Javascript imageData returns array of 0's - javascript

I am trying to manipulate imageData but my imageData array returns all 0's after I load up the image and get its pixel data.
There are a few html elements like sliders and text boxes. Please ignore those.
There is an ImageObject data structure where I am storing all image properties like image,pixelData and so on..
i first load the image, get its pixel data and then return a callback to store ImageObject.imageData. However in the log ImageObject.data returns all 0's.
ImageObject = {};
var MainCtx;
var MainCanvas;
//get the image pixel properties
function start()
{
//load up the main canvas and ctx
MainCanvas = document.getElementById("canvas");
MainCtx = MainCanvas.getContext('2d');
//first load up the image and then get its pixel data
ImageObject.loadImage(function(imageData){
ImageObject.imageData = imageData;
ImageObject.data = ImageObject.imageData.data;
console.log(ImageObject.data); // -> data return all 0's in the array
for(var i = 0; i < ImageObject.data.length; i += 4) {
var brightness = 0.34 * ImageObject.data[i] + 0.5 * ImageObject.data[i + 1] + 0.16 * ImageObject.data[i + 2];
// red
ImageObject.data[i] = brightness;
// green
ImageObject.data[i + 1] = brightness;
// blue
ImageObject.data[i + 2] = brightness;
}
ImageObject.ctx.putImageData(ImageObject.imageData,ImageObject.image.width,ImageObject.image.height);
});
}
ImageObject.loadImage = function(callback)
{
ImageObject.image = new Image();
ImageObject.image.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
ImageObject.image.addEventListener('load',function()
{
MainCtx.drawImage(ImageObject.image,0,0);
callback(ImageObject.getImageData(ImageObject.image));
});
}
ImageObject.getImageData = function(img)
{
this.canvas = getCanvas(img.width,img.height);
this.ctx = this.canvas.getContext('2d');
return this.ctx.getImageData(0,0,this.canvas.width,this.canvas.height);
}
function getCanvas(w,h)
{
var c = document.createElement('canvas');
c.width = w;
c.height = h;
return c;
}
start();
I have shared the jsFiddle link below
jsFiddle
Can someone please take a look as to what am I doing wrong?

Your issue is that you're getting your image data from a new canvas that you have created inside the getCanvas function. You need to run getImageData on the existing canvas.
Here is an update to the console.log
console.log(MainCtx.getImageData(0, 0, MainCanvas.width, MainCanvas.height));
This still will not work straight away as you are loading the image from a different origin, so make sure you host the image locally, first.

Try to put the information inside a 32 bit unsigned integer array through its buffer.
Something like
var img = canvas.getImageData(),
data32 = new Uint32Array(img.data.buffer);
//loop through the pixels
for(var i=0; i<data32.length, i++){
var pixel = data32[i];
//get the colors
var r = (pixel) & 0xff,
g = (pixel >> 8) & 0xff,
b = (pixel >> 16) & 0xff;
a = (pixel >> 24) & 0xff;
//put the pixels back in (no change)
data32[i] = (a << 24)
| (b << 16)
| (g << 8)
| r;
}
Author: Matt Lockyer
Retrieved from: http://mattlockyer.github.io/iat455/workshop-1.html

The quick answer is:
You try to get image data from a new(empty) canvas.
Explanation:
In your function getImageData, you set your canvas using a function called getCanvas.
In this function, instead of using your actual canvas with your image drawn on it, you create a new canvas (document.createElement('canvas');)
Since, you have set your canvas as MainCanvas, you should use it in your function getImageData like this:
this.canvas = MainCanvas;
Unfortunately, I can't make it work in your jsfiddle because of Cross-Origin Resource Sharing policy.

Related

Why does new ImageData from new Uint8ClampedArray create a black and white image

I am stitching 2 images together to create a single image. Overlaying might be a better term. The first image is the following.
The second image is the following:
After doing some canvas magic, I am able to overlay the final image using TWO canvas elements which looks like this
I then grab the image data of both images and "stitch" together the image data to re-create the illusion of a single image from 2 canvas elements overlaid into a single canvas using the following technique
let r, g, b, a;
let r_, g_, b_, a_;
let stitched_data = [];
for (let i = 0; i + 3 < background.data.length; i += 4) {
r = background.data[i];
g = background.data[i];
b = background.data[i];
a = background.data[i];
r_ = foreground.data[i];
g_ = foreground.data[i];
b_ = foreground.data[i];
a_ = foreground.data[i];
let _r, _g, _b, _a;
if (a_ != 0) {
console.log(a, a_);
_r = r_;
_g = g_;
_b = b_;
_a = 255;
} else {
_r = r;
_g = g;
_b = b;
_a = 255;
}
if(_r)
stitched_data.push(_r);
stitched_data.push(_g);
stitched_data.push(_b);
stitched_data.push(_a);
}
let stitched = Uint8ClampedArray.from(stitched_data);
let stiched_ = new ImageData(stitched, canvas.width, canvas.height);
ctx.putImageData(stiched_, 0, 0);
Both the foreground and background are ImageData using the ctx.getImageData function built into the canvas API. I then recreate a new image data from a new Uint8ClampedArray, and feed that into the constructor function for a new ImageData. The result is exactly what I want, EXCEPT it is black and white only!!! Why don't the RGB values carry over?? This doesn't make sense to me, can someone please explain why, despite me carrying over the image data, it only saves it to black and white??
This is the final result
Thanks to #Mike 'Pomax' Kamermans, I was able to solve this issue very quickly. I was unaware that this is what alpha channels were for
var image1 = new Image();
image1.src = background_canvas.toDataURL();
var image2 = new Image();
image2.src = foreground_canvas.toDataURL();
ctx.drawImage(image1, 0, 0);
ctx.drawImage(image2, 0, 0);
return document.querySelector("body").appendChild(canvas);

Find Hex Colors and X,Y in Images

I am trying to find all the hex colors in an image and if possible, circle or highlight the X, Y position of where the hex color(s) are. My current code is attempting to find all colors and almost crashes my browser and my attempt to find the X,Y coordinates of each image isn't going good either.
I have two functions doing different things, it's what I have tried to work with to give an example of what has been attempted... Any help would be great!
Any assistance would be amazing!
<canvas id="myCanvas" width="240" height="297" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<img id="origImage" width="220" height="277" src="loggraph.PNG">
<script>
function getPixel(imgData, index) {
var i = index*4, d = imgData.data;
return [d[i],d[i+1],d[i+2],d[i+3]] // [R,G,B,A]
}
function getPixelXY(imgData, x, y) {
return getPixel(imgData, y*imgData.width+x);
}
function goCheck() {
var cvs = document.createElement('canvas'),
img = document.getElementsByTagName("img")[0];
cvs.width = img.width; cvs.height = img.height;
var ctx = cvs.getContext("2d");
ctx.drawImage(img,0,0,cvs.width,cvs.height);
var idt = ctx.getImageData(0,0,cvs.width,cvs.height);
console.log(getPixel(idt, 852)); // returns array [red, green, blue, alpha]
console.log(getPixelXY(idt,1,1)); // same pixel using x,y
}
function getColors(){
var canvas = document.getElementById("myCanvas");
var devices = canvas.getContext("2d");
var imageData = devices.getImageData(0, 0, canvas.width, canvas.height);
var data = imageData.data;
// iterate over all pixels
for(var i = 0, n = data.length; i < n; i += 4) {
var r = data[i];
var g = data[i + 1];
var b = data[i + 2];
var rgb = "("+r+","+g+","+b+")";
var incoming = i*4, d = imageData.data;
var bah = [d[incoming],d[incoming+1],d[incoming+2],d[incoming+3]];
$('#list').append("<li>"+rgb+"</li>");
colorList.push(rgb);
}
$('#list').append("<li>"+[d[incoming],d[incoming+1],d[incoming+2],d[incoming+3]]+"</li>");
}
}
Must check all pixels
To find a pixel that matches a color will require, in the worst case (pixel of that color not in image), that you step over every pixel in the image.
How not to do it
Converting every pixel to a DOM string is about the worst way to do it, as DOM string use a lot of memory and CPU overhead, especially if instantiated using jQuery (which has its own additional baggage)
Hex color to array
To find the pixel you need only check each pixels color data against the HEX value. You convert the hex value to an array of 3 Bytes.
The following function will convert from CSS Hex formats "#HHH" "#HHHH", "#HHHHHH" and "#HHHHHHHH" ignoring the alpha part if included, to an array of integers 0-255
const hex2RGB = h => {
if(h.length === 4 || h.length === 5) {
return [parseInt(h[1] + h[1], 16), parseInt(h[2] + h[2], 16), parseInt(h[3] + h[3], 16)];
}
return [parseInt(h[1] + h[2], 16), parseInt(h[3] + h[4], 16), parseInt(h[5] + h[6], 16)];
}
Finding the pixel
I do not know how you plan to use such a feature so the example below is a general purpose method that will help and can be modified as needed
It will always find a pixel if you let it even if there is no perfect match. It does this by finding the closest color to the color you are looking for.
The reason that of finds the closest match is that when you draw an image onto a 2D canvas the pixel values are modified slightly if the image has transparent pixels (pre-multiplied alpha)
The function finds the pixel by measuring the spacial distance between the pixel and the hex color (simple geometry Pythagoras). The closest color is the one that is the smallest distance.
It will return the object
{
x, // the x coordinate of the match
y, // the y coordinate of the match
distance, // how closely the color matches the requested color.
// 0 means a perfect match
// to 441 completely different eg black and white
// value is floored to an integer value
}
If the image is tainted (cross origin, local device storage), or you pass something that can not be converted to pixels the function will return undefined
The function keeps a canvas that it uses to get pixel data as it assumes that it will be use many times. If the image is tainted it will catch the error (add a warning to the console), cleanup the tainted canvas and be ready for another image.
Usage
To use the function add it to your code base, it will setup automatically.
Get an image and a hex value and call the function with the image, CSS hex color, and optionally the threshold distance for the color match.
Eg find exact match for #FF0000
const result = findPixel(origImage, "#FF0000", 0); // find exact match for red
if (result) { // only if found
console.log("Found color #FF0000 at pixel " + result.x + ", " + result.y);
} else {
console.log("The color #FF0000 is not in the image");
}
or find color close to
const result = findPixel(origImage, "#FF0000", 20); // find a match for red
// within 20 units.
// A unit is 1 of 256
if (result) { // only if found
console.log("Found closest color within " + result.distance + "units of #FF0000 at pixel " + result.x + ", " + result.y);
}
or find closest
// find the closest, no threshold ensures a result
const result = findPixel(origImage, "#FF0000");
console.log("Found closest color within " + result.distance + "units of #FF0000 at pixel " + result.x + ", " + result.y);
Code
The function is as follows.
const findPixel = (() => {
var can, ctx;
function createCanvas(w, h) {
if (can === undefined){
can = document.createElement("canvas");
ctx = can.getContext("2d");
}
can.width = w;
can.height = h;
}
function getPixels(img) {
const w = img.naturalWidth || img.width, h = img.naturalHeight || img.height;
createCanvas(w, h);
ctx.drawImage(img, 0, 0);
try {
const imgData = ctx.getImageData(0, 0, w, h);
can.width = can.height = 1; // make canvas as small as possible so it wont
// hold memory. Leave in place to avoid instantiation overheads
return imgData;
} catch(e) {
console.warn("Image is un-trusted and pixel access is blocked");
ctx = can = undefined; // canvas and context can no longer be used so dump them
}
return {width: 0, height: 0, data: []}; // return empty pixel data
}
const hex2RGB = h => { // Hex color to array of 3 values
if(h.length === 4 || h.length === 5) {
return [parseInt(h[1] + h[1], 16), parseInt(h[2] + h[2], 16), parseInt(h[3] + h[3], 16)];
}
return [parseInt(h[1] + h[2], 16), parseInt(h[3] + h[4], 16), parseInt(h[5] + h[6], 16)];
}
const idx2Coord = (idx, w) => ({x: idx % w, y: idx / w | 0});
return function (img, hex, minDist = Infinity) {
const [r, g, b] = hex2RGB(hex);
const {width, height, data} = getPixels(img);
var idx = 0, found;
while (idx < data.length) {
const R = data[idx] - r;
const G = data[idx + 1] - g;
const B = data[idx + 2] - b;
const d = R * R + G * G + B * B;
if (d === 0) { // found exact match
return {...idx2Coord(idx / 4, width), distance: 0};
}
if (d < minDist) {
minDist = d;
found = idx;
}
idx += 4;
}
return found ? {...idx2Coord(found / 4, width), distance: minDist ** 0.5 | 0 } : undefined;
}
})();
This function has been tested and works as described above.
Note Going by the code in the your question the alpha value of the image and CSS hex color is ignored.
Note that if you intend to find many colors from the same image this function is not the best suited for you needs. If this is the case let me know in the comment and I can make changes or instruct you how to optimism the code for such uses.
Note It is not well suited for single use only. However if this is the case change the line const findPixel = (() => { to var findPixel = (() => { and after you have used it remove the reference findpixel = undefined; and JS will clean up any resources it holds.
Note If you also want to get the actual color of the closest found color that is trivial to add as well. Ask in the comments.
Note It is reasonably quick (you will be hard pressed to get a quicker result) but be warned that for very large images 4K and above it may take a bit, and on very low end devices it may cause a out of memory error. If this is a problem then another solution is possible but is far slower.

Manually blending ImageData

I have a following task that I'm trying to accomplish the most efficient way possible: I have varying number of pictures of varying size as pixel arrays that I need to add to canvas pixel by pixel. Each pixel's value has to be added to canvas's ImageData so that the result is a blend of two or more images.
My current solution is to retrieve ImageData from the location where the picture needs to be blended with the size of the picture. Then I add the picture's ImageData to the retrieved ImageData and copy it back to the same location.
In a sense this is a manual implementation of canvas globalCompositeOperation "lighter".
"use strict";
let canvas = document.getElementById("canvas");
let width = canvas.width = window.innerWidth;
let height = canvas.height = window.innerHeight;
let ctx = canvas.getContext("2d");
ctx.fillStyle="black";
ctx.fillRect(0, 0, width, height);
let imageData = ctx.getImageData(0,0,width,height);
let data = imageData.data;
function random(min, max) {
let num = Math.floor(Math.random() * (max - min + 1)) + min;
return num;
}
function createColorArray(size, color) {
let arrayLength = (size*size)*4;
let array = new Uint8ClampedArray(arrayLength);
for (let i = 0; i < arrayLength; i+=4) {
switch (color) {
case 1:
array[i+0] = 255; // r
array[i+1] = 0; // g
array[i+2] = 0; // b
array[i+3] = 255; // a
break;
case 2:
array[i+0] = 0; // r
array[i+1] = 255; // g
array[i+2] = 0; // b
array[i+3] = 255; // a
break;
case 3:
array[i+0] = 0; // r
array[i+1] = 0; // g
array[i+2] = 255; // b
array[i+3] = 255; // a
}
}
return array;
}
function picture() {
this.size = random(10, 500);
this.x = random(0, width);
this.y = random(0, height);
this.color = random(1,3);
this.colorArray = createColorArray(this.size, this.color);
}
picture.prototype.updatePixels = function() {
let imageData = ctx.getImageData(this.x, this.y, this.size, this.size);
let data = imageData.data;
for (let i = 0; i < data.length; ++i) {
data[i]+=this.colorArray[i];
}
ctx.putImageData(imageData, this.x, this.y);
}
let pictures = [];
let numPictures = 50;
for (let i = 0; i < numPictures; ++i) {
let pic = new picture();
pictures.push(pic);
}
function drawPictures() {
for (let i = 0; i < pictures.length; ++i) {
pictures[i].updatePixels();
}
}
drawPictures();
<!DOCTYPE html>
<html>
<head>
<title>...</title>
<style type="text/css">
body {margin: 0px}
#canvas {position: absolute}
</style>
</head>
<body>
<div>
<canvas id="canvas"></canvas>
</div>
<script type="text/javascript" src="js\script.js"></script>
</body>
</html>
This solution works fine but it's very slow. I don't know if pixel by pixel blending can even be made very efficient, but one reason for slow performance might be that I need to get the ImageData and put it back each time a new image is blended into canvas.
Therefore the main question is how could I get whole canvas ImageData once in the beginning and then look correct pixels to update based on location and size of each picture that needs to blended into canvas and finally put updated ImageData back to canvas? Also, any other ideas on how to make blending more efficient are greatly appreciated.
Use the array methods.
The fastest way to fill an array is with the Array.fill function
const colors = new Uint32Array([0xFF0000FF,0xFF00FF00,0xFFFF00]); // red, green, blue
function createColorArray(size, color) {
const array32 = new Uint32Array(size*size);
array32.fill(colors[color]);
return array32;
}
Quick clamped add with |
If you are adding 0xFF to any channel and 0 to the others you can use | and a 32 bit array. For the updatePixels function
var imageData = ctx.getImageData(this.x, this.y, this.size, this.size);
var data = new Uint32Array(imageData.data.buffer);
var i = 0;
var pic = this.colorArray; // use a local scope for faster access
do{
data[i] |= pic[i] ; // only works for 0 and FF chanel values
}while(++i < data.length);
ctx.putImageData(imageData, this.x, this.y);
Bitwise or | is similar to arithmetic add and can be used to increase values using 32bit words. The values will be clamped as part of the bitwise operation.
// dark
var red = 0xFF000088;
var green = 0xFF008800;
var yellow = red | green; // 0xFF008888
There are many other ways to use 32bit operations to increase performance as long as you use only 1 or 2 operators. More and you are better off using bytes.
You can also add if you know that each channel will not overflow a bit
a = 0xFF101010; // very dark gray
b = 0xFF000080; // dark red
// non overflowing add
c = a + b; // result is 0xFF000090 correct
// as 0x90 + 0x80 will overflow = 0x110 the add will not work
c += b; // result overflows bit to green 0xFF000110 // incorrect
Uint8Array V Uint8ClampedArray
Uint8Array is slightly faster than Uint8ClampedArray as the clamping is skipped for the Uint8Array so use it if you don't need to clamp the result. Also the int typedArrays do not need you to round values when assigning to them.
var data = Uint8Array(1);
data[0] = Math.random() * 255; // will floor for you
var data = Uint8Array(1);
data[0] = 256; // result is 0
data[0] = -1; // result is 255
var data = Uint8ClampedArray(1);
data[0] = 256; // result is 255
data[0] = -1; // result is 0
You can copy data from array to array
var imageDataSource = // some other source
var dataS = new Uint32Array(imageData.data.buffer);
var imageData = ctx.getImageData(this.x, this.y, this.size, this.size);
var data = new Uint32Array(imageData.data.buffer);
data.set(dataS); // copies all data
// or to copy a row of pixels
// from coords
var x = 10;
var y = 10;
var width = 20; // number of pixels to copy
// to coords
var xx = 30
var yy = 30
var start = y * this.size + x;
data.set(dataS.subArray(start, start + width), xx + yy * this.size);
Dont dump buffers
Don't keep fetching pixel data if not needed. If it does not change between putImageData and getImageData then there is no need to get the data again. It is better to keep the one buffer than continuously creating a new one. This will also relieve the memory stress and reduce the workload on GC.
Are you sure you can not use the GPU
And you can perform a wide range of operations on pixel data using global composite operations. Add, subtract, multiply, divide, invert These are much faster and so far in your code I can see no reason why you need to access the pixel data.

Editing an image without creating a new one

I'm trying to edit an image (img element) with JavaScript but google only gives me info about how to create a new image with the desired changes.
For performance reasons what I want to be able to do is to edit an existing image without creating a new one - is this at all possible via JavaScript in a browser environment?
What I'm trying to accomplish is to edit a rather large uv map of a three.js model on the fly without having to constantly re-create the whole image (performance concerns).
There's a cool library to work with images: p5.js
I'm not sure it's able to directly modify an img element created with HTML, but if it's not a problem for you to load the image using JS then this works just fine.
Here an example on how to modify pixels brightness:
var img;
function preload() {
img = loadImage("image.png");
}
function setup() {
createCanvas(720, 200);
img.loadPixels();
loadPixels();
}
function draw() {
for (var x = 0; x < img.width; x++) {
for (var y = 0; y < img.height; y++ ) {
// Calculate the 1D location from a 2D grid
var loc = (x + y*img.width)*4;
// Get the R,G,B values from image
var r,g,b;
r = img.pixels[loc];
// Calculate an amount to change brightness based on proximity to the mouse
var maxdist = 50;
var d = dist(x, y, mouseX, mouseY);
var adjustbrightness = 255*(maxdist-d)/maxdist;
r += adjustbrightness;
// Constrain RGB to make sure they are within 0-255 color range
r = constrain(r, 0, 255);
// Make a new color and set pixel in the window
//color c = color(r, g, b);
var pixloc = (y*width + x)*4;
pixels[pixloc] = r;
pixels[pixloc+1] = r;
pixels[pixloc+2] = r;
pixels[pixloc+3] = 255;
}
}
updatePixels();
}

HTML5 canvas multiply effect - jagged edges

Our company website features a "random shard generator", built in Flash, which creates a number of overlapping coloured shard graphics at random just below the site header.
http://www.clarendonmarketing.com
I am trying to replicate this effect using HTML5, and whilst I can generate the random shards easily enough, the blended overlapping (multiply in Adobe terms) is proving a challenge.
I have a solution which basically creates an array of all the canvas's pixel data before each shard is drawn, then another array with the canvas's pixel data after each shard is drawn. It then compares the two and where it finds a non transparent pixel in the first array whose corresponding pixel in the second array matches the currently selected fill colour, it redraws it with a new colour value determined by a 'multiply' function (topValue * bottomValue / 255).
Generally this works fine and achieves the desired effect, EXCEPT around the edges of the overlapping shards, where a jagged effect is produced.
I believe this has something to do with the browser's anti-aliasing. I have tried replicating the original pixel's alpha channel value for the computed pixel, but that doesn't seem to help.
Javascript:
// Random Shard Generator v2 (HTML5)
var theCanvas;
var ctx;
var maxShards = 6;
var minShards = 3;
var fillArray = new Array(
[180,181,171,255],
[162,202,28,255],
[192,15,44,255],
[222,23,112,255],
[63,185,127,255],
[152,103,158,255],
[251,216,45,255],
[249,147,0,255],
[0,151,204,255]
);
var selectedFill;
window.onload = function() {
theCanvas = document.getElementById('shards');
ctx = theCanvas.getContext('2d');
//ctx.translate(-0.5, -0.5)
var totalShards = getRandom(maxShards, minShards);
for(i=0; i<=totalShards; i++) {
//get snapshot of current canvas
imgData = ctx.getImageData(0,0,theCanvas.width,theCanvas.height);
currentPix = imgData.data
//draw a shard
drawRandomShard();
//get snapshot of new canvas
imgData = ctx.getImageData(0,0,theCanvas.width,theCanvas.height);
pix = imgData.data;
//console.log(selectedFill[0]+','+selectedFill[1]+','+selectedFill[2]);
//alert('break')
//CALCULATE THE MULTIPLIED RGB VALUES FOR OVERLAPPING PIXELS
for (var j = 0, n = currentPix.length; j < n; j += 4) {
if (
//the current pixel is not blank (alpha 0)
(currentPix[j+3]>0)
&& //and the new pixel matches the currently selected fill colour
(pix[j]==selectedFill[0] && pix[j+1]==selectedFill[1] && pix[j+2]==selectedFill[2])
) { //multiply the current pixel by the selected fill colour
//console.log('old: '+currentPix[j]+','+currentPix[j+1]+','+currentPix[j+2]+','+currentPix[j+3]+'\n'+'new: '+pix[j]+','+pix[j+1]+','+pix[j+2]+','+pix[j+3]);
pix[j] = multiply(selectedFill[0], currentPix[j]); // red
pix[j+1] = multiply(selectedFill[1], currentPix[j+1]); // green
pix[j+2] = multiply(selectedFill[2], currentPix[j+2]); // blue
}
}
//update the canvas
ctx.putImageData(imgData, 0, 0);
}
};
function drawRandomShard() {
var maxShardWidth = 200;
var minShardWidth = 30;
var maxShardHeight = 16;
var minShardHeight = 10;
var minIndent = 4;
var maxRight = theCanvas.width-maxShardWidth;
//generate a random start point
var randomLeftAnchor = getRandom(maxRight, 0);
//generate a random right anchor point
var randomRightAnchor = getRandom((randomLeftAnchor+maxShardWidth),(randomLeftAnchor+minShardWidth));
//generate a random number between the min and max limits for the lower point
var randomLowerAnchorX = getRandom((randomRightAnchor - minIndent),(randomLeftAnchor + minIndent));
//generate a random height for the shard
var randomLowerAnchorY = getRandom(maxShardHeight, minShardHeight);
//select a fill colour from an array
var fillSelector = getRandom(fillArray.length-1,0);
//console.log(fillSelector);
selectedFill = fillArray[fillSelector];
drawShard(randomLeftAnchor, randomLowerAnchorX, randomLowerAnchorY, randomRightAnchor, selectedFill);
}
function drawShard(leftAnchor, lowerAnchorX, lowerAnchorY, rightAnchor, selectedFill) {
ctx.beginPath();
ctx.moveTo(leftAnchor,0);
ctx.lineTo(lowerAnchorX,lowerAnchorY);
ctx.lineTo(rightAnchor,0);
ctx.closePath();
fillColour = 'rgb('+selectedFill[0]+','+selectedFill[1]+','+selectedFill[2]+')';
ctx.fillStyle=fillColour;
ctx.fill();
};
function getRandom(high, low) {
return Math.floor(Math.random() * (high-low)+1) + low;
}
function multiply(topValue, bottomValue){
return topValue * bottomValue / 255;
};
Working demo:
http://www.clarendonmarketing.com/html5shards.html
Do you really need multiplication? Why not just use lower opacity blending?
Demo http://jsfiddle.net/wk3eE/
ctx.globalAlpha = 0.6;
for(var i=totalShards;i--;) drawRandomShard();
Edit: If you really need multiplication, then leave it to the professionals, since multiply mode with alpha values is a little tricky:
Demo 2: http://jsfiddle.net/wk3eE/2/
<script type="text/javascript" src="context_blender.js"></script>
<script type="text/javascript">
var ctx = document.querySelector('canvas').getContext('2d');
// Create an off-screen canvas to draw shards to first
var off = ctx.canvas.cloneNode(true).getContext('2d');
var w = ctx.canvas.width, h = ctx.canvas.height;
for(var i=totalShards;i--;){
off.clearRect(0,0,w,h); // clear the offscreen context first
drawRandomShard(off); // modify to draw to the offscreen context
off.blendOnto(ctx,'multiply'); // multiply onto the main context
}
</script>

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