How to add image to Path in PaperJS - javascript

I am playing around with the nice code from http://paperjs.org/examples/candy-crash/. I want to replace the colors with an image so that instead of showing say a red circle, it should show a circle with an image inside. Here is the snippet I think I need to modify:
function Ball(r, p, v) {
this.radius = r;
this.point = p;
this.vector = v;
this.maxVec = 15;
this.numSegment = Math.floor(r / 3 + 2);
this.boundOffset = [];
this.boundOffsetBuff = [];
this.sidePoints = [];
this.path = new Path({
fillColor: {
hue: Math.random() * 360,
saturation: 1,
brightness: 1
},
blendMode: 'screen'
});
for (var i = 0; i < this.numSegment; i ++) {
this.boundOffset.push(this.radius);
this.boundOffsetBuff.push(this.radius);
this.path.add(new Point());
this.sidePoints.push(new Point({
angle: 360 / this.numSegment * i,
length: 1
}));
}
}
I am reading up on raster as well. But I don't see how to get this code to work with the image. Thanks for any help.
If I simply do this.path = new Path(raster) it does not work. It only shows one static image as opposed to all the circles moving around.
UPDATE
Here is a raster to use
var imgUrl ="http://upload.wikimedia.org/wikipedia/commons/1/15/Red_Apple.jpg";
var raster = new Raster();
raster.scale(0.2)

If you want to clip a raster with a path, you need to create a group that contains both objects, then set group.clipped property to true. Passing a raster as the argument for a path constructor will not work.
It's easiest to do this in the "main" loop.
//--------------------- main ---------------------
var balls = [];
// ADD AN ARRAY TO HOLD SOME RASTERS
var rasters = [];
var raster = new Raster("http://upload.wikimedia.org/wikipedia/commons/1/15/Red_Apple.jpg");
raster.scale(.05);
var numBalls = 18;
for (var i = 0; i < numBalls; i++) {
var position = Point.random() * view.size;
var vector = new Point({
angle: 360 * Math.random(),
length: Math.random() * 10
});
var radius = Math.random() * 60 + 60;
balls.push(new Ball(radius, position, vector));
// ADD RASTERS AND CLIP TO EACH "BALL"
rasters.push(raster.clone().scale(radius/50));
var group = new Group(balls[i].path, rasters[i]);
group.clipped = true;
}
raster.remove();
function onFrame() {
for (var i = 0; i < balls.length - 1; i++) {
for (var j = i + 1; j < balls.length; j++) {
balls[i].react(balls[j]);
}
}
for (var i = 0, l = balls.length; i < l; i++) {
balls[i].iterate();
rasters[i].position = balls[i].path.position;
}
}

Related

Clear and re-draw using svg.js

I want to draw some elements using svg.js then clear the canvas and draw new elements. I'm using draw.clear() but when I re-draw the elements, they aren't visible. Is this approach correct or am I missing something? I also tried remove().
var width = 500;
var height = 500;
var pos_x = 0;
var pos_y = 0;
var texto = [];
var grupo = [];
var rect = [];
var clip = [];
var random_rotation = [];
var latino = 'ABCDEFGHIJKLMNOPQRSTUVXYZ'.split('');
var cirilico = 'АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЬЮЯ'.split('');
var hebreo = 'אבגדהוזיךכל םמןנסעףפפצקחט '.split('');
var griego = 'ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨ'.split('');
var arabe = 'ابتثجحخدذرزسشصضطظعغفقكلمنهويةءأإ'.split('');
var coreano = 'ㅏㅑㅓㅕㅗㅛㅜㅠㅡㅣㅐㅒㅔㅖㅘㅙㅚㅝㅞㅟㅢㄱㄴㄷㄹㅁㅂㅅㅇㅈㅊㅋㅌㅍㅎㄲㄸㅃㅆㅉㄳㄵㄶㄺㄻㄿㄽㄾㄿㅀㅄ'.split('');
var glagolitico = 'ⰀⰁⰂⰃⰄⰅⰆⰇⰈⰉⰊⰋⰌⰍⰎⰏⰐⰑⰒⰓⰔⰕⰖⰗⰘⰙⰚⰛⰜⰝⰞⰟⰠⰡⰢⰣⰤⰥⰦⰧⰨⰩⰪⰫⰬⰭⰮ'.split('');
var hiragana = 'あかさたなはまやらわがざだばぱいきしちにひみり(ゐ)ぎじぢびぴうくすつぬふむゆるぐずづぶぷえけせてねへめれ(ゑ)げぜでべぺおこそとのほもよろをごぞどぼぽ'.split('');
var katakana = 'アカサタナハマヤラワガザダバパヴァイキシチニヒミリ(ヰ)ギジヂビピヴィウクスツヌフムユルグズヅブプヴエケセテネヘメレ(ヱ)ゲゼデベペヴェオコソトノホモヨロヲゴゾドボポヴォ'.split('');
var sistemas = [latino, cirilico, hebreo, griego, arabe, coreano, glagolitico, hiragana, katakana];
var alfabeto = [];
var letra = [];
var draw = SVG().addTo('.container').size(width, height).attr({id: 'svg'});
function getRndInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function getRndFloat(min, max) {
return (Math.random() * (max - min)) + min;
}
// Create symbols
function grafema(){
for (var i = 0; i <= 3; i++){
alfabeto[i] = getRndInteger(0, sistemas.length - 1);
letra[i] = sistemas[alfabeto[i]][getRndInteger(0, sistemas[alfabeto[i]].length - 1)];
random_rotation[i] = getRndInteger(0, 360);
texto[i] = draw.text(letra[i])
.font({
family: 'Arial Unicode MS',
size: 500,
anchor: 'middle'
})
.transform({
translateX: width/2,
translateY: (height/2) * -1,
rotate: random_rotation[i],
scale: getRndFloat(0.5, 0.6)
});
grupo[i] = draw.group()
.attr({
id: 'letra ' + i
});
grupo[i].add(texto[i]);
rect[i] = draw.rect(200, 200)
.attr({
x: pos_x,
y: pos_y,
})
.transform({
rotate : random_rotation[i],
});
pos_x = pos_x + 200;
if (pos_x > 200) {
pos_x = 0;
pos_y = pos_y + 200;
}
clip[i] = draw.clip().add(rect[i]);
grupo[i].clipWith(clip[i]);
}
}
grafema();
draw.clear();
grafema();
This is a simplified version of a program I'm trying to create. In the future I would like to clear and re-draw whenever the user makes a click.
The problem in your code is not the clear() method. You are using global variables pos_x and pos_y and you are incrementing them. In your second drawing, the images are outside the visible area. To solve your issue, initialise those variables in the beginning of your grafema function:
// ...
function grafema() {
pos_x = 0;
pos_y = 0;
for (var i = 0; i <= 3; i++) {
// ...
Example of execution with infinite drawings:
https://jsbin.com/mehuholiwo/edit?js,output

Canvas image zooming using Nearest Neighbor Algorithm

I'm using nearest neighbor algorithm to zoom the image on canvas. But, when I move the scaling bar higher, the image have white line that create a square array
Original Image
After I move the scale bar
The zoom is work but the problem is only the white lines.
For the source code I will provide in bottom
1.html
<!DOCTYPE HTML>
<html>
<head>
<title>Prototype PC</title>
</head>
<body>
<canvas id='canvas1'></canvas>
<hr>
<button id='read'>READ IMAGE</button>
<hr>
Scale <input type='range' value='1' min='1' max='5' step='0.25' id='scale'>
<br><button id='default2'>Default Scalling</button>
<hr/>
</body>
<style>
body{
background : rgba(255,255,255,1);
}
</style>
<script src='imagine.js'></script>
<script>
var canvas = document.getElementById('canvas1')
var obj = new pc(canvas)
obj.image2canvas("565043_553561101348179_1714194038_a.jpg")
var tes = new Array()
document.getElementById('read').addEventListener('click',function(){
tes = obj.image2read()
})
document.getElementById('scale').addEventListener('change',function(){
var scaleval = this.value
var xpos = 0
var ypos = 0
var xnow = 0
var ynow = 0
var objW = obj.width
var objH = obj.height
tesbackup = new Array()
for(var c=0; c<tes.length; c++){
temp = new Array()
for(var d=0; d<4; d++){
temp.push(255)
}
tesbackup.push(temp)
}
//end of copy
for(var i=0; i<tes.length; i++){
xpos = obj.i2x(i)
ypos = obj.i2y(i)
xnow = Math.round(xpos) * scaleval)
ynow = Math.round(ypos) * scaleval)
if (xnow < objW && ynow < objH) {
for (var j=0; j<scaleval; j++) {
for (var k=0; k<scaleval; k++) {
var idxnow = obj.xy2i(xnow,ynow)
tesbackup[idxnow][0] = tes[i][0]
tesbackup[idxnow][1] = tes[i][1]
tesbackup[idxnow][2] = tes[i][2]
}
}
}
}
obj.array2canvas(tesbackup)
})
</script>
and, for imagine.js
function info(text){
console.info(text)
}
function pc(canvas){
this.canvas = canvas
this.context = this.canvas.getContext('2d')
this.width = 0
this.height = 0
this.imgsrc = ""
this.image2read = function(){
this.originalLakeImageData = this.context.getImageData(0,0, this.width, this.height)
this.resultArr = new Array()
this.tempArr = new Array()
this.tempCount = 0
for(var i=0; i<this.originalLakeImageData.data.length; i++){
this.tempCount++
this.tempArr.push(this.originalLakeImageData.data[i])
if(this.tempCount == 4){
this.resultArr.push(this.tempArr)
this.tempArr = []
this.tempCount = 0
}
}
info('image2read Success ('+this.imgsrc+') : '+this.width+'x'+this.height)
return this.resultArr
}
this.image2canvas = function(imgsrc){
var imageObj = new Image()
var parent = this
imageObj.onload = function() {
parent.canvas.width = imageObj.width
parent.canvas.height = imageObj.height
parent.context.drawImage(imageObj, 0, 0)
parent.width = imageObj.width
parent.height = imageObj.height
info('image2canvas Success ('+imgsrc+')')
}
imageObj.src = imgsrc
this.imgsrc = imgsrc
}
this.array2canvas = function(arr){
this.imageData = this.context.getImageData(0,0, this.width, this.height)
if(this.imageData.data.length != arr.length*4) {
return false
}
for(var i = 0; i < arr.length; i++){
this.imageData.data[(i*4)] = arr[i][0]
this.imageData.data[(i*4)+1] = arr[i][1]
this.imageData.data[(i*4)+2] = arr[i][2]
this.imageData.data[(i*4)+3] = arr[i][3]
}
this.context.clearRect(0, 0, this.width, this.height)
this.context.putImageData(this.imageData, 0, 0)
info('Array2Canvas Success ('+this.imgsrc+')')
}
this.i2x = function(i){
return (i % this.width)
}
this.i2y = function(i){
return ((i - (i % this.width))/ this.width)
}
this.xy2i = function(x,y){
return (y * this.width) + (x)
}
}
Thanks in advance for a solution of this problem
Rounding out pixels
Nearest pixel will result in some zoomed pixels being larger than otheres
It is a problem with the value of scaleval. It has a step of 0.25 and when you calculate each zoomed pixels address you use (and I am guessing as your code has syntax errors) Math.round(xpos * scaleval) but then you draw the pixel using only the fractional size eg 2.75 not the integer size eg 3.0
The size of each pixel is var xSize = Math.round((xpos + 1) * scaleval)-Math.round(xpos * scaleval) same for y. That way when the pixel zoom is not an integer value every so many zoomed pixels will be one pixel wider and higher.
The following is a fix of your code but as you had a number of syntax errors and bugs I have had to guess some of your intentions.
xpos = obj.i2x(i)
ypos = obj.i2y(i)
xnow = Math.round(xpos * scaleval)
ynow = Math.round(ypos * scaleval)
// pixel width and height
var pw = Math.round((xpos + 1) * scaleval) - xnow;
var ph = Math.round((ypos + 1) * scaleval) - ynow;
if (xnow < objW && ynow < objH) {
for (var y = 0; y < ph; y++) {
for (var x =0; x < pw; x++) {
var idxnow = obj.xy2i(xnow + x, ynow + y)
tesbackup[idxnow][0] = tes[i][0]
tesbackup[idxnow][1] = tes[i][1]
tesbackup[idxnow][2] = tes[i][2]
}
}
}
}
But you are not really doing a nearest neighbor algorithm. For that you iterate each of the destination pixels finding the nearest pixel and using its colour. That allows you to easily apply a transform to the zoom but still get every pixel and not skip pixels due to rounding errors.
Nearest neighbor
Example of using nearest neighbor lookup for a scale rotated and translated image
var scaleFac = 2.3; // scale 1> zoom in
var panX = 10; // scaled image pan
var panY = 10;
var ang = 1;
var w = ctx.canvas.width; // source image
var h = ctx.canvas.height;
var wd = ctx1.canvas.width; // destination image
var hd = ctx1.canvas.height;
// use 32bit ints as we are not interested in the channels
var src = ctx.getImageData(0, 0, w, h);
var data = new Uint32Array(src.data.buffer);// source
var dest = ctx1.createImageData(wd, hd);
var zoomData = new Uint32Array(dest.data.buffer);// destination
var xdx = Math.cos(ang) * scaleFac; // xAxis vector x
var xdy = Math.sin(ang) * scaleFac; // xAxis vector y
var ind = 0;
var xx,yy;
for(var y = 0; y < hd; y ++){
for(var x = 0; x < wd; x ++){
// transform point
xx = (x * xdx - y * xdy + panX);
yy = (x * xdy + y * xdx + panY);
// is the lookup pixel in bounds
if(xx >= 0 && xx < w && yy >= 0 && yy < h){
// use the nearest pixel to set the new pixel
zoomData[ind++] = data[(xx | 0) + (yy | 0) * w]; // set the pixel
}else{
zoomData[ind++] = 0; // pixels outside bound are transparent
}
}
}
ctx1.putImageData(dest, 0, 0); // put the pixels onto the destination canvas

Trying to convert imagedata to an heightmap

I'm just trying to convert imagedata to an heightmap, to show in on the canvas. But when i do this, a strange thing appears, for all the images I tested.
Here is my code :
window.onload = function()
{
var canvas = document.getElementById('game');
if(!canvas)
{
alert("Impossible de récupérer le canvas.");
return;
}
var context = canvas.getContext('2d');
if(!context)
{
alert("Impossible de récupérer le contexte du canvas.");
return;
}
var img = new Image();
img.src = "noise.png";
var size = 250000;
var data = new Float32Array(size);
var pxlData = new Array(size);
for ( var i = 0; i < size; i ++ ) {
data[i] = 0
}
for (var i = 0; i < size; i++)
{
pxlData[i] = new Array(4);
pxlData[i][0] = 0;
pxlData[i][1] = 0;
pxlData[i][2] = 0;
}
img.onload = function()
{
context.drawImage(img, 0, 0);
var imgd = context.getImageData(0, 0, 500, 500);
context.clearRect(0, 0, canvas.width, canvas.height);
var pix = imgd.data;
var j=0;
var x=0;
var y=0;
var i=0;
for (var i = 0, n = pix.length; i < n; i += (4)) {
var all = pix[i]+pix[i+1]+pix[i+2];
pxlData[j][0] = pix[i];
pxlData[j][1] = pix[i+1];
pxlData[j][2] = pix[i+2];
pxlData[j][3] = pix[i+3];
data[j++] = all/3;
}
var alpha;
for(y = 0; y < 500; y++)
{
for(x = 0; x < 500; x++)
{
if(data[x * y] <= 100){
context.fillStyle = "blue";
}else if(data[x * y] >= 100){
context.fillStyle = "green";
}
//context.fillStyle = 'rgba('+ data[x * y] +', '+ data[x * y] +', '+ data[x * y] +', 1)';
context.fillRect(x, y, 1, 1);
// context.fillStyle = 'rgba('+ pxlData[x * y][0] +', '+ pxlData[x * y][1] +', '+ pxlData[x * y][2] +', '+ pxlData[x * y][3] +')';
// context.fillRect(x, y, 1, 1);
}
}
};
}
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css" type="text/css">
<script type="text/javascript" src="game.js"></script>
<title>Génération de terrain</title>
</head>
<body>
<canvas id="game" width="500" height ="500">Votre navigateur ne supporte pas les canvas.</canvas>
</body>
</html>
That's what it's looking like when i run it :
canvas
The error is how you index the pixels in the 32 bit float array.
You have data[x * y] that means the pixel at 0,0 will be at index 0 * 0 = 0and pixel at 0,100 will also be at 0 * 100 = 0 and all other indexes will be wrong. To get the correct pixel address use x + y * width when indexing from an array where one item is a pixel. If indexing into pixel data 'imageData.data' each pixel is 4 items (r,g,b,a) so you would use data[x * 4 + y * canvas.width * 4] or more simply imageData.data[x + y * canvas.width * 4]
Looking at your code you have create some common mistakes that will make you code run very slow compared to what it could do. I have simplified your code. It does the same but without all the overhead. I have added comments, removing your code and suggesting alternative methods of doing the same.
The biggest change is the rendering green and blue loops. You where setting each pixel with context.fillRect(x,y,1,1); this is very very slow. Rather than draw a rectangle for each pixel use the imageData you got and fill the colour after you read the height then just put that data back onto the canvas. I used two typeArray views to set and read the data this also improved the performance.
// convert r,g,b,a to 32 bit colour using correct little or big endian
function create32Pixel(r, g, b, a){ // dont call this inside loops as very slow
var endianConvert = new Uint8ClampedArray(4); // use to convert to correct endian
var endianConvert32 = new Uint32Array(endianConvert.buffer);
endianConvert[0] = r;
endianConvert[1] = g;
endianConvert[2] = b;
endianConvert[3] = a;
return endianConvert32[0];
}
window.onload = function()
{
var canvas = document.getElementById('game');
if(!canvas)
{
alert("Impossible de récupérer le canvas.");
return;
}
var context = canvas.getContext('2d');
if(!context)
{
alert("Impossible de récupérer le contexte du canvas.");
return;
}
var img = new Image();
img.src = "noise.png";
var size = 250000;
// Do you really need floats?? 16 bit unsigned int array can hold 255 * 3 and all javascript
// numbers are converted to 64 bit floats so you will not lose precision from original when manipulating the 16bit values.
// following array is not needed.
//var dataFloat = new Float32Array(size);
// following array is not needed.
//var pxlData = new Array(size); // bad way to create an array
//var pxlData = []; // create empty array and push onto it.
// can use dataFloat.fill()
/*for ( var i = 0; i < size; i ++ ) {
dataFloat[i] = 0
}*/
//dataFloat.fill(0); // but not needed as array is zeroed when created (not from an existing buffer)
// Very inefficient as you are creating a new array for every pixel. Use flat array instead.
/*for (var i = 0; i < size; i++)
{
pxlData[i] = new Array(4);
pxlData[i][0] = 0;
pxlData[i][1] = 0;
pxlData[i][2] = 0;
}*/
// should do
/*var i;
while(i < size * 4){
pxlData[i++] = 0; // array grows as you increase i;
}*/
img.onload = function()
{
context.drawImage(img, 0, 0);
var imgd = context.getImageData(0, 0, canvas.width, canvas.height);
// don't need to clear
// context.clearRect(0, 0, canvas.width, canvas.height);
// make two views one 8bit and the other 32bit. Both point to the same data change one
// changes the other
var pixChannels = imgd.data;
var pixels = new Uint32Array(pixChannels.buffer);
var j,x,y,j;
j = x = y = i = 0;
// Create pixel colours. Need to ensure correct order as some systems
// use little edian and others big endian
// see https://en.wikipedia.org/wiki/Endianness for info.
var green = create32Pixel(0,255,0,255);
var blue = create32Pixel(0,0,255,255);
// use j as 32bit pixel index and i as 8bit index
// read the height and set pixel colour accordingly.
while(j < pixels.length){
var height = pixChannels[i++] + pixChannels[i++] + pixChannels[i++];
if(height <= 300){ // no need to divide by 3 just test for 3 time 100
pixels[j++] = blue;
}else{
pixels[j++] = green;
}
i++; // skip alpha channel
}
context.putImageData(imgd,0,0); // put pixels back to canvas.
};
}

How to use PNGJS library to create png from rgb matrix?

Im having trouble figuring out to create a PNG file (encoding) from the documentation here https://github.com/niegowski/node-pngjs . The documentation gives an example on manipulating an existing PNG. In order to sanity check I've been trying to give every pixel the same RGB value. I think this issue post is relevant as well https://github.com/niegowski/node-pngjs/issues/20 . Heres a code Ive tried
var pic = new PNG({
width: cols,
height: rows
});
console.log(pic.width, pic.height);
var writeStream = fs.createWriteStream('C:\\Users\\yako\\desktop\\out.png');
pic.pack().pipe(writeStream);
writeStream.on('parsed', function() {
console.log('parsed');
});
writeStream.on('finish', function() {
fs.createReadStream('C:\\Users\\yako\\desktop\\out.png')
.pipe(new PNG({
filterType: -1
}))
.on('parsed', function() {
for (var y = 0; y < this.height; y++) {
for (var x = 0; x < this.width; x++) {
var idx = (this.width * y + x) << 2;
this.data[idx] = 255;
this.data[idx+1] = 218;
this.data[idx+2] = 185;
this.data[idx+3] = 0.5;
}
}
this.pack().pipe(fs.createWriteStream('C:\\Users\\yako\\desktop\\newOut.png'));
});
});
writeStream.on('error', function (err) {
console.error(err);
});
Simple:
var fs = require('fs'),
PNG = require('pngjs').PNG;
var png = new PNG({
width: 100,
height: 100,
filterType: -1
});
for (var y = 0; y < png.height; y++) {
for (var x = 0; x < png.width; x++) {
var idx = (png.width * y + x) << 2;
png.data[idx ] = 255; // red
png.data[idx+1] = 218; // green
png.data[idx+2] = 185; // blue
png.data[idx+3] = 128; // alpha (0 is transparent)
}
}
png.pack().pipe(fs.createWriteStream('newOut.png'));

Javascript Image Transform? [scale and rotate]

I'm looking to build an image transform tool with Javascript. Something that utilizes handles around the image similar to Photoshop and allows the user to scale and rotate. I'm looking to make this work in IE 6 and up and Firefox 3+ and Safari 3+.
Does anyone know of a library or tool that could help with this? I've seen a lot of tools that utilize the Canvas element but that leaves out IT. I've also seen the Raphael library which might work. Any other options out there?
Have a look at this rotorzoom.
It rotates it zooms it's fast and i can do with a few more hits.
http://codepen.io/hex2bin/pen/tHwhF
var requestId = 0;
var animationStartTime = 0;
var img = new Image();
initimg(img);
dst = document.getElementById("dst").getContext("2d");
dst.drawImage(img, 0, 0, 256, 256);
// read the width and height of the canvas
i = 0;
var imageDataDst = dst.getImageData(0, 0, 1024, 512);
var bufDst = new ArrayBuffer(imageDataDst.data.length);
var buf8Dst = new Uint8ClampedArray(bufDst);
var data32Dst = new Uint32Array(bufDst);
var data32Src = new Uint32Array(256*256);
var scan1=0;
var scan4=0
// fill the source array with the image
for (var y = 0; y < 256; ++y) {
scan4=y*1024*4;
for (var x = 0; x < 256; ++x) {
data32Src[scan1++] =
(255 << 24) + // alpha
(imageDataDst.data[scan4+2] << 16) + // blue
(imageDataDst.data[scan4+1] << 8) + // green
imageDataDst.data[scan4]; // red
scan4=scan4+4;
}
}
animationStartTime = window.performance.now();
requestId = window.requestAnimationFrame(animate);
var j=0;
function animate(time) {
var height=512;
var width=1024;
j=j+1;
var timestamp = j / 100;
var pos;
var startY = 128;
var startX = 128;
var i=0;
var scaledHeight = 512 + Math.sin(timestamp*1.4) * 500;
var scaledWidth = 512 + Math.sin(timestamp*1.4) * 500
var angleRadians = timestamp;
var deltaX1 = Math.cos(angleRadians) * scaledHeight / 256;
var deltaY1 = Math.sin(angleRadians) * scaledHeight / 256;
var deltaY1x256=deltaY1*256;
var deltaX2 =Math.sin(angleRadians ) * scaledWidth / 256;
var deltaY2 =- Math.cos(angleRadians ) * scaledWidth / 256;
var h = height;
while (h--) {
var x =262144+ startX+deltaX1*-512+deltaX2*-256;
var y =262144+ startY+deltaY1*-512+deltaY2*-256;
var y256=y*256;
var w = width;
while (w--) {
//Optimised inner loop. Can it be done better?
pos =(y256>>0&0xff00)+(x>>0&0xff);
data32Dst[i++] =data32Src[pos];
x += deltaX1;
y256 += deltaY1x256;
//end of inner loop
}
startX += deltaX2
startY += deltaY2;
}
imageDataDst.data.set(buf8Dst);
dst.putImageData(imageDataDst, 0, 0);
requestId = window.requestAnimationFrame(animate);
}
function initimg(image1)
{
image1.src = 'data:image/jpeg;base64,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';
}
<body>
<canvas id="dst" width="1024", height="512">
Random Canvas
</canvas>
</body>
Check out Raphael library on Github: https://github.com/DmitryBaranovskiy/raphael

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