On Load event for getImageData - javascript

Hello I have this script that checks for transparent pixels and non transparent pixels. Now i made it so the result is coming from 100px by 100px rectangle on mouse over:
var data = ctx.getImageData(100,100, canvas.width, canvas.height).data;
And right now it shows on mouse of over the result of Opague area and Transparent area.
I would like somehow to visualise this rectangle on load with a grid overlaying the image and the oppaque boxes and transparent one to have different colours like oppaque is green transparent is red. I need probably on load function? But how should it look?
I am stuck here and need someone to direct me in the right position
and here is my current progress:
https://jsfiddle.net/kdichev/Lnp3k5re/

Since you probably want the game console to still show, you can draw your 100x100 boxes with a reduced alpha (globalAlpha).
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var boxWidth=100;
var boxHeight=100;
var boxRows=Math.ceil(865/boxHeight);
var boxCols=Math.ceil(1152/boxWidth);
var boxes=new Array(boxRows*boxCols);
for(var i=0;i<boxes.length;i++){boxes[i]=false;}
var img=new Image();
img.onload=start;
img.crossOrigin='anonymous';
img.src="http://i.imgur.com/RrHayx8.png?1";
function start(){
ctx.drawImage(img,0,0);
var d=ctx.getImageData(0,0,cw,ch).data;
for(var i=0;i<d.length;i+=4){
if(d[i+3]>200){
var px=parseInt(i/4);
var pixelY=parseInt(px/cw);
var pixelX=px-pixelY*cw;
var boxX=parseInt(pixelX/boxWidth);
var boxY=parseInt(pixelY/boxHeight);
boxes[boxY*boxCols+boxX]=true;
}
}
ctx.globalAlpha=0.25;
ctx.fillStyle='red';
for(var i=0;i<boxes.length;i++){
var y=parseInt(i/boxCols);
var x=i-y*boxCols;
if(boxes[i]==true){
ctx.fillRect(x*boxWidth,y*boxHeight,boxWidth,boxHeight);
}
}
ctx.globalAlpha=1.00;
ctx.fillStyle='black';
}
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<canvas id="canvas" width=1152 height=865></canvas>

Related

Canvas/Photo - getImageData not working

I am loading a picture into a canvas; I drawImage(), store getImageData() into a variable for manipulating. I would like to be able to manipulate the data many times for example: add/remove various filters. How can I store the data so that it updates every time I draw the picture with putImageData()?
Basically, I think I am misunderstanding the use of getImageData or using it incorrectly. My thought was that any manipulation that was done to the picture, I could run getImageData and update the variable that contained the information, and use it to "redraw" the picture.
Example:
In the snippet below Lets say I run a function that turn the picture black and white. I have another function that resizes the picture when it is clicked. When I resize the picture the the black and white filter disappears. What am I doing wrong to keep the information of the picture?
//Read in picture
var reader = new FileReader();
reader.onload = function leDraw(e){
imgObj = new Image();
picWidth = canvas.width/2;
picHeight = canvas.height/2;
imgObj.src = e.target.result;
newX = 0;
newY = 0;
ctx.drawImage(imgObj,0,0, picWidth, picHeight);
imageData = ctx.getImageData(newX,newY, canvas.width, canvas.height);
originalCopy = ctx.getImageData(newX,newY, picWidth, picHeight);
data = imageData.data;
function resize(val){ Resizes picture
userPicHeight = document.getElementById("cSelect").value;
userPicWidth = document.getElementById("cSelect").value;
ctx.clearRect(0,0, canvas.width, canvas.height);
ctx.drawImage(imgObj, newX, newY, userPicWidth, userPicHeight);
window['imageData'] = ctx.getImageData(newX,newY, userPicWidth, userPicHeight);
ctx.putImageData(imageData, newX, newY);
};
imageData is a snapshot of canvas pixel data. In your case it's the entire canvas's (colored--not B&W) pixel data.
So when you do .putImageData(imageData...) the unaltered snapshow is again displayed on the canvas.
If you want to rescale a B&W version of your picture:
Draw your color image on a new canvas created with var memCanvas = document.createElement. Size the canvas to the image size. The canvas can be left in-memory -- no need to appendChild it into the DOM.
Apply the filter to the new canvas with getImageData, modify pixel data, putImageData. Now you have an "image-canvas" that you can later use to resize, etc.
Draw the image-Canvas onto the visible canvas: context.drawImage(memCanvas,0,0). Yes, the memCanvas can be an image source for drawImage.
To scale the B&W version of the image, just clear the canvas, scale the canvas with context.scale & then draw the scaled B&W image with drawImage(memCanvas,0,0)
If you later want to re-rescale the B&W image, you can do Step#4 again.
Example code and a Demo using a grayscale filter:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image
img.crossOrigin='anonymous';
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/kingcard.png";
function start(){
// create a grayscale image-canvas
var grayImg=makeFilteredImageCanvas(img,grayscaleFilter);
// scale the visible canvas
ctx.scale(1.25,1.25);
// draw the grayscale imag-canvas on the canvas
// (the result will be scaled)
ctx.drawImage(grayImg,0,0);
}
function makeFilteredImageCanvas(img,filter){
var c=document.createElement('canvas');
var cctx=c.getContext('2d');
iw=c.width=img.width;
ih=c.height=img.height;
cctx.drawImage(img,0,0);
filter(cctx);
return(c);
}
function grayscaleFilter(context){
var canvas=context.canvas;
var w=canvas.width;
var h=canvas.height;
var imageData=context.getImageData(0,0,w,h);
var data=imageData.data;
for(var i=0;i<data.length;i+=4){
var gray=data[i]*0.33+data[i+1]*0.5+data[i+2]*0.16;
data[i]=data[i+1]=data[i+2]=gray;
}
context.putImageData(imageData,0,0);
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<h4>Grayscale image scaled up by 25%</h4>
<canvas id="canvas" width=300 height=300></canvas>
<h4>Original Image:</h4>
<img src='https://dl.dropboxusercontent.com/u/139992952/multple/kingcard.png' crossOrigin='anonymous'>

Make grid over an image using html5 and javascript

I have an image of 4000px by 3000px. I want to display this image on an html page and allow users to select coordinates over this image.
Actually I have to replicate from this:
https://www.botb.com/CompetitionPlay.aspx?SiteID=1&region=GB&cid=2ca08b9b-4717-474c-b5ec-1e6a40df6d54&play=1
(Please register and see this element. Its free to sign up)
Actually I want to display this 4000x3000px picture in 700x500px div size but the user should be able to select coordinates in the picture relative to its actual size i.e 4000x3000px.
The problem with simple approach of scaling the pixels is that the user is only able to select coordinates from downscaled pixels. I want the user to able to select a coordinate from 4000*3000 possibilities
How can I fix a large dimensions image into that size and make magnify tool just like the one in the above? Is it possible in using html5 canvas?
If you can share any jquery plugin for this then I will be very grateful.
Image at 25% size:
Image with magnified section (magnified section is 100% size)
Here's code to magnify the image when the user holds the mouse down over their desired magnification point.
The code uses a second overlaying canvas to present a portion of the magnified (full-sized) image.
Example code and a Demo:
This starting example uses a fixed size magnification viewport, but you can adjust to let the user use mousedown+mouseup to define a variable sized viewport.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
var magifier=document.getElementById("magnifier");
var mctx=magnifier.getContext("2d");
var $magnifier=$('#magnifier');
var mw=100;
var mh=100;
var downscale=0.25;
var upscale=1/downscale;
var iw,ih;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/soccer.jpg";
function start(){
magnify();
iw=img.width;
ih=img.height;
cw=canvas.width=iw*downscale;
ch=canvas.height=ih*downscale;
ctx.drawImage(img,0,0,cw,ch);
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas,#magnifier").mouseup(function(e){handleMouseUp(e);});
}
function magnify(x,y){
if(!x){$magnifier.css({left:-999}); return;};
$magnifier.css({left:x-mw/2,top:y-mh/2});
mctx.clearRect(0,0,mw,mh);
mctx.drawImage(img,-(x)*upscale+mw/2,-(y)*upscale+mh/2);
}
function handleMouseDown(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
var x=parseInt(e.clientX-offsetX);
var y=parseInt(e.clientY-offsetY);
magnify(x,y);
}
function handleMouseUp(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
magnify();
}
body{ background-color: ivory; }
#container{position:relative;}
#canvas{position:absolute;border:1px solid red;}
#magnifier{position:absolute;border:3px solid blue;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Hold mouse down for magnified view.</h4>
<div id=container>
<canvas id="canvas" width=300 height=300></canvas>
<canvas id="magnifier" width=100 height=100></canvas>
</div>
maybe something like this, you can use this to calculate the ratio to the original size too, just do the multiplication.
var element = document.getElementById("box");
element.onmousemove = function(e) {
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
show(x, y);
}
function show(x, y) {
coords.innerHTML = "(" + x + "," + y + ")";
}
#box {
border: 2px solid black;
background: lightblue;
width: 200px;
height: 150px;
cursor: crosshair;
background-image: url('http://lorempixel.com/200/150/');
}
body {
margin: 10px;
}
Coords <span id="coords">(X,Y)</span>
<div id="box"></div>

How to blur an fillRect in the canvas with Javascript

I want to do something like this in the canvas with Javascript.
I want to blur a square. I looked for it on the internet but I didn't find anything. If I don't have to use an external JS library, it'll be better.
[EDIT]I'm not refering to the Finder Icon but the square that is behind it.[/EDIT]
Stackoverflow's Ken Fyrstenberg has authored a very nice blur script here:
https://github.com/epistemex/realtime-blur-js
Here's an example using Ken's blur plus a tinted 25% opaque rectangle:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/wingedLion.jpg";
function start(){
var tempcanvas=document.createElement("canvas");
var tctx=tempcanvas.getContext("2d");
cw=canvas.width=tempcanvas.width=img.width;
ch=canvas.height=tempcanvas.height=img.height;
var x=50;
var y=250;
var w=325;
var h=75;
tctx.drawImage(img,0,0);
var rtblur;
rtblur=new RTBlur({source:tempcanvas});
rtblur.blur(0.50,tctx);
ctx.drawImage(img,0,0);
ctx.drawImage(tempcanvas, x,y,w,h, x,y,w,h);
ctx.fillStyle='tan';
ctx.globalAlpha=0.250;
ctx.fillRect(x,y,w,h);
ctx.globalAlpha=1.00;
ctx.strokeStyle='darkgray';
ctx.lineWidth=2;
ctx.strokeRect(x,y,w,h);
ctx.font='18px verdana';
ctx.fillStyle='white';
ctx.fillText('A rect with blurred background',x+20,y+30);
ctx.fillText('and a tan 25% opacity tint',x+20,y+55);
}
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
<script src="https://cdn.rawgit.com/epistemex/realtime-blur-js/master/rtblur.js"></script>
<canvas id="canvas" width=300 height=300></canvas>

Javascript - Putting ImageData Onto a Canvas Element - CanvasRenderingContext2D

I want to take a source image and put its pixel data into a element with a CanvasRenderingContext2D grid.
I'm writing a javascript function to work with certain pixel points of data,
but I keep getting an error from this line:
ctx.putImageData(sourceImage, 0, 0);
Here is my current javascript function that accepts a class ID of an img element as its argument:
function mapMyImage(sourceImageID) {
// Declare variable for my source image
var sourceImage = document.getElementById(sourceImageID);
// Creates a canvas element in the HTML to hold the pixels
var canvas = document.createElement('canvas');
// Create a 2D rendering context for our canvas
var ctx = canvas.getContext('2d');
// After the image has loaded, put the source image data into the
// 2D rendering context grid
function imgToPixelArray() {
// In the context of the canvas, make an array of pixels
ctx.putImageData(sourceImage, 0, 0);
}
// Call the above function once the source image has loaded
sourceImage.onload = imgToPixelArray();
// Get Access to the pixel map now stored in our 2D render
var imageData = ctx.getImageData(0, 0, 400, 300);
}
Why am I getting an error when I am trying to put my source image's pixel data into a 2D rendering context grid?
It looks like you want to clip a 400x300 subsection of the image and draw it into the canvas.
You don't need .getImageData and .putImageData to accomplish that.
You can use the clipping version of .drawImage to do that:
context.drawImage(
img, // the image source
0,0, // start clipping from the source at x=0, y=0
400,300 // clip a subsection that's 400x300 in size
0,0 // draw that clipped subsection on the canvas at x=0,y=0
400,300 // make the drawing 400x300 (don't scale)
)
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/landscape2.jpg";
function start(){
ctx.drawImage(img, 0,0,400,300, 0,0,400,300);
}
body{ background-color: ivory; padding:10px; }
#canvas{border:1px solid red;}
<h4>subsection clipped to the canvas</h4>
<canvas id="canvas" width=400 height=300></canvas>
<h4>The original image</h4>
<img src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/landscape2.jpg">

Filling shape with particles canvas

Just wondering if anyone could point me in a good direction to a way I could fill an irregular shape with particles, in rows, which would then be animatable.
This is the closest example i can find - http://www.wkams.com/#!/work/detail/coca-cola-music-vis
The two ways I can think would work is work out the density I want, map out how many particles would be needed for each row, and position accordingly. This way seems quite timely and not very robust.
The second way, which I can't seem to figure out how I would do it, is draw the shape in the canvas, then generatively fill the shape with particles, keeping them in the constraints of the shape.
Any general concept of how this could be done would be greatly appreciated.
Let me know if it doesn't make sense.
Cheers
You can use compositing to restrict your particles inside an irregular shape
For each loop of your animation:
Clear the canvas.
Draw your irregular shape on the canvas.
Set compositing to 'source-atop'. This will cause any new drawings to appear only if any newly drawn pixel is over an existing opaque pixel. This is the secret to restricting your particles to be drawn only inside your irregular shape.
Draw your rows of particles. All particles will appear only inside the shape.
Here's example code and a Demo. My example just animates the size of each particle row. You can apply your design requirements to change the size & position of each row.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
//
ctx.fillStyle='skyblue';
var PI2=Math.PI*2;
//
var w=132;
var h=479;
//
var x1=29;
var x2=177;
var x3=327;
//
var nextTime=0;
var delay=16*2;
var isFading=true;
var isComplete=false;
var opacity=100;
var imgCount=2;
var img=new Image();img.onload=start;img.src="https://dl.dropboxusercontent.com/u/139992952/multple/coke.png";
var label=new Image();label.onload=start;label.src="https://dl.dropboxusercontent.com/u/139992952/multple/label.png";
function start(){
console.log(imgCount);
if(--imgCount>0){return;}
requestAnimationFrame(animate);
$('#again').click(function(){
nextTime=0;
delay=16*2;
opacity=100;
isFading=true;
});
}
function overlay(clipX,x,alpha){
ctx.globalAlpha=alpha;
ctx.drawImage(img,clipX,0,w,h,x,0,w,h);
}
function fillParticles(radius,margin){
var rr=radius*2+margin;
ctx.save();
ctx.clearRect(0,0,cw,ch);
overlay(x3,50,1.00);
ctx.globalCompositeOperation='source-atop';
ctx.beginPath();
var rows=parseInt(ch/(rr))-2;
var cols=parseInt(cw/rr);
for(var r=0;r<rows;r++){
for(var c=0;c<cols;c++){
ctx.arc(c*rr,h-(r*rr),radius,0,PI2);
ctx.closePath();
}}
ctx.fill();
ctx.restore();
overlay(x2,50,1.00);
}
function animate(time){
if(!isComplete){ requestAnimationFrame(animate); }
if(time<nextTime){return;}
if(isFading){
if(--opacity>0){
ctx.clearRect(0,0,cw,ch);
overlay(x1,50,opacity/100);
overlay(x2,50,1.00);
}else{
isFading=false;
overlay(x2,50,1.00);
ctx.drawImage(label,70,210);
nextTime=time+1000;
}
}else{
delay=1000;
fillParticles(parseInt(Math.random()*8)+2,3);
ctx.drawImage(label,70,210);
nextTime=time+delay;
}
}
body{ background-color:white; padding:10px; }
#canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button id=again>Again</button>
<br>
<canvas id="canvas" width=250 height=500></canvas>
If I were to approach this problem, I would go about it in this way:
Create an object that can be used to "create" particles.
Create as many new instances of that object as is needed for the required density.
So, basically, all the work is done by one function constructor/object.
You want this object to provide methods to draw itself to the canvas, store its x and y coordinates, its velocity and direction.
Then you can create instances of this object with the new keyword and set their x and y coordinates to spread them across a grid.

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