View in-memory canvas data? - javascript
I have an array of canvas tags being dynamically filled with image data, and I need to analyze the image data of the canvases for debugging. How may I view these in memory?
I can obviously paint them to an on-screen canvas, however that would be very time consuming and I'm looking for a solution similar to viewing variables in Chrome's watch list.
EDIT: I need to view the canvas data visually, rather than textually. I was asking for a way to do this without manually drawing the data of the in-memory canvases onto an on-screen canvas to save time. For example, in Firefox's developer toold, if you hover the source of an image or the CSS for the URL of an image, it shows a small tooltip with the image
I wanted something similar for the in-memory canvases
Create a large on-screen canvas and use the scaling version of context.drawImage to draw multiple down-sized in-memory canvases to the on-screen canvas. You can view 4,6,8 smaller canvases at once on the big canvas. Kind of like the quad-screen security camera displays.
[ Addition based on comment (and request for clarification) ]
I don't know a way to do what you ask.
A canvas is not a variable. It's basically a bitmap.
If you want to view the pixel data you can use context.getImageData. What you would see is thousands of array elements all with values between 0-255.
Here's an example of the pixel data of an image:
3,45,117,255,2,46,119,255,4,48,123,255,2,49,127,255,3,51,133,255,2,52,137,255,2,54,140,255,1,55,143,255,7,74,152,255,8,71,148,255,7,69,146,255,5,69,141,255,5,74,143,255,2,82,145,255,1,92,149,255,0,97,152,255,31,92,175,255,15,86,174,255,0,79,99,255,0,48,121,255,10,30,177,255,21,35,144,255,1,33,134,255,0,46,155,255,0,44,174,255,0,57,120,255,0,51,121,255,0,37,167,255,9,50,156,255,2,52,125,255,15,67,168,255,0,53,162,255,15,71,168,255,4,63,153,255,1,62,145,255,14,69,152,255,9,64,155,255,9,83,182,255,14,121,225,255,0,124,232,255,11,120,223,255,11,124,228,255,7,124,229,255,2,123,228,255,8,131,235,255,16,138,239,255,10,130,227,255,0,115,209,255,2,123,238,255,0,123,233,255, ... and on for thousands of elements more.
If this is what you need, here's how to get it:
var img=new Image();
img.onload=start;
img.src="yourImageSource";
function start(){
canvas.width=img.width;
canvas.height=img.height;
ctx.drawImage(img,0,0);
var a=ctx.getImageData(0,0,cw,ch).data;
var t="";
var comma="";
for(var i=0;i<a.length;i++){
t+=comma+a[i];
comma=",";
}
console.log(t);
}
If that's not what you want, perhaps you could edit your question and better explain your need?
Related
Layering The Canvas Without Multiple Canvases
There I am creating a stamp maker in HTML,Jquery and javascript. In the editor of my application image is adding to HTML canvas (simple) and also the text, I just create new line element and then append it to the canvas.But the problem is that I want my image to be in back of text. I googled it alot and also search stackoverflow I got the solution of creating multiple canvases but in last I have to download the canvas to file for user. There is the problem. And I want to export whole canvas along with text one and second image together.If I create seperate canvas for the text and another for image and give image one low zindex it would be fine but there will be one canvas to be exported as image. Link to multiple layers in canvas html5 - canvas element - Multiple layers I am hopping that we would come up with an idea of how to download both canvases as an image or find a method to take image to back of the canvas. Any answer would be appreciated.
If you store the text, second image and first image in variables, you could just draw them on the canvas in the order you prefer. This means that, whenever there's some change in the image or text, you should clean the canvas and redraw everything. Also, you may be interested in Compositing, since it allows you to decide where a new object is drawn in relation to the existing drawing (on top, behind, etc.)
How to store HTML5 canvas as an image in a list of frames?
Trying to make a simple animation engine for an HTML5 game. I have a timeline along the top composed of frame previews and a wireframe editor with a stickman for testing on a bigger, bottom canvas. When I switch frames, I use drawImage() to copy the bottom canvas to a small frame preview along the top. Is there a way to save the bottom canvas' current state in an array (each item corresponding to each frame) so that I can use drawImage() to place them as onion skins? Here's the project if you want to see it visually: https://jsfiddle.net/incon/owrj7e5z/ (If you look at the project, it doesn't really work yet, it's a big work in progress and is very glitchy) This is what I was trying, and it works for previews, but won't redraw as onion skins on the bottom canvas. var framePreviews = [undefined,undefined,undefined....]; var c = document.getElementById('bottomCanvas'); var tContext = document.getElementById('timelineCanvas').getContext('2d'); framePreviews[simulation.currentFrame] = c; // save canvas in an array tContext.drawImage(framePreviews[simulation.currentFrame], simulation.currentFrame*60, 0, 60, 60/c.width*c.height); // draw the canvas 60px wide in the timeline
Don't. An image is really heavy, whatever the mean of saving it you'll choose, there will always at least be once the ImageBitmap of your full sized canvas that will need to be stored in your browser's memory, and in a few frames, you'll blow it out. You don't do any heavy calculations in your app, so you don't need to store these as images. Instead only save the drawing commands, and redo the drawings every time. Now, for the ones who do have to save computationally heavy frames, then the best is to generate an ImageBitmap from your canvas, but once again, this should be used only if drawing this one frame takes more than 16ms.
Saving HTML5 canvas data
I'm creating a whiteboard application using ASP.NET/JavaScript. HTML5 canvas is my current tool for developing whiteboard features (drawing, text, image, shape ...). How can I save my scene so that I can load it later (and continue drawing)? I've seen a function for saving PNG image of the canvas, is it the only way of saving canvas data? or is there another way that enables me to save canvas data along their semantics, for instance can I save lines, shapes, texts and images drawing on the canvas? what are my options?
A canvas is a rasterised output of the instructions given to it, purely pixel data is stored. If you need to know the steps taken to get there you will need to log them in the javascript you are using to create it in the first place. Otherwise, if it was relatively simple, you could draw each element to stacked / offscreen canvases and export these separately. Obviously this could get expensive depending on the amount you need to do. There are things like this that 'undo' canvas operations but essentially it's just storing an array of lines and redrawing them all from scratch every time. If you click undo it removes a line from the array, otherwise it adds one. To do what you desire you would need to store an array of operations to be drawn like this from a completely black canvas.
Loading a clipped image into a new variable
I'm currently working on a top-down MMORPG, in JavaScript. As you can imagine, this requires a lot of sprite sheets, and herein lies the problem. I can simply place the clipped version of a sprite sheet onto the canvas using the canvas.drawImage method. However, this must require more performance than simply loading the clipped version of the image into a new image object which I'd then place onto the canvas using the canvas.drawImage method, as I'd only have to clip it once. Is this at all possible, and if so, how?
It's a sprite. Any "clipping" is a convenient illusion. Loading a clipped version adds more HTTP traffic which will certainly take more time than drawing canvas image, regardless of the image source, especially when you have the image on the client already.
How to increase the canvas bit depth to create a higher quality picture in javaScript? and how to increate the canvas size when outputting
I'm new to HTML5 and JavaScript, and I'm trying to use the canvas element to create a high(ish) quality output image. The current purpose is to allow users to all their own images (jpeg, png, svg). this works like a charm. however when I render the image it's always a 32-bit png. how can I create a higher quality picture using JavaScript(preferably) ? when I output the file, it always seems to keep the same resolution as the canvas, how can I change this using JavaScript(preferably) Thanks in Advance guys, I looked around for a while but I couldn't find the answer to this :(
If you want to create a larger image with getImageData or toDataURL then you have to: Create an in-memory canvas that is larger than your normal canvas Redraw your entire scene onto your in-memory canvas. You will probably want to call ctx.scale(theScale, theScale) on your in-memory context in order to scale your images, but this heavily depends on how they were created in the first place (images? Canvas paths?) Call getImageData or toDataURL on the in-memory canvas and not your normal canvas By in-memory canvas I mean: var inMem = document.createElement('canvas'); // The larger size inMem.width = blah; inMem.height = blah;
Well firstly, when you draw the image to the canvas it's not a png quite yet, it's a simple raw bitmap where the canvas API works on as you call it's methods, then it's converted to a png in order for the browser to display it, and that's what you get when you use toDataURL. When using toDataURL you're able to choose which image format you want the output to be, I think jpeg and bmp are supported along with png. (Don't think of it as a png converted to another format, cause it's not) And I don't know what exactly do you mean by higher quality by adding more bits to a pixel, you see 32 bits are enough for all RGBA channels to have a true color 8 bits depth giving you way more colors than the human eye can see at once. I know depending on the lighting and angle in which the user is exposed to your picture his perception of the colors may vary but not the quality of it which I'd say only depends on the resolution it has. Anyway the canvas was not designed to work with those deeper colors and honestly that much color information isn't even necessary on any kind of scene you could render on the canvas, that's only relevant for high definition movies and games made by big studios, also, even if you could use deep colors on the canvas it would really depend on the support of the user's videocard and screen which I think the majority of people doesn't have. If you wish to add information not directly concerned to the color of each pixel but maybe on potencial transformations they could have you better create your own type capable of carrying the imageData acceptable by the canvas API, keeping it's 32-bit format, and the additional information on a corresponding array. And yes, the output image has the same resolution as the canvas do but there are a couple of ways provided for you to resize your final composition. Just do as Simon Sarris said, create an offscreen canvas which resolution is the final resolution you want your image to be, then, you can either: Resize the raster image by calling drawImage while providing the toDataURL generated image making use of the resizing parameters Redraw your scene there, as Simon said, which will reduce quality loss if your composition contains shapes created through the canvas API and not only image files put together In case you know the final resolution you want it to be beforehand then just set the width and height of the canvas to it, but the CSS width and height can be set differently in order for your canvas to fit in your webpage as you wish.