Dynamically Animating Hue Shift on Canvas Image - javascript

I'm still relatively new to working with the canvas tag. What I've done so far is draw an image to the canvas. My goal is to have a fake night/day animation that cycles repeatedly.
I've exhausted quite a few different avenues (SVG, CSS3 filters, etc) and think that canvas pixel manipulation is the best route in my case. I'm trying to:
Loop through all pixels in the image
Select a certain color range
Adjust to new color
Update the canvas
Here's the code I have so far:
function gameLoop(){
requestAnimationFrame(gameLoop);
////////////////////////////////////////////////////////////////
// LOOP PIXEL DATA - PIXEL'S RGBA IS STORED IN SEQUENTIAL ARRAYS
////////////////////////////////////////////////////////////////
for(var i=0; i<data.length; i+=4){
red=data[i+0];
green=data[i+1];
blue=data[i+2];
alpha=data[i+3];
// GET HUE BY CONVERTING TO HSL
var hsl=rgbToHsl(red, green, blue);
var hue=hsl.h*360;
// CHANGE SET COLORRANGE TO NEW COLORSHIFT
if(hue>colorRangeStart && hue<colorRangeEnd){
var newRgb=hslToRgb(hsl.h+colorShift, hsl.s, hsl.l);
data[i+0]=newRgb.r;
data[i+1]=newRgb.g;
data[i+2]=newRgb.b;
data[i+3]=255;
};
};
// UPDATE CANVAS
ctx.putImageData(imgData, 0, 0);
};
The code works and selects a hue ranges and shifts it once, but is incredibly laggy. The canvas dimensions are roughly 500x1024.
My questions:
Is it possible to improve performance?
Is there a better way to perform a defined hue shift animation?
Thanks!

It's hard to do this real-time using high quality HSL conversion. Been there done that, so I came up with a quantized approach which allow you to do this in real-time.
You can find the solution here (GPL3.0 licensed):
https://github.com/epistemex/FastHSL2RGB
Example of usage can be found here (MIT license) incl. demo:
https://github.com/epistemex/HueWheel
Apologies for referencing my own solutions here, but the inner workings (the how to's) is too extensive to present in a simple form here and both of these are free to use for anything..
The key points are in any case:
Quantize the range you want to use (don't use full 360 degrees and not floating points for lightness etc.)
Cache the values in a 3D array (initial setup using web workers or use rough values)
Quantize the input values so they fit in the range of the inner 3D array
Process the bitmap using these values
It is not accurate but good enough for animations (or previews which is what I wrote it for).
There are other techniques such as pre-caching the complete processed bitmap for key positions, then interpolate the colors between those instead. This, of course, requires much more memory but is a fast way.
Hope this helps!

Related

JS Canvas get pixel value very frequently

I am creating a video game based on Node.js/WebGL/Canvas/PIXI.js.
In this game, blocks have a generic size: they can be circles, polygons, or everything. So, my physical engine needs to know where exactly the things are, what pixels are walls and what pixels are not. Since I think PIXI don't allow this, I create an invisible canvas where I put all the wall's images of the map. Then, I use the function getImageData to create a function "isWall" at (x, y):
function isWall(x, y):
return canvas.getImageData(x, y, 1, 1).data[3] != 0;
However, this is very slow (it takes up to 70% of the CPU time of the game, according to Chrome profiling). Also, since I introduced this function, I sometimes got the error "Oops, WebGL crashed" without any additional advice.
Is there a better method to access the value of the pixel? I thought about storing everything in a static bit array (walls have a fixed size), with 1 corresponding to a wall and 0 to a non-wall. Is it reasonable to have a 10-million-cells array in memory?
Some thoughts:
For first check: Use collision regions for all of your objects. The regions can even be defined for each side depending on shape (ie. complex shapes). Only check for collisions inside intersecting regions.
Use half resolution for hit-test bitmaps (or even 25% if your scenario allow). Our brains are not capable of detecting pixel-accurate collisions when things are moving so this can be taken advantage of.
For complex shapes, pre-store the whole bitmap for it (based on its region(s)) but transform it to a single value typed array like Uint8Array with high and low values (re-use this instead of getting one and one pixels via the context). Subtract object's position and use the result as a delta for your shape region, then hit-testing the "bitmap". If the shape rotates, transform incoming check points accordingly (there is probably a sweet-spot here where updating bitmap becomes faster than transforming a bunch of points etc. You need to test for your scenario).
For close-to-square shaped objects do a compromise and use a simple rectangle check
For circles and ellipses use un-squared values to check distances for radius.
In some cases you can perhaps use collision predictions which you calculate before the games starts and when knowing all objects positions, directions and velocities (calculate the complete motion path, find intersections for those paths, calculate time/distance to those intersections). If your objects change direction etc. due to other events during their path, this will of course not work so well (or try and see if re-calculating is beneficial or not).
I'm sure why you would need 10m stored in memory, it's doable though - but you will need to use something like a quad-tree and split the array up, so it becomes efficient to look up a pixel state. IMO you will only need to store "bits" for the complex shapes, and you can limit it further by defining multiple regions per shape. For simpler shapes just use vectors (rectangles, radius/distance). Do performance tests often to find the right balance.
In any case - these sort of things has to be hand-optimized for the very scenario, so this is just a general take on it. Other factors will affect the approach such as high velocities, rotation, reflection etc. and it will quickly become very broad. Hope this gives some input though.
I use bit arrays to store 0 || 1 info and it works very well.
The information is stored compactly and gets/sets are very fast.
Here is the bit library I use:
https://github.com/drslump/Bits-js/blob/master/lib/Bits.js
I've not tried with 10m bits so you'll have to try it on your own dataset.
The solution you propose is very "flat", meaning each pixel must have a corresponding bit. This results in a large amount of memory being required--even if information is stored as bits.
An alternative testing data ranges instead of testing each pixel:
If the number of wall pixels is small versus the total number of pixels you might try storing each wall as a series of "runs". For example, a wall run might be stored in an object like this (warning: untested code!):
// an object containing all horizontal wall runs
var xRuns={}
// an object containing all vertical wall runs
var yRuns={}
// define a wall that runs on y=50 from x=100 to x=185
// and then runs on x=185 from y=50 to y=225
var y=50;
var x=185;
if(!xRuns[y]){ xRuns[y]=[]; }
xRuns[y].push({start:100,end:185});
if(!yRuns[x]){ yRuns[x]=[]; }
yRuns[x].push({start:50,end:225});
Then you can quickly test an [x,y] against the wall runs like this (warning untested code!):
function isWall(x,y){
if(xRuns[y]){
var a=xRuns[y];
var i=a.length;
do while(i--){
var run=a[i];
if(x>=run.start && x<=run.end){return(true);}
}
}
if(yRuns[x]){
var a=yRuns[x];
var i=a.length;
do while(i--){
var run=a[i];
if(y>=run.start && y<=run.end){return(true);}
}
}
return(false);
}
This should require very few tests because the x & y exactly specify which array of xRuns and yRuns need to be tested.
It may (or may not) be faster than testing the "flat" model because there is overhead getting to the specified element of the flat model. You'd have to perf test using both methods.
The wall-run method would likely require much less memory.
Hope this helps...Keep in mind the wall-run alternative is just off the top of my head and probably requires tweaking ;-)

Three.js Ray ignore transparent pixels

I have some Vector3ds that contain plane geometries that use tranparent pngs as they're materials.
The trouble I'm having is the Raycaster is picking up the entire object, so clicking near the material is enough to activate the corresponding functions.
Is it possible to hide the tranparent parts of a mesh from the raycaster ?
Further to Alex's assistance, I've got the actual point on the object.
How do I now convert this into an pixel on the image, to test for transparency?
I'm not familiar with Three.js, but the online documentation suggests to me that the Raycast algorithm is calculated based on the distribution of objects in space, and not on their composition. In this regard, I don't think there'd be any specific way to inform the Raycast that we'd only like opaque pixels to be tested.
I'm thinking that first, use Three.js's Raycast.intersectObjects(pObjects, pRecursive) to get an analysis of which of your objects broadly collide with the spatial expanse of the ray. Once the Objects have been filtered, you need to perform a specific test to determine whether the ray collides with opaque pixels or not.
A simple way of doing this would be to take the Object which we guarantee is colliding with the ray and determine the centre location of the ray when it crosses the Object. (This will increase incomplexity depending on whether your objects can be scaled, or if your objects/ray can be rotated.) The absolute location of the point of intersection of the ray in 3D space can be found using trigonometry, which will need to account for the near and far values of your ray.
By knowing the location and dimensions of your image, you can convert the co-ordinate of raycast intersection in your 3D world into discrete 2D co-ordinates relative to that of the image you're using.
As an example, imagine a simple 2D case. If you had a 50px² image sat at the origin, and the ray intersects with the image at position (25,25), you could use this information to index the pixel data array and test the alpha values of the pixel. Since PNG image data stores RGBA data, you're looking at four bytes per pixel. Therefore, you'd need an implementation looking something like the example below, as image data is stored contiguously.
byte lPixelRed = bitmap.getData()[(X + Y*bitmap.getWidth())*4];
byte lPixelGreen = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 1];
byte lPixelBlue = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 2];
byte lPixelAlpha = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 3];
Once you've found the area of pixel data, you can test the alpha bytes to determine whether they're opaque (0xFF) or transparent (0x00). You can use this to qualify whether the raycast has successfully collided with your objects or not.

Canvas shining star background performance issue

I've got an issue with an experiment I'm working on.
My plan is to have a beautiful and shining stars Background on a whole page.
Using that wondeful tutorial (http://timothypoon.com/blog/2011/01/19/html5-canvas-particle-animation/) I managed to get the perfect background.
I use a static canvas to display static stars and an animated canvas for the shining ones.
The fact is it's very memory hungry! On chrome and opera it runs quite smoothly, but on firefox IE or tablet, it was a total mess 1s to render each frame etc... It is worse on pages where HEIGHT is huge.
So i went into some optimisations:
-Using a buffer canvas, the problem was createRadialGradient which was called 1500 times each frame
-Using a big buffer canvas, and 1 canvas for each stars with an only call to createRadialGradient at init.
-Remove that buffer canvas and drawing every stars canvas to the main one
That last optimisation was the best i could achieve so i wrote a fiddle displaying how is the code right now.
//Buffering the star image
this.scanvas = document.createElement('canvas');
this.scanvas.width=2*this.r;
this.scanvas.height=2*this.r;
this.scon=this.scanvas.getContext('2d');
g = this.scon.createRadialGradient(this.r,this.r,0,this.r,this.r,this.r);
g.addColorStop(0.0, 'rgba(255,255,255,0.9)');
g.addColorStop(this.stop, 'rgba('+this.color.r+','+this.color.g+','+this.color.b+','+this.stop+')');
g.addColorStop(1.0, 'rgba('+this.color.r+','+this.color.g+','+this.color.b+',0)');
this.scon.fillStyle = g;
this.scon.fillRect(0,0,2*this.r,2*this.r);
That's the point where I need you:
-A way to adjust the number of shining stars according to the user perfomance
-Optimisation tips
Thanks in advance to everyone minding to help me and I apologize if I made grammar mistakes, my english isn't perfect.
EDIT
Thanks for your feedbacks,
Let me explains the whole process,
Every stars has it's own different gradient and size, that's why I stored it into a personal canvas, the shining effect is only done by scaling that canvas on the main one with drawImage.
I think the best would be to prerender 50 or 100 different stars in a buffer canvas then picking and drawing a random one, don't you think?
EDIT2
Updated fiddle according to Warlock great advises, one prerendered star, scaled to match the current size. The stars are less pretty, but the whole thing runs a lot smoother.
EDIT3
Updated fiddle to use a sprite sheet. Gorgeous!!!!
//generate the star strip
var len=(ttlm/rint)|0;
scanvas = document.createElement('canvas');
scanvas.width=len*2*r;
scanvas.height=2*r;
scon=scanvas.getContext('2d');
for(var i=0;i<len;i++){
var newo = (i/len);
var cr = r*newo;
g = scon.createRadialGradient(2*r*i+r,r,0,2*r*i+r,r,(cr <= 2 ? 2 : cr));
g.addColorStop(0.0, 'rgba(200,220,255,'+newo+')');
g.addColorStop(0.2, 'rgba(200,220,255,'+(newo*.7)+')');
g.addColorStop(0.4, 'rgba(150,170,205,'+(newo*.2)+')');
g.addColorStop(0.7, 'rgba(150,170,205,0)');
scon.fillStyle = g;
scon.fillRect(2*r*i,0,2*r,2*r);
}
EDIT 4(Final)
Dynamic stars creations
function draw() {
frameTime.push(Date.now());
con.clearRect(0,0,WIDTH,HEIGHT);
for(var i = 0, len = pxs.length; i < len; i++) {
pxs[i].fade();
pxs[i].draw();
}
requestAnimationFrame(draw);
if(allowMore === true && frameTime.length == monitoredFrame)
{
if(getAvgTime()<threshold && pxs.length<totalStars )
{
addStars();
}
else
{
allowMore=false;
static=true;
fillpxs(totalStars-pxs.length,pxss);
drawstatic();
static=false;
}
}
}
Here is the updated and final fiddle, with spritesheet, dynamic stars creation and several optimisations. If you see anything else i should update don't hesitate.
POST EDIT Reenabled shooting stars/Prototyped object/got rid of Jquery
http://jsfiddle.net/macintox/K8YTu/32/
Thanks everyone who helped me, that was really kind and instructive, and I hope it will help somebody sometimes.
Aesdotjs.
PS: I'm so happy. After testing, that script run smoothly on every browser even IE9. Yatta!!
Adopting to browser performance
To measure capability of the user's setup you can implement a dynamic star creator which stops at a certain threshold.
For example, in your code you define a minimum number of stars to draw. Then in your main loop you measure the time and if the time spent drawing the stars are less than your max threshold you add 10 more stars (I'm just throwing out a number here).
Not many are aware of that requestAnimationFrame gives an argument (DOMHighResTimeStamp) to the function it calls with time in milliseconds spent since last request. This will help you keep track of load and as we know that 60 fps is about 16.7 ms per frame we can set a threshold a little under this to be optimal and still allow some overhead for other browser stuff.
A code could look like this:
var minCount = 100, /// minimum number of stars
batchCount = 10, /// stars to add each frame
threshold= 14, /// milliseconds for each frame used
allowMore = true; /// keep adding
/// generate initial stars
generateStarts(minCount);
/// timeUsed contains the time in ms since last requestAnimationFrame was called
function loop(timeUsed) {
if (allowMore === true && timeUsed < threshold) {
addMoreStars(batchNumber);
} else {
allowMore = false;
}
/// render stars
requestAnimationFrame(loop);
}
Just note that this is a bit simplified. You will need to run a few rounds first and measure the average to have this work better as you can and will get peak when you add stars (and due to other browser operations).
So add stars, measure a few rounds, if average is below threshold add stars and repeat.
Optimizations
Sprite-sheets
As to optimizations sprite-sheets are the way to go. And they don't have to just be the stars (I'll try to explain below).
The gradient and arc is the costly part of this applications. Even when pre-rendering a single star there is cost in resizing so many stars due to interpolation etc.
When there becomes a lot of costly operations it is better to do a compromise with memory usage and pre-render everything you can.
For example: render the various sizes by first rendering a big star using gradient and arc.
Use that star to draw the other sizes as a strip of stars with the same cell size.
Now, draw only half of the number of stars using the sprite-sheet and draw clipped parts of the sprite-sheet (and not re-sized). Then rotate the canvas 90 degrees and draw the canvas itself on top of itself in a different position (the canvas becoming a big "sprite-sheet" in itself).
Rotating 90 degrees is not so performance hungry as other degrees (0, 90, 180, 270 are optimized). This will give you the illusion of having the actual amount of stars and since it's rotated we are not able to detect a repetitive pattern that easy.
A single drawImage operation of canvas is faster than many small draw operations of all the stars.
(and of course, you can do this many times instead of just once up to a point right before where you start see patterns - there is no key answer to how many, what size etc. so to find the right balance is always an experiment).
Integer numbers
Other optimizations can be using only integer positions and sizes. When you use float numbers sub-pixeling is activated which is costly as the browser need to calculate anti-alias for the offset pixels.
Using integer values can help as sub-pixeling isn't needed (but this doesn't mean the image won't be interpolated if not 1:1 dimension).
Memory bounds
You can also help the underlying low-lowel bitmap handling a tiny bit by using sizes and positions dividable on 4. This has to do with memory copy and low-level clipping. You can always make several sprite-sheet to variate positions within a cell that is dividable on 4.
This trick is more valuable on slower computers (ie. typical consumer spec'ed computers).
Turn off anti-aliasing
Turn off anti-aliasing for images. This will help performance but will give a little more rough result of the stars. To turn off image anti-aliasing do this:
ctx.webkitEnableImageSmoothing = false;
ctx.mozEnableImageSmoothing = false;
ctx.enableImageSmoothing = false;
You will by doing this see a noticeable improvement in performance as long as you use drawImage to render the stars.
Cache everything
Cache everything you can cache, being the star image as well as variables.
When you do this stars.length the browser's parser need to first find stars and then traverse that tree to find length - for each round (this may be optimized in some browsers).
If you first cache this to a variable var len = stars.length the browser only need to traverse the tree and branch once and in the loop it will only need to look up the local scope to find variable len which is faster.
Resolution reduction
You can also reduce resolution in half, ie. do everything at half the target size. In the final step draw your render enlarged to full size. This will save you initially 75% render area but give you a bit low-res look as a result.
From the professional video world we often use low-resolution when things are animated (primarily moving) as the eye/brain patch up (or can't detect) so much details when objects are moving and therefor isn't so noticeable. If this can help here must be tested - perhaps not since the stars aren't actually moving, but worth a try for the second benefit: increased performance.
How about just creating a spritesheet of a star in its various stages of radial glow.
You could even use canvas to initially create the spritesheet.
Then use context.drawImage(spritesheet,spriteX,spriteY,starWidth,starHeight) to display the star.
Spritesheet images can be drawn to the screen very quickly with very little overhead.
You might further optimize by breaking the spritesheet into individual star images.
Good luck on your project :)
1. Minimize operations, related to the DOM;
In the LINE 93 you are creating canvas:
this.scanvas = document.createElement('canvas');
You need only one canvas instead of this. Move canvas creation to the initialization step.
2. Use integer coordinates for canvas;
3. Use Object Pool design pattern to improve performance.
4. In for loops cache the length variable:
for(var i = 0; i < pxs.length; i++) {...
}
Better:
for(var i = 0, len = pxs.length; i < len; i++) {
...
}
Note: don't mix jquery with native js.

SVG Javascript and managing translate matrices when doing rotations

I've got a series of SVG files that have been created in inkscape (or similar vector graphics application).
The editing tools apply translations to elements within the SVG when they are moved around the screen (apparently they do this for efficiency reasons). These tools set the transformation of each element that is dragged, resized, etc, based on a matrix.
The problem is that if I try and apply a rotation to an element within a SVG from within javascript, the application of the rotation is overwriting the transformation. This results in a lot more than just a rotation, as the matrix is replaced with the rotation.
I'm presuming I need to retrieve the matrix, update the matrix with the rotation that I wish and then re-apply the matrix.
Can someone explain how one does this when trying to increment the rotation by fractions of a degree please (factions due to performing animation).
I've created an example in JSFiddle here. While it's not obvious what is happening, I've tested the code locally. When inspecting via firebug I can see that the transform attribute is being replaced with a rotate(r).
btw, I've been reading through the w3 site and I've only found this. While it talks about the matrix in depth, it doesn't provide any examples. I'm finding it hard to read as the last time I studied matrices was back in the 80s. It does appear to me though that I may need to do some matrix multiplication and possibly use cos and sin. Kinda hoping that I don't because I'm uncertain of the performance impact of using such an approach while animating.
Btw, I've already looked at tools to strip out the transformations from the SVG. However as the SVG files I wish to use are a part of another project, I would rather avoid doing this. Also it creates problems in the future as I wish to let people create their own SVG to use with the software I'm writing.
Use the SVG DOM to append a translation rather than overwriting it.
$('#control1').mousedown(function() {
if (timer !== null) {
clearInterval(timer);
timer = null;
}
// change to stop if the current anim is running, and get the current angle
timer = setInterval(function() {
angle += 1;
if (angle >= 360) {
angle -= 360;
}
if (anim.transform.baseVal.numberOfItems < 2) {
var transform = document.getElementById("arm1").createSVGTransform();
transform.setRotate(angle, 100, 100);
anim.transform.baseVal.appendItem(transform);
} else {
anim.transform.baseVal.getItem(1).setRotate(angle, 100, 100);
}
}, 1);
});

html5 canvas - Saving paths or clip areas to reuse

I'm currently implementing a 2d deformable terrain effect in a game I'm working on and its going alright but I can envision it becoming a performance hog very fast as I start to add more layers to the effect.
Now what I'm looking for is a way to possibly save a path, or clipping mask or similar instead of having to store each point of the path in the terrain that i need to draw through each frame. And as I add more layers I will have to iterate over the path more and more which could contain thousands of points.
Some very simple code to demonstrate what I'm currently doing
for (var i = 0; i < aMousePoints.length; i++)
{
cRenderContext.save();
cRenderContext.beginPath();
var cMousePoint = aMousePoints[i];
cRenderContext.arc(cMousePoint.x, cMousePoint.y, 30, 0, 2 * Math.PI, false);
cRenderContext.clip();
cRenderContext.drawImage(cImg, 0, 0);
cRenderContext.closePath();
cRenderContext.restore();
}
Basically I'm after an effecient way to draw my clipping mask for my image over and over each frame
Notice how your clipping region stays exactly the same except for its x/y location. This is a big plus.
The clipping region is one of the things that is saved and restored with context.save() and context.restore() so it is possible to save it that way (in other words defining it only once). When you want to place it, you will use ctx.translate() instead of arc's x,y.
But it is probably more efficient to do it a second way:
Have an in-memory canvas (never added to the DOM or shown on the page) that is solely for containing the clipping region and is the size of the clipping region
Apply the clipping region to this in-memory canvas, and then draw the image onto this canvas.
Then use drawImage with the in-memory canvas onto your game context. In other words: cRenderContext.drawImage(in-memory-canvas, x, y); where x and y are the appropriate location.
So this way the clipping region always stays in the same place and is only ever drawn once. The image is moved on the clipping-canvas and then drawn to look correct, and then the in-memory canvas is drawn to your main canvas. It should be much faster that way, as calls to drawImage are far faster than creating and drawing paths.
As a separate performance consideration, don't call save and restore unless you have to. They do take time and they are unnecessary in your loop above.
If your code is open-source, let me know and I'll take a look at it performance-wise in general if you want.
Why not have one canvas for the foreground and one canvas for the background? Like the following demo
Foreground/Background Demo (I may of went a little overboard making the demo :? I love messing with JS/canvas.
But basically the foreground canvas is transparent besides the content, so it acts like a mask over the background canvas.
It looks like it is now possible with a new path2D object.
The new Path2D API (available from Firefox 31+) lets you store paths, which simplifies your canvas drawing code and makes it run faster. The constructor provides three ways to create a Path2D object:
new Path2D(); // empty path object
new Path2D(path); // copy from another path
new Path2D(d); // path from from SVG path data
The third version, which takes SVG path data to construct, is especially handy. You can now re-use your SVG paths to draw the same shapes directly on a canvas as well:
var p = new Path2D("M10 10 h 80 v 80 h -80 Z");
Information is taken from Mozilla official site.

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