t0/XB9XUtbR+ANReUawjFlCNnpj0JB30vscehcLD0ZV3ukB00mE8goF4+SRpc5idrfLNyCSYYpZAcNZHSBp7vuxrV3LsPkKhsFcgqiAQ1/elPAb/6PgO8sSqYGG0jK7eaomxTXSn918ZmzQXJ2jpMzat0yT2f+2vVEvAotmDmhFHl5LpIgSedNsbiiJ+wZN4qSxJhNMkYPz8MVFw7D4qvHEoDDsK/eW193KHRLXWPbXa6s/F9mZ9nHmYxCAbNFLpfjS5PGl+8yGIwXpzOUgslsKrHbs+8cbZq+0pSVGPpCwwt4/eBbGOccj0/bd+Cumq/BMmg9qortdHtJPWIxSqRO1JF2q4a3Voh6aISEhk6/pYPjzYEMxWKp5rCZCvKzfHrv6/JKQeUlU1SsWLePHtaNivLck5JNRibZz2xECF95f5fvg3VNl/u62mrY5wcPHuDJa30jFot/SqGFy2bRfvvDb44t+8njW6/auLluWXFJmcxpob/NGxk7v9LtwawLDmF3vAOtvige+nAFCs7rxN2LRbz+vo2NBOv2zGBUU6QsBNx8tQqfj9dtUSuFqtv3COtFQU2SkGdg4FAQRhcWld5fVGC/ZsHMtpLsbIHcu6xfmxnZMVVx/PMDImARF4ZVuHRvdDzuI5Bom4wy3v1oD/74jy0/jEZCb8bjse6BAY0IZ1MikUjyglQ8erB8b2G2WbZYTCN2HAj909vZ3irJ1g9DCSV3xkjfiClVBdzY6ZNRPSIX46dGMKPaCYdsxYebonh9eQvCERFt7SJy3awAVdOlxMKKv0zEkd7j8d5Hrgd83rY6pgr9SphJkoRBgwY9O3nK+V/ze3bg7vnrMHGCCGeBRZcgFjKxwb92r4bfPGeGgRuPS6cPR45bZnG77t6ZzeLINnV0xfHRJwfx0juftOzc3TwmFWMfbRUVg2Z6vV6BCOOHudnWRaoSfjAQ5pdGo/HvBQKBeOp+jOBE0/mTRhhemjczu1TgZboG2Zp4lK4WRkluHIU5Kl1LwyYKeWdVc1gwL657MJaW8Uc4zL1V/temrdH58Zi//wkzso/yRRdd9NPvf/+BPDZUunmvjP0NfqjxLjhtCRhtnJ73sJg4zJocRyTeiOXrm7FjfwhtnQl0+pI40OTDmk9rsXn3GsyZ44MtdzC/dq0nIMuCiSRGJfsSNBhMapZbesZqkWceOtz5gtcX3BYIKX8MBoNLYrGYcvR+mGfjGhxOc+V/LPRMqKzwYnCRD+OHhzF5pIKqwUBZgUb8S8HY0SlTUJSrgmMSbQb++xlDeMWGnMWdnqbmjOSDDAZD6XnnnTfcarVizty5cLlvgaczgPXrluPjt5bAKmwkLnQYIwclUFggYf4VIubOasGevYexu04kt85TMKtibmUSo4cpMJVWoK7Lbf7DH/7wX8XFudi2bWvggw8+qKup2fGIyeR4wePpuJWIZ14oFGxV1eNP6JAlngy/oZnjoqRCFHrwGiwWluFUSMI0/WDeqpDUq5BcusYq/e0c3lvG4emX5J/4fY0bMpkwGzt48GAD4yTRaBQWMxvRKEbl8MXkphfjYG0Ltm5dh7+t/hjxwDoUumoxY0IIVaMEVFWybkt3PmMbcVYGQmpQxKG13YBLL72EHTbqhFG1tQe/3dDYMrWry/sSY+WMeDLDriifT7LzIhHUCuWSolwCR9CQn5eAHi+n892a1iNgZtNHrBxWr9PwnUfMz8Zj2q+CQX/mihcqKipGFRcXE6dJ6PaIHqaH8QaGDsnHwi9fjQe+/zi+/fBaIPspLP5BETZtTk1s0Ujn9SPGbppNRfBjaDmw/+AW/RwrVqwg7+LDFVdcOcjj8eTrGUZ6OrvdPqsw3/kWXa/kOJS+asJ5kWqm1s50RQkratfUz2cSWCHFx6uAr35b/OPe/e13ezyHMlvdQcRsAgOISZAsy3rPnqhZWVxmjOP+B57A66uvxbqNQXDmY1MaWiKKoqwuArsZmzfvwJtvvol58+ahpKQkl65VoZ/HZne5bPxTgwqFObwgmo8dsZWRn2u+bNoYzcDCdiNz5ScL8yRgUw0iDQ3R37C03PFmF/ULIL/fv23JkiW65FBEfcrv19fXY1L1CHz3+3/Eq/++Fhs++QxIrCYxvBezLxBwzzfvwNix49jILQoLC9ko7lA9MI1Gujq88as37QxVRyPhPcdQBcLrvIr4giGlnK5euvScIo1ltUi8KEvCiaZe9RkgNm5OPGfjmjVr8Nxzz6G1tfWk32c2iqliVlaWnmN+6AfP4+8rPiNJDCClHd5DG2G22OkaFv03rMiBJGgoG+pm0urz+XdHY7Htn60TMFus1TPHxyd3V/33Ig+HQDCmJuN+NeNj86WlpTkXX3zxr++9917s3LkTr732Gj766CPMJW82bNgwnST2bJ2dncfYqewsMx760XN45GdsPOPvmDzRqvfolm1RfLhmDF5+6Q8E/JMYPnwo3G43U7OvVFVVFRHnMZJ7F8lzJpqbm3fSeZ+g93yywYzCXP66GePBKyQNZlPvitoTipDgRVtCTfr6DxB7QOY5mK2hG7x74cKFg1iPzp49m1VdYN26dbrdIG5CDzYc48aNY0RS/35DQ4P+oD1blotA+sGzePQRDUbTP1BAbvfF92fivgefIKmx44ILLsBjjz2GnJwcXHbZZUPuv//+Id3XZ5L1pz+/gieeeLIwsLfmbldWkaN6hHdBST5PjDype67eTBDyBRAReCGi9keC2A3RMcjpdC6knqwmcTaQuE/evn07BY4uXd1YmzJlin4wddu4cSPefvttUG/rD1hbW4srr7zy8xVqJEnfe+hZ/PcjAQQDtbjnvudRVOjQP5s6dSqYjbviiiswfvx4vbylu33wwYdY+cHPMHVscrHVaLWForHE/Au0ClFkXk7p3ZQI+k5nF0cxvRY8iRaevP6HgODoeOCaa655aMGCBfYJEyboBpncLlauXInVq1fjwgsvxPz58497jkgkgrq6Ov37kydP1qXweK2xsZXADKGyctAx7zMbt2/fPtx8881HEyvU3Q89sAD3XfcW8S4L/Y5HOwWZNoNEks1KZ7RT5rp1C0Di8aVv8Bve/Fdwsp4MOh0JYuCQtEhkIJ8jO3MTsy3MwB5RD3p99dVX627417/+tW5jFi1adDwqQA9decrOLCk5/lyVadOmYenSpSB7g6KiIv29bdv3w21ci9wCktwIDysFmdZShlziCBnsjYGORDR4uohTcCd2dyf0Yix8IJvx+MMPP3wTGWNdlU4QboC+gwMHDujSNBCturoa77777pG/t27dQOFLJz2UkGLG6ZTp8cjgySqj2AyBVo+wl42wnFBQjhvPEOkj/vG1O+644y6mUmR7dIk6Wbvtttv0hxiIqdxMhXfv3q3bM9YONW1FeWGif2WcpDu1hwQKa2I74vHw6QFExGwQSc0jFKnr9qZnCHFiFSnRCd369eszDhCT5rKyMqxatSo13ByoR16WcCSU61sii1R1txaXZcfWk9rhz77BACkoKHj4+uuvz2XAnEi1jteYEd6yZcuAqNn555+PDRs2pEYwEh7YzEKfJ+9x6Zql9dvlfV2dnXtPCyDyMtVz5sy5gRnE3oQPPRvjPMxYD0QbPXo0iBCisclD7j4CUeyfejUfZhJk/JDnEtFeA8TsDAFz16WXXqqnMJhon05jIQGzQRSjZRygtF3ELmLtRoP8OaZ+elE28P4qXqtrVP6RSETQa4CIiFVccsklCxixY2CdiLOcim2HQqEBkaKhQ4fq3pIXpD47A5ZaDXg1vPKudWksGl55qvPwPcBhhnDhrFmz7PF4/KSpi1Mk8fUwYCAaU+G2tlaSHisFracPkF71Zubw+J/l8Kc13E9jUe+pB4x7VE9w5eXlC0aOHKWPPJzKrZ+NxlQ4EY8hqZkRjqq9rtHVi/vYMCNF+Y89yam//4vxmwF/+7reSGFPFDSKypf9/omncLjVS2Is9+khupNnA9GY04hGw+AEJ3zBkwdK+ti+kJp6BRuH2joOt35PPPyDx4QFfl/n8/F4pLds4GgLhZO7so0bbkr6/21Zt7mZiGoWXO5cio57N/jBeoSlSWfMmNEr7tSHQQI96bZ8+Ue48Pw25Jakixx6zi9jB0kKBI6CX2DjNg6/fQ7B7/6S+/Mn28RFybhvYzwePR2Hd7QZTeYhl8/ichfMasWu2uexf/NfsXrZcIiWahSVVKO8ohL5+UUUIGaRhzNA/owNZy6eSdDp0oPTabfffiv+TUHyMy9+lJw5ycrxbJIm9V+czF44qsDn53CoDdGDDVz7zgParvomYXkkor6RTAQPKMrp20au50uXy37H334l/3FEBQebXYGzIA41nEBzSwL7G3nUt5jh8bsQiudA5XIhSG7qVSdCUTMk2YYwea+JEyeCov4BtUUdHR2YeeHF7Tt37LgXvOjhedGiaWQ5lVicrAZxDKHdZLK0xON+b8q+9t1piEctvISifOPofLeCpMrp40ksUuZhQEkhHWXsSywJ3g4t1oJITEU4Qt7Oko//ea0SY0Y/iNmzp+kzgM6EsX78t7/KueGGGy4OhcKLw+Ge6RwWfyQoUo9m5FpHjDQzygXZ6nkOO6cXeEuSenQcSUlVzmsRNo9dJL03wGw0IdtlhjM/BxZrIcaMGX1GwOluxNdw44033kJ3dVvPRFqm2xGAHHanraJELGdVuvoqmqJ2EmOcTisQhvGImYy7BVlZLpzp9tBDDzFu9EOj0Vgw4AB1dnXlF+cmClMpVi2V0z0VTeA0BGImAtRJ0iOfcYCYqn3nO98pI1pxT19Y/2kAxMHtdpQVkUfXtJT09IonigJaOtlIhfuskcebbrqJOYbbiPkXDihAFhM3KC9L0/O9vesMEi/ZhDYCyGxynjWAmP25++67c81m86KBsEVpgFTwWrAsx8Wn5qqLvYhzmP6JRrR0SHA5s89qCMLy4lVVVTcQUTUODEBEP91OscRuSa0k1SuAmIXmSYI6+GOS+WejsdDmiiuuGEVedMaAAMSWesjPlYoMUqrkTBR6MSrJMuS8Ff6gAVabFWe7sWEnt9u9QBTFzANEEbJoMyez2bQAlhLojSpz5MGSCQMRMiPs5wBApGIYO3bsRQSQdSBskNlhVZ3klMBzWopFn0qCyM35QxJU1QSz2YhzYWHa2bNnDyUON3ogvJjFZubMLDLm06u3nPJx6YuhmMQWuD1mLsbZbGyQkQLl6ZnMZelnstpdBosZ8pGsW69+ySMYlYgzWc8ZgNgIbn5+fnUmF8fV4TAaDfkmA2dPPffnFzg6EUC+AE+/teBcaSwWHDNmzCiSoozRap7iGFZgMIvTErpa9W6wQEtJUJglsYz63+fKWvQlJSUFgUAgY7EZ73K52TSji9hq4tqR5St68bAcry/qJklyanr3OQJQYaFeO5OxsIMn6akcNnz4CJPZhtNbkphD93ogqej+3ACIjQTn5eVlLDjk8/Jyp5aXV2QrmtQjydgLPdMUMGLZXZp7NlcN726sDnLz5s1oa2szZeqcotfrXbV06bJlxebIZfrKTb2SIk5fQsNlUxAI+nVwjlfUfaba/n378Mrf/45XX3310z179rxAxnp5dyVIvwFqbW3dS9HMDe2d5m2aZihh0tArbUkmUeCOIBhsR4Kth5FI6MVSZ6Il4zHUHtiHlavX4IP1m/Hxkn+1edpabyT+8xGbEcQGPjMmQd2BJ5vjkJqBw0HrjZIpKgrdQYrb2uHzhZCbGx8YMGJRtLe1Yd/ePdi9dx927N2Pgx1edMAAedBIKLmVcNhXvpqIhJd3eDwZv343QDabRbPqLFrr3RwpDQI5Mg+K8r3Yvq0GhbkOPcN3uk1TkggGAvB1dcHr7UIrgdHQ0Ii6hgY0tnagqdMLTzQJ1Z4FMacI7sHT4L5gMF23FBZ3Fj5++KZw1Nf1zECA0xMgTkgtv3KEKGqnKFFnc7wQ7cL542NY9L2/4o31G2CXWCGlrC95YyF+JNNr+Uh0zWYVJhCPJxAmYxqOxhCi18FoHKwGN0qSG9HIM0pGGFzZkF2FMI8cC0deEQqzcmGyOiERKWUrk/OcAIlC0rqPlyC0be0zvlBk+0Cpc/rueU3ReluOxEiijCRbXSoWwqjSVoybPAodo25AgrxaeyyCBKmFQgAkE1FobHaylj65kYNglSAQeKJsgMhAlAywEFmVzVZIBhMk2QhelPUKDkGUqCNEfeeFI+UuWmpIOdrlwydP/nR/e1PTL4LRgVt4shugSCzORbul5mRIMcYdMYzEn//px+1zaiEJrbh0ZAGeb65F1oRJUBOx1MPoc995/WAzidn/bB0PTmCqKaRec6IOAgODE8T0e/xRA9idVOjBs9i5WdnAql8+jI6azQ+H4sn2geRg3fIf7PLDT566gN0dl953R1OORmys17T0AKUskKR4JZB2QIoFMXooGfl6P5xFQ6FEQuheIakboBRgfHrBAP5YD9CzU7qB0E6YhIJkBra9+AR2/vO5NgX8BwPNv/RgVTZaor6QqSWeUPVovrmNzSHl9NcMmMPtAjZsE/UCAY1+IkgBClJtaGon0c7Kwf56DZIjn9SDLbhkoYMNRZshSil14ZiE8KkFDXUaofY4tHQcp2knl10CR6a4ePsrz8Di3Y8Jc+YjEo0OeBpBB4jZirrm+O5AhA35cNhxEHh3JaevXtdNA95fnepZXQJUP2wOO779P8Pw898Nwl+2T0bJ9LlQYjjywMc8eG8AOJlas6UpiGJtfeEJdOzajKv+83EYHQ7gDGy2IabSywl4Q6Y1B5vCd+a5OFRVAGu2sSXCONbnyHWxO1ERCnPQxweVOFhhfHD8Q9g17kKUluRDIAlRlYwvak+GnC5HRn/d735O/0cw/YHf6VtuqKyA4Aw0PhVsqgiHsXz5OvEQW4Aky84h28FhXQ3dAwEimtjSNBxa2TLXQspYiIIKd44DJVVF9BiZB4fdh0yuvHPfDnz8s9thzsrHlPt+Q3dsYFv/6KvInDGA9EAv3HX4g/WWx95dkYCSEPClOcD7/+ZTy7CTqhXmcNjPJkvLZLkNbMBQgGzLIqaLjG6HwDN1snBIhH3Y/NxvsOXP/4UR19yF0Yu+wQQ31RHplWHORDsyRhIKBXDgQPSxH/3BQfZGuSPLTQCtRJvHo03/xTei3PmjOTzzD2DWGBlefxGWb7Mj+7pR5Nb7r0b6SIqUnpHZ7sHut17H4c0rkDd6Gmb+8BmIZjPiIe0Yx2cwnpktJD7XDYyXaJpIJlGLFeRkVVsmzV07bKiBcyd2UgyUh9IiulnOBdO0xcgdTrFQ/PSlR5A43Y7oM59JIGO+ADz7PkXzJx/C27APOZXVGDbvq7Dk5yAZQY9EHvS1QcaUc/j4lz/oWv7sH0e2dHQcOiMSdCQGZQqOVHW1pkTDuRUl8azL7zAEOzwY6rbD5Coh903ejk2V6AM4LNLrPLgHvrqdCHUcRrClAVGfh0yLCbkjJ6Fq4V2w5eXoqpsInXiOUiQSFQgc6Yyp2PHa4XZPojgUVAQlAqOUBKckKDTg9FFnRe2D3SG7kW8IY/VT3wdfOAT2ogpkj5oMa0EJnMXDYLTZ9c1L4mHtZIFOmlCqZ9YGneBmVCbfKT6jkgEV0xtd9n0WiVNOwEpReNGVN5MkSqklcbKLyZ1b9PlwvTH47CtsJqRZloRwPDGgAJ3UV5plMSmRPz8SBwlivw0eK47QN8mMRsjAx2FxF+ng6Hamt95Qr4EWxGg8MeD7R5wUoHA8KcaiMSHlUTldgvqNEFuMTVFSnsjiIIZsPcYI97aRaLOSUv6sAqTnQTjuSPDJ8/2vnNDS8yYZEZT6OOiorwDGCNMZCDVOCpDVIENM3Uia3Qr92oGu+4mYqupRfl8kMq2JgshKLSCfVYBsNquROL3Yg//3X4JYBJ9edYrj+g64pv/4LAN0uKNTVDSN1/M4OuPtn0TrqVw1ZYNSAPUd8H7bw0wANKSshJyYwB/J2Gl9fyDtiBvTSVQ6ccb1+VyCqG+sKJxVgBobG40c353O1/Ot/XZiWsqA9Bmcbh4kpGqAzq6KxfSO5tO9pgH9Za9c+kzdG631A+90qlU8qwClvsH3MLBqv/FhWznow9T9QOhMlkmcllHRVKVfzINhopNEVT1mpKKvCbWzzoNSD8UdUfxUpN9fDdP0gb804n22+IIkn30J0ms5e6xJryr9G6Dj0l5MS6dLdVbdRxlIr5WvnVWARH17Qe6Ij9bXduzrLWndKhY/6vL7KEHqUQk6u7FYgo0yd4+tczgyjtUf1WcFV3qBhNZXo5/qIYEijdR2kWcRILfDxvOspzKUlNcHWBno6b1SVVXpAzyp7W10bT3bRjoeT5i4nkXZ/byd7v16UkQxFXb0iWymJUg72xKkqIpBXycDPUZV+8PwWOVePJ7OSKZtWp/UlACSzwEvxqYocMwGpRPBPM/3OULQczj6KEZ6sxG2v0ayb0Zf7U69nG2AREmy8WzLqu6UayYSZj0i8e4K2dPVXebFRIMBFpPx7HoxRYON3Uj3Q/S313Q3z7wYqxFixpZsUF9GJ9hYGruX/Px8w0CPsIqn4PNW0WhOr73OXH7/bSLjVYLJDJEOlrTnhLTqadwxBVNHde/oFu3ds5EEI2B1mHGwtk4aaKZ4QoBsbJnAvDyrZHWCZ8Mz9DD9S1KlhpiNVgs6aj7BAYsTZlc2tMowTO4CSNQRvGwk78SnVm3pUXLHjLKaUJGMhBHuasfuHXXwrH2bFY0KrHjzTFSYfa6xqnWvx2Nu+Pgd5I2dCmteMT2EQa/w0lipcM9FrD9TFNad52ca2Z00ZGFcqMOHji2b9DcZSew8sAOd+7dBjUVSpY/UEUxK9Xw1n6re6lZDJm26xNHn9oJS5Lpy2Rai5oGeAnFCgNjUosKyMlm02nFo4wrE/V3U41mw5pfAklMIU1YBTM5sAsxGLteo2xV90Wy29V48ikTEj2hXB8Kewwi1NSHccVhXL4cWgqN8KIZcdh09oAG2rDwkYwpJR4iOAP0uTH+H9bRIevRCHzeT6H5kq0tXTbMTcLbUYMnvf332hp4Dfj9a2zsMYy6YR0DkIOrtAJupGe1sR7C1Ef5DBxEP+JGMho8xFRq6Z4ybYLQ5YaSedg8ejfJZC+EoGYyi+D7847HHEA8FwZuF1GgqK+u12CFRZ5i7R5l6FnJ2H0zVlFTlAKtJEgTedNYAYmsyJ+JxXonFCIQIib8BrpIhMI61HL3x9A1rinokrtKT8UJqcjAvdMdwLFGWep1U+JRKsYJMiwmSSR9LTKlsj6Sl1oNccml15Q1pshlRUPvJJwgHQ9azBpDVYkZObk5M6Wa7dOdKQkmVoxyj96kKVhxJzbJ9IVOvPhtpsVpDppKt29ah9ce3o3D8DBSMnUZqWwYjU1eThdTVkOJbbAYRiZcSjyERDiLm98DfuB/tOzeic8d62LkYho8acevObTv20qX+Eo1F1YGwRycEKB6Lwx8IJmS6aRaw6mEB10OPelK/Uy6Cksr7s/pmtmOdzKsIH65B+8f18K9/CwpzW2xXFZJSuhgBKacNc0yvn+RY7TX9LxLyRpMB2XZSRVsWmxeWO/i8oX9av2Ltl5saGr5BUl+XaYBOyPzYVE2n3VYRCoXnmt25unG05eRBtoipAig62MavbNCDp/+ZdPDpQ3+ffS5zEGVOVw8lnoC3oRb7l7yK3SuXw5HtQsmQoXBmZ8Nmt8JqlmE18DCLKsxCAhZRgc3Ew2GR4bBb4HA5YHO7iSZY9RQM2/zR2+WF2WrG2Aljh3V6Ohfm5+avTyaTjdFoNGMAnZSGVlRUTO7wtKw1O52c7MyHq+I83Ysxw2ty58BAvSiTYRWMjL9Qr3Op6nOV1IIZ4ai3DaGWJgQO1SLQuBfxjmYU5WTh4IGD+tZ6g6sqP59JOSbVfGrpZEA5XU4MrhiElcs/bm1pOjynsalp64ADxAJTh8PxLavL+LiBHkYmACyswIluiG0Mm0zvm8qGcLS0HUptS0zSpKl6UowtUsC2OzcYZBgtVvJspB45uXBYHXj/jXdQXjkIJnLf/a2WZwvLsWVMy0pK8NYrb25pPdxyYSAQ8A8oQGxJPuJCf7JlGRebbRYUlJSnmHQ6W8V9ppd7FlVxR8IDTn9fS/t+ZkTZw5SVlUKLq1i9cjVJ0dCMTOdk52Xz5pVYEsve+tdPWlpaf5qJiXUnDFbZ2JWqKaXMtlhJjVjpCxuyYQ+jKqkpmKlD1bfBYqt3dh+KmpIu/RxpCtDtYdjiI02NTcguyEVxUTHaD7chE+v+sEL2uto65JcUoLii7E76O3dAo3mZPJfRpG+ABZlIn5bBAQRWZca2kRhTPQ5Bb0AHkql0f5aUYONk5Orh6ehA1ZgRBSazaV5GACosKtRXEi+gw+V2wZTeAoIuSNGDoFd28Hp6gpG1zKRfmMR0dXZBNkgsZYGgL4DWpha0NbfqNqs/KYyODg/c2VnIycudkYk5tLw+X4vEk803zyKXq6S352Tb5kXCkZg+z4sOYq1oOtCg54IzI0Uq2qm3K4ZUwN/l08/f0nQIDfvqdJXU92Y9TYliHcmkyGRiq9GowzKRKxJZAovtg9rU5NcrJszkVZhx00We41tibDYfp+nutPFAPUmYCblF+UgkE/2rNiPQibtg8KDB8LR0BOgeomaLOXRw1/7/7WrzTMwpzBvjyKJYju30K/D4jFvokcDXjgxjM3JL58KSt9/XQoHQ8oww6ZZDh/X4KZlI6DusdC9Sm7ILwi8Dnkhkf83+C+kmi81Wi3Zg5z4fAWgvLCvm2c0xI9wn0SWbEaEYTyRmnZ2TvWfvzt0LQ8GQl67r83Z6LfSAcwxGw1WywTDRYrMUk+pZBbZRfQ+hoGsrmqpFo5GoLxqJtFAoVB8JhVfHYrHlJD3bMuHFuJP3cmo3OGLVDlK3SfS3Rnq9jWzI1+zZzh8UlBWabE57yp338FSphKD2uSt1y0Aq+c/pm80aKKyo+WTbPxsbGq/5bCzFqv8kSSScDHn+QCCPPneyhdzYfdARosNvNpm7SK26EolEgO4rqaqZXUekT0rKpEySpCoC69smm/lqZ7Yrx0rhgmw0HAWARfTp06dmGarpFRpURIJhBHx+BLr89Z3tnueIeP4uqSQDOAcb13cbkt5rUNVyiHFPJZs0kTxfJXnBQvrMStIvMxWUJD1tHCOw4mTHvH6vr0mW5T3kHjdHItENpGZ+nMPt/wowAA/TSNpqb2vYAAAAAElFTkSuQmCC" />
</body>
</html>
the jsfiddle is here : https://jsfiddle.net/jrekw5og/141/
Inspired by K3N's answer, I've created Inset.js for this exact situation!
Inset.js
Only requires setting ctx.shadowInset = true;
For example: http://codepen.io/patlillis/pen/ryoWey
var ctx = canvas.getContext('2d');
var img = new Image;
img.onload = function() {
ctx.shadowInset = true;
ctx.shadowBlur = 25;
ctx.shadowColor = "#000";
ctx.drawImage(this, 0, 0);
}
img.src = "http://i.imgur.com/Qrfga2b.png";
const width = 100 * devicePixelRatio;
const height = 100 * devicePixelRatio;
// original canvas
const c = document.getElementById('canvas');
c.width = 300 * devicePixelRatio;
c.height = 300 * devicePixelRatio;
c.style.width = '300px';
c.style.height = '300px';
const cctx = c.getContext('2d');
cctx.fillStyle = 'rgb(20,205,75)';
cctx.arc(150 * devicePixelRatio, 150 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
cctx.fill();
// temporary canvas
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.style.width = `${width / devicePixelRatio}px`;
canvas.style.height = `${height / devicePixelRatio}px`;
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
// original object on temporary canvas
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow cutting
ctx.globalCompositeOperation = 'xor';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow props
ctx.shadowBlur = 50;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = -25;
ctx.shadowColor = '#000';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow color
ctx.globalCompositeOperation = 'source-in';
ctx.fillStyle = 'blue';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// object cutting
ctx.globalCompositeOperation = 'destination-in';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow opacity
cctx.globalAlpha = .4
// inserting shadow into original canvas
cctx.drawImage(canvas, 200, 200);
Colored shadow /w opacity

EaselJS Alpha Mask Filter

I'm fairly new to Canvas. I've been trying to get the images reversed in this EaselJS Alpha Mask example so that the initial image is clear, and what you paint is blurry; basically, the reverse of the demo.
I've been playing around with it for hours, applying filters to the bitmap var and removing them from the blur var. Everything I do just doesn't work. Seems like it would be an easy fix of just switching things around but that doesn't seem to be the case. Not for me anyway.
Does anybody have an example of this, or know what to do? I could provide code examples of what I did, but it's basically just playing around with stuff like a monkey on a typewriter.
Here's the code on Github
Here's the relevant code from their example.
<script id="editable">
var stage;
var isDrawing;
var drawingCanvas;
var oldPt;
var oldMidPt;
var displayCanvas;
var image;
var bitmap;
var maskFilter;
var cursor;
var text;
var blur;
function init() {
examples.showDistractor();
image = new Image();
image.onload = handleComplete;
image.src = "../_assets/art/flowers.jpg";
stage = new createjs.Stage("testCanvas");
//text = new createjs.Text("Loading...", "20px Arial", "#FFF");
//text.set({x: stage.canvas.width / 2, y: stage.canvas.height - 40});
//text.textAlign = "center";
}
function handleComplete() {
examples.hideDistractor();
createjs.Touch.enable(stage);
stage.enableMouseOver();
stage.addEventListener("stagemousedown", handleMouseDown);
stage.addEventListener("stagemouseup", handleMouseUp);
stage.addEventListener("stagemousemove", handleMouseMove);
drawingCanvas = new createjs.Shape();
bitmap = new createjs.Bitmap(image);
blur = new createjs.Bitmap(image);
blur.filters = [new createjs.BlurFilter(24, 24, 2), new createjs.ColorMatrixFilter(new createjs.ColorMatrix(60))];
blur.cache(0, 0, 960, 400);
//text.text = "Click and Drag to Reveal the Image.";
stage.addChild(blur, text, bitmap);
updateCacheImage(false);
cursor = new createjs.Shape(new createjs.Graphics().beginFill("#FFFFFF").drawCircle(0, 0, 25));
cursor.cursor = "pointer";
stage.addChild(cursor);
}
function handleMouseDown(event) {
oldPt = new createjs.Point(stage.mouseX, stage.mouseY);
oldMidPt = oldPt;
isDrawing = true;
}
function handleMouseMove(event) {
cursor.x = stage.mouseX;
cursor.y = stage.mouseY;
if (!isDrawing) {
stage.update();
return;
}
var midPoint = new createjs.Point(oldPt.x + stage.mouseX >> 1, oldPt.y + stage.mouseY >> 1);
drawingCanvas.graphics.setStrokeStyle(40, "round", "round")
.beginStroke("rgba(0,0,0,0.2)")
.moveTo(midPoint.x, midPoint.y)
.curveTo(oldPt.x, oldPt.y, oldMidPt.x, oldMidPt.y);
oldPt.x = stage.mouseX;
oldPt.y = stage.mouseY;
oldMidPt.x = midPoint.x;
oldMidPt.y = midPoint.y;
updateCacheImage(true);
}
function handleMouseUp(event) {
updateCacheImage(true);
isDrawing = false;
}
function updateCacheImage(update) {
if (update) {
drawingCanvas.updateCache();
} else {
drawingCanvas.cache(0, 0, image.width, image.height);
}
maskFilter = new createjs.AlphaMaskFilter(drawingCanvas.cacheCanvas);
bitmap.filters = [maskFilter];
if (update) {
bitmap.updateCache(0, 0, image.width, image.height);
} else {
bitmap.cache(0, 0, image.width, image.height);
}
stage.update();
}
</script>
The pure Javascript way using the Canvas 2D context API.
You will need to create a canvas, load the image, create a mask image, and a blur image. I have blurred the image already as I did not want to write a blur.
The following functions in the object imageTools create the canvas/images, and loads images. Note that the canvas and images are interchangeable. The canvas does not have a src, and an image can not be drawn on appart from that they are the same. I convert all images to canvas and attach the context to them. I also call them images.
/** ImageTools.js begin **/
var imageTools = (function () {
var tools = {
canvas : function (width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var image = this.canvas(width, height);
image.ctx = image.getContext("2d");
return image;
},
loadImage : function (url, callback) {
var image = new Image();
image.src = url;
image.addEventListener('load', callback);
image.addEventListener('error', callback);
return image;
}
};
return tools;
})();
Then I use imageTools to load the images I need and create a mask, when I have the image size as I am matching the mask resolution to the image resolution
// load the images and create the mask
var imageLoadedCount = 0;
var error = false;
var maskImage;
var flowerImage = imageTools.loadImage("http://www.createjs.com/demos/_assets/art/flowers.jpg", function (event) {
if (event.type === "load") {
imageLoadedCount += 1;
} else {
error = true;
}
});
var flowerImageBlur = imageTools.loadImage("http://i.stack.imgur.com/3S5m8.jpg", function () {
if (event.type === "load") {
maskImage = imageTools.createImage(this.width, this.height);
imageLoadedCount += 1;
} else {
error = true;
}
});
I use requestAnimationFrame to create a 60FPS canvas drawing function that waits for the images to load and then displays the 3 layers onto the canvas
// ctx is the main canvas context.
// drawImageCentered scales the image to fit. See Demo for code.
// draw the unblured image that will appear at the top
ctx.globalCompositeOperation = "source-over";
drawImageCentered(ctx, flowerImage, cw, ch);
drawText(ctx, "Click drag to blur the image via mask", 40 + Math.sin(time / 100), cw, ch - 30, "White");
// Mask out the parts when the mask image has pixels
ctx.globalCompositeOperation = "destination-out";
drawImageCentered(ctx, maskImage, cw, ch);
// draw the blured image only where the destination has been masked
ctx.globalCompositeOperation = "destination-atop";
drawImageCentered(ctx, flowerImageBlur, cw, ch);
It first draws the image that appears if no masked pixels are visible. Then it draw some text for instructions.
Next comes the mask that uses destination-out. This means that for pixels in the mask that have an alpha > 0 remove from the destination that amount of alpha. So if a mask pixel has an alpha of 50 and the destination (canvas) has an alpha of 255 then the result of that pixel after rendering the mask with destination-out will be 255 - 50 = 205. This effectively has put holes on the canvas where ever there are pixels on the mask.
Now we can fill the holes with the blurred image and render it using destination-atop which means only draw pixels from the source (blurred image) where the destination alpha is less that 255
That is the layered masking done, all we need is to draw on the mask. For that we just listen to the mouse events and if the button is down draw a circle on the mask where the mouse is. My example has scaled the images so there is a little extra work there but the basics are as follows,
// draws circle with gradient
function drawCircle(ctx, x, y, r) {
var gr = ctx.createRadialGradient(x, y, 0, x, y, r)
gr.addColorStop(1, "rgba(0,0,0,0)")
gr.addColorStop(0.5, "rgba(0,0,0,0.08)")
gr.addColorStop(0, "rgba(0,0,0,0.1)")
ctx.fillStyle = gr;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.fill();
}
// draw a circle on the mask where the mouse is.
drawCircle(maskImage.ctx, mouse.x, mouse.y, 20);
For the demo there is a little more code to make it all work nicely but you can pick out the bits you need.
var imageLoadedCount = 0;
var error = false;
var maskImage;
var flowerImage;
var flowerImageBlur;
/** ImageTools.js begin **/
var imageTools = (function () {
var tools = {
canvas : function (width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var image = this.canvas(width, height);
image.ctx = image.getContext("2d");
return image;
},
loadImage : function (url, callback) {
var image = new Image();
image.src = url;
image.addEventListener('load', callback);
image.addEventListener('error', callback);
return image;
}
};
return tools;
})();
var mouse;
var demo = function(){
/** fullScreenCanvas.js begin **/
var canvas = (function(){
var canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
/** fullScreenCanvas.js end **/
/** MouseFull.js begin **/
if(typeof mouse !== "undefined"){ // if the mouse exists
if( mouse.removeMouse !== undefined){
mouse.removeMouse(); // remove previouse events
}
}else{
var mouse;
}
var canvasMouseCallBack = undefined; // if needed
mouse = (function(){
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
interfaceId : 0, buttonLastRaw : 0, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
startMouse:undefined,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
} else if (t === "mouseover") { m.over = true;
} else if (t === "mousewheel") { m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") { m.w = -e.detail;}
if (canvasMouseCallBack) { canvasMouseCallBack(mouse); }
e.preventDefault();
}
function startMouse(element){
if(element === undefined){
element = document;
}
mouse.element = element;
mouse.mouseEvents.forEach(
function(n){
element.addEventListener(n, mouseMove);
}
);
element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
}
mouse.removeMouse = function(){
if(mouse.element !== undefined){
mouse.mouseEvents.forEach(
function(n){
mouse.element.removeEventListener(n, mouseMove);
}
);
canvasMouseCallBack = undefined;
}
}
mouse.mouseStart = startMouse;
return mouse;
})();
if(typeof canvas !== "undefined"){
mouse.mouseStart(canvas);
}else{
mouse.mouseStart();
}
/** MouseFull.js end **/
// load the images and create the mask
if(imageLoadedCount === 0){
imageLoadedCount = 0;
error = false;
maskImage;
flowerImage = imageTools.loadImage("http://www.createjs.com/demos/_assets/art/flowers.jpg", function (event) {
if (event.type === "load") {
imageLoadedCount += 1;
} else {
error = true;
}
})
flowerImageBlur = imageTools.loadImage("http://i.stack.imgur.com/3S5m8.jpg", function () {
if (event.type === "load") {
maskImage = imageTools.createImage(this.width, this.height);
imageLoadedCount += 1;
} else {
error = true;
}
})
}
// set up the canvas
var w = canvas.width;
var h = canvas.height;
var cw = w / 2;
var ch = h / 2;
// calculate time to download image using the MS algorithum. As this code is a highly gaurded secret I have obsficated it for your personal safty.
var calculateTimeToGo= (function(){var b="# SecondQMinuteQHourQDayQWeekQMonthQMomentQTick#.,Some time soon,Maybe Tomorrow.".replace(/Q/g,"#.,# ").split(","),r=Math.random,f=Math.floor,lc=0,pc=0,lt=0,lp=0;var cttg=function(a){if(lc===0){lc=100+r(r()*60);lt=f(r()*40);if(pc===0||r()<(lp/b.length)-0.2){lp=f(r()*b.length);pc=1+f(r()*10)}else{pc-=1}}else{lc-=1}a=lt;if(lp===0){a=lt;if(r()<0.01){lt-=1}}var s=b[lp].replace("#",a);if(a===1){s=s.replace("#","")}else{s=s.replace("#","s")}return s};return cttg})();
// draws circle with gradient
function drawCircle(ctx, x, y, r) {
var gr = ctx.createRadialGradient(x, y, 0, x, y, r)
gr.addColorStop(1, "rgba(0,0,0,0)")
gr.addColorStop(0.5, "rgba(0,0,0,0.08)")
gr.addColorStop(0, "rgba(0,0,0,0.1)")
ctx.fillStyle = gr;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.fill();
}
// draw text
function drawText(ctx, text, size, x, y, c) {
ctx.fillStyle = c;
ctx.strokeStyle = "black";
ctx.lineWidth = 5;
ctx.lineJoin = "round";
ctx.font = size + "px Arial Black";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
if (c !== "black") {
ctx.strokeText(text, x, y + 1);
}
ctx.fillText(text, x, y);
}
// draw the image to fit the current canvas size
function drawImageCentered(ctx, image, x, y) {
var scale = Math.min(w / image.width, h / image.height);
ctx.setTransform(scale, 0, 0, scale, cw, ch);
ctx.drawImage(image, -image.width / 2, -image.height / 2);
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
// points for filling gaps between mouse moves.
var lastMX,lastMY;
// update function will try 60fps but setting will slow this down.
function update(time){
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore transform
ctx.clearRect(0, 0, w, h); // clear rhe canvas
// have the images loaded???
if (imageLoadedCount === 2) {
// draw the unblured image that will appear at the top
ctx.globalCompositeOperation = "source-over";
drawImageCentered(ctx, flowerImage, cw, ch);
drawText(ctx, "Click drag to blur the image via mask", 20 + Math.sin(time / 100), cw, ch - 30, "White");
// Mask out the parts when the mask image has pixels
ctx.globalCompositeOperation = "destination-out";
drawImageCentered(ctx, maskImage, cw, ch);
// draw the blured image only where the destination has been masked
ctx.globalCompositeOperation = "destination-atop";
drawImageCentered(ctx, flowerImageBlur, cw, ch);
// is the mouse down
if (mouse.buttonRaw === 1) {
// because image has been scaled need to get mouse coords on image
var scale = Math.min(w / flowerImage.width, h / flowerImage.height);
var x = (mouse.x - (cw - (maskImage.width / 2) * scale)) / scale;
var y = (mouse.y - (ch - (maskImage.height / 2) * scale)) / scale;
// draw circle on mask
drawCircle(maskImage.ctx, x, y, 20);
// if mouse is draging then draw some points between to fill the gaps
if (lastMX !== undefined) {
drawCircle(maskImage.ctx, ((x + lastMX) / 2 + x) / 2, ((y + lastMY) / 2 + y) / 2, 20);
drawCircle(maskImage.ctx, (x + lastMX) / 2, (y + lastMY) / 2, 20);
drawCircle(maskImage.ctx, ((x + lastMX) / 2 + lastMX) / 2, ((y + lastMY) / 2 + lastMY) / 2, 20);
}
// save las mouse pos on image
lastMX = x;
lastMY = y;
} else {
// undefined last mouse pos
lastMX = undefined;
}
} else {
// Laoding images so please wait.
drawText(ctx, "Please wait.", 40 + Math.sin(time / 100), cw, ch - 30, "White");
drawText(ctx, "loading images... ", 12, cw, ch, "black")
drawText(ctx, "ETA " + calculateTimeToGo(time), 14, cw, ch + 20, "black")
}
// if not restart the request animation frame
if(!STOP){
requestAnimationFrame(update);
}else{
var can = document.getElementById("canv");
if(can !== null){
document.body.removeChild(can);
}
STOP = false;
}
}
update();
}
var STOP = false; // flag to tell demo app to stop
function resizeEvent() {
var waitForStopped = function () {
if (!STOP) { // wait for stop to return to false
demo();
return;
}
setTimeout(waitForStopped, 200);
}
STOP = true;
setTimeout(waitForStopped, 100);
}
window.addEventListener("resize", resizeEvent);
demo();
/** FrameUpdate.js end **/
There are a few steps to do this. Most of them you have probably already done:
1) Change the order you add the items to stage. Since you want to reveal the blur instead, add them in the reverse order. This puts the blur on top.
stage.addChild(bitmap, text, blur);
2) Change what is cached or updateCached in the updateCacheImage method:
if (update) {
blur.updateCache(0, 0, image.width, image.height);
} else {
blur.cache(0, 0, image.width, image.height);
}
This is where you probably got tripped up. If you set the filters on the blurImage to just the maskFilter, it will not appear to work. The maskFilter IS working, but will have removed the blur and color filters that were applied. To add the maskFilter, you have to put it in the array with the current filters. This is my approach, which ensures the original 2 filters are intact, and the maskFilter is just added once:
blur.filters.length = 2; // Truncate the array to 2
blur.filters.push(maskFilter); // add the new filter
In my opinion, this effect isn't as obvious - so you might want to increase the opacity of the brush:
drawingCanvas.graphics.setStrokeStyle(40, "round", "round")
.beginStroke("rgba(0,0,0,0.5)"); // From 0.2
I was the author of the original AlphaMaskFilter demo in EaselJS - glad you found it useful and/or interesting!

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