Image editing with javascript - javascript

In the creation of my html5 game engine I've been able to do some nice things and get some cool features. On a contract to make a game I've been asked to see if I can remove the background color from sprite images. And I see the pluses with this since we could use jpgs instead on pngs and decrease the size of the images.
Is there any way I can do this with pure javascript? I'd like to be able to do this without using the a canvas element so it can be faster, but if I have to that's okay.
If I have to do that I have another question, I don't want the canvas object to show that I use, can I use a canvas object with document.createElement without applying it to the document? That would be nice since it wouldn't have to be rendered to the webpage. If not I guess I can just move the canvas object to the left out of view.
Lastly do you think a good way to preprocess the images be to send them to a server cgi script and have it return a json pixel array?

Here is the function for floodfill algorithm, it removed the background from an image which is already drawn on the canvas.
In the following code canvas is the HTML5 canvas element and context it canvas.getContext("2d"). You can change the value of colorRange and try the function with different colors. The last line of the function
imageElement.src=canvas.toDataURL("image/png");
is to show the image inside an img tag. So you need an img and a canvas on your page. If you don't want to show the image in img element just remove the last line.
// Remove backgroud without ajax call, can be used in non IE browsers.
function RemoveBackground(){
var startR,startG,startB;
var canvasData;
var canvasWidth=canvas.width;
var canvasHeight=canvas.height;
canvasData=mainContext.getImageData(0,0,canvasWidth,canvasHeight);
startR = canvasData.data[0];
startG = canvasData.data[1];
startB = canvasData.data[2];
if(startR==0&& startG==0 && startR==0) return;
var pixelStack = [[0, 0]];
while(pixelStack.length)
{
var newPos, x, y, pixelPos, reachLeft, reachRight;
newPos = pixelStack.pop();
x = newPos[0];
y = newPos[1];
pixelPos = (y*canvasWidth + x) * 4;
while(y-- >= 0 && matchStartColor(pixelPos,canvasData,startR,startG,startB)){
pixelPos -= canvasWidth * 4;
}
pixelPos += canvasWidth * 4;
++y;
reachLeft = false;
reachRight = false;
while(y++ < canvasHeight-1 && matchStartColor(pixelPos,canvasData,startR,startG,startB))
{
colorPixel(pixelPos,canvasData);
if(x > 0)
{
if(matchStartColor(pixelPos-4,canvasData,startR,startG,startB))
{
if(!reachLeft){
pixelStack.push([x - 1, y]);
reachLeft = true;
}
}
else if(reachLeft)
{
reachLeft = false;
}
}
if(x < canvasWidth-1)
{
if(matchStartColor(pixelPos+4,canvasData,startR,startG,startB))
{
if(!reachRight)
{
pixelStack.push([x + 1, y]);
reachRight = true;
}
}
else if(reachRight)
{
reachRight = false;
}
}
pixelPos += canvasWidth * 4;
}
}
context.putImageData(canvasData, 0, 0);
imageElement.src=canvas.toDataURL("image/png");
}
// Helper function for remove background color.
function matchStartColor(pixelPos,canvasData,startR,startG,startB)
{
var r = canvasData.data[pixelPos];
var g = canvasData.data[pixelPos+1];
var b = canvasData.data[pixelPos+2];
var colorRange=8;
return ((r >= startR-colorRange && r<=startR+colorRange)
&&( g >= startG-colorRange && g<=startG+colorRange)
&&( b >= startB-colorRange && b<= startB+colorRange));
}
// Helper function for remove background color.
function colorPixel(pixelPos,canvasData)
{
canvasData.data[pixelPos] = 255;
canvasData.data[pixelPos+1] = 255;
canvasData.data[pixelPos+2] = 255;
}

Removing background without choppy borders isn't a trivial task, even by hand in image-editing programs. You'll have to implement some sort of antialiasing, at least.
Moreover, it's not a good idea to manipulate an image compressed into a lossy format.
PNG compression is superior (in terms of size) to JPG on simpler images with continuous fill of the same color and certain types of gradients. JPG is only good for heterogeneous images with lots of different colors mixed in unpredictable manner. Like photos. Which one would not expect in game sprites, I guess. And again – JPG is a lossy format.
As for the Canvas element, it doesn't have to be added to the DOM tree at all.
The most naïve algorithm to make a given color transparent would be such: draw the image, get its pixel data, iterate over the data and compare every pixel color with your given color. If it matches, set the alpha to 0.
Canvas API methods you'll need:
drawImage
getImageData
The somewhat tricky in it's simplicity part is the CanvasPixelArray. To check each pixel in such arrays, you do something like that:
for (var i = 0; i < pixelAr.length; i += 4) {
var r = pixelAr[i];
var g = pixelAr[i + 1];
var b = pixelAr[i + 2];
var alpha = pixelAr[i + 3];
}

Personally I would not go down this path. JPEG images are compressed, which means that whatever you define as a background color may change slightly in the compressed file (ie. you'll get the classic JPEG artifacting). Furthermore, you won't be able to support partial transparency unless you define a range for your background color, which in turn makes the editing more complicated. The tradeoff between file size and performance/quality is nowhere near worth it here, in my opinion.
Having said that, the only way you can access the pixel data from an image is by placing it on a canvas first. You can, as you mentioned, work with the canvas off-screen in memory without having to append it to the document.
If I understand your last question correctly, you cannot work with a canvas element on the server side. To work with pixel data on your server, you'd have to use something like PHP's image library.
If all of that doesn't sway you in favor of just using PNG images, here's some sample code that will remove a specified background color from a loaded image:
$(document).ready(function() {
var matte_color = [0, 255, 0, 255]; // rgba: [0, 255];
// Handles the loaded image element by erasing the matte color
// and appending the transformed image to the document.
function handleLoadedImage() {
eraseMatte(); // Eliminate the matte.
// Append the canvas element to the document where it is needed.
document.getElementById("parent_container").appendChild(canvas);
}
// Given the matte color defined at the top, clear all pixels to 100% transparency
// within the loaded sprite.
function eraseMatte() {
canvas.width = sprite.width;
canvas.height = sprite.height;
context.drawImage(sprite, 0, 0); // Draw the image on the canvas so we can read the pixels.
// Get the pixel data from the canvas.
var image_data = context.getImageData(0, 0, sprite.width, sprite.height);
var data = image_data.data; // Obtaining a direct handle is a huge performance boost.
var end = sprite.width * sprite.height * 4; // W x H x RGBA
// Loop over each pixel from the image and clear matte pixels as needed.
for (var i = 0; i < end; i += 4) {
if (data[i] == matte_color[0] && data[i + 1] == matte_color[1] &&
data[i + 2] == matte_color[2] && data[i + 3] == matte_color[3]) { // Color match.
data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0; // Set pixel to transparent.
}
}
// Put the transformed image data back on the canvas.
context.putImageData(image_data, 0, 0);
}
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
var sprite = new Image();
sprite.onload = handleLoadedImage;
sprite.src = "sprite.jpg";
});

You can do that using a canvas, don't know if it is possible without it.
An easy way to achieve what you are trying to do is using the getImageData on your canvas's context:
imgData = myCanvasContext.getImageData(x1, y1, x2, y2);
x1, y1, x2, y2 are the coordenates of the area you want to get data, for the whole use 0, 0, width, height image. The getImageData will return you an ImageData, wich contains an array with rgba values from each pixel. The values will be ordered like this:
http://i.stack.imgur.com/tdHNJ.png
You can manipulate the array imgData.data[index], editing it values and, consequently, editing the image.
Here is a good article about editing images on html5 with canvas:
http://beej.us/blog/2010/02/html5s-canvas-part-ii-pixel-manipulation/
To doesn't show what you are doing, just create the canvas with the css command display:none;
(...)if I can remove the background color from sprite images. And I see the pluses with this since we could use jpgs instead on pngs(...)
I really recommend you to not do that. The jpg compression of the image can make image editing very hard. Removing the background of a jpg image isn't is easy, and it gets harder with the amount of borders on the image. I'm don't think the size that you will economize will compensate the hard work to remove a background from a jpg image.

Not exactly the same, but you can achieve that. I can give you an headstart on this - checkout this jsFiddle. I built this editor using FabricJS.
var canvas = new fabric.Canvas('c');
var imgInstance = new fabric.Image(imgElement);
canvas.add(imgInstance);//initialize the Canvas with the image

Related

WebGL glfx.js matrix transform (perspective) crops the image if it rotates

I am using the glfx.js library in order to use matrix transformation to create the perspective effect for my images. In my app, the system works just like photoshop's smart objects (where you render a flat image and get perspective results after render)
glfx.js uses this function canvas.perspective(before, after) to apply matrix transforms to images, by assigning before and after coordination of the 4 points in an image, and it runs the Matrix command in the background to transform my image.
My issue is that if the resulting image that I want after the transformation applied to it is bigger than the original image (happens if you rotate the image) then the WebGL canvas is going to crop my image.
Look at the following fiddle:
https://jsfiddle.net/human_a/o4yrheeq/
window.onload = function() {
try {
var canvas = fx.canvas();
} catch (e) {
alert(e);
return;
}
// convert the image to a texture
var image = document.getElementById('image');
var texture = canvas.texture(image);
// apply the perspective filter
canvas.draw(texture).perspective( [0,0,774,0,0,1094,774,1094], [0,389,537,0,732,1034,1269,557] ).update();
image.src = canvas.toDataURL('image/png');
// or even if you replace the image with the canvas
// image.parentNode.insertBefore(canvas, image);
// image.parentNode.removeChild(image);
};
<script src="https://evanw.github.io/glfx.js/glfx.js"></script>
<img id="image" crossOrigin="anonymous" src="https://images.unsplash.com/photo-1485207801406-48c5ac7286b2?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&w=600&fit=max&s=9bb1a18da78ab0980d5e7870a236af88">
Any ideas on how we can make the WebGL canvas fit the rotated image (not make the image smaller) or somehow extract the whole image instead of the cropped one?
More pixels
There is no cover all solution. This is because when you convert from 2D to 3D the size of the projected image can possibly approch infinity (near clipping prevents infinity) so no matter how large you make the image output there is always the possibility of some clipping being applied.
With that caveat out of the way there is a solution for most situations that can avoid clipping. It is very simple, just expand the canvas to hold the additional content.
Find the bounds
To simplify the calculations I have changed the after array to a set of normalised points (they represent the after coords as a scale factor of the image size). I then use the image size to convert to real pixel coordinates. Then from that I workout the min size a texture needs to be to hold both the original image and the projection.
With that info I just create the texture (as a canvas) draw the image. Adjust the befor array if needed (in case some projection points are in negative space) and apply the filter.
So we have an image object that has a width and a height. And you have the projection of those points.
// assuming image has been loaded and is ready
var imgW = image.naturalWidth;
var imgH = image.naturalHeight;
The set the corner array (before)
var before = [0, 0, imgW, 0, 0, imgH, imgW, imgH];
The projection points. To make it easier to deal with I have normalised the projection points to the image size
var projectNorm = [[0, 0.3556], [0.6938, 0], [0.9457, 0.9452], [1.6395, 0.5091]];
If you want to use the absolute coordinates as in the fiddle's after array use the following code. The normalisation is reversed in the snippet after then next, so you can skip the normalisation. I have just updated the answer quickly as I am short of time.
var afterArray = [0,389,537,0,732,1034,1269,557];
projectNorm = [];
for(var i = 0; i < afterArray.length; i+= 2){
afterArray.push([afterArray[i] / before[i], afterArray[i + 1] / before[i + 1]]);
}
Now calculate the size of the projection. This is the important part as it works out the size of the canvas.
var top, left, right, bottom;
top = 0;
left = 0;
bottom = imgH;
right = imgW;
var project = projectNorm.map(p => [p[0] * imgW, p[1] * imgH]);
project.forEach(p => {
top = Math.min(p[1], top);
left = Math.min(p[0], left);
bottom = Math.max(p[1], bottom);
right = Math.max(p[0], right);
});
Now that all the data we need has been gathered we can create a new image that will accommodate the projection. (assuming that the projection points are true to the projection)
var texture = document.createElement("canvas");
var ctx = texture.getContext("2d");
texture.width = Math.ceil(right - left);
texture.height = Math.ceil(bottom - top);
Draw the image at 0,0
ctx.setTransform(1, 0, 0, 1, left, top); // put origin so image is at 0,0
ctx.drawImage(image,0,0);
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
Then flatten the projection point array
var after = [];
project.forEach(p => after.push(...p));
Move all points into positive projection space
after.forEach((p,i) => {
if (i % 2) {
before[i] += -top;
after[i] += -top;
} else {
before[i] += -left;
after[i] += -left;
}
});
The final step is to create the glfx.js objects and apply the filter
// create a fx canvas
var canvas = fx.canvas();
// create the texture
var glfxTexture = canvas.texture(texture);
// apply the filter
canvas.draw(glfxTexture).perspective( before, after ).update();
// show the result on the page
document.body.appendChild(canvas);
Demo
Demo of your snippet using the above method (slight modification for image load)
// To save time typing I have just kludged a simple load image wait poll
waitForLoaded();
function waitForLoaded(){
if(image.complete){
projectImage(image);
}else{
setTimeout(waitForLoaded,500);
}
}
function projectImage(image){
var imgW = image.naturalWidth;
var imgH = image.naturalHeight;
var projectNorm = [[0, 0.3556], [0.6938, 0], [0.9457, 0.9452], [1.6395, 0.5091]];
var before = [0, 0, imgW, 0, 0, imgH, imgW, imgH];
var top, left, right, bottom;
top = 0;
left = 0;
bottom = imgH;
right = imgW;
var project = projectNorm.map(p => [p[0] * imgW, p[1] * imgH]);
project.forEach(p => {
top = Math.min(p[1], top);
left = Math.min(p[0], left);
bottom = Math.max(p[1], bottom);
right = Math.max(p[0], right);
});
var texture = document.createElement("canvas");
var ctx = texture.getContext("2d");
texture.width = Math.ceil(right - left);
texture.height = Math.ceil(bottom - top);
ctx.setTransform(1, 0, 0, 1, left, top); // put origin so image is at 0,0
ctx.drawImage(image,0,0);
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
var after = [];
project.forEach(p => after.push(...p));
after.forEach((p,i) => {
if (i % 2) {
before[i] += -top;
after[i] += -top;
} else {
before[i] += -left;
after[i] += -left;
}
});
// create a fx canvas
var canvas = fx.canvas();
// create the texture
var glfxTexture = canvas.texture(texture);
// apply the filter
canvas.draw(glfxTexture).perspective( before, after ).update();
// show the result on the page
document.body.appendChild(canvas);
}
#image {
display : none;
}
<script src="https://evanw.github.io/glfx.js/glfx.js"></script>
<img id="image" crossOrigin="anonymous" src="https://images.unsplash.com/photo-1485207801406-48c5ac7286b2?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&w=1080&fit=max&s=9bb1a18da78ab0980d5e7870a236af88">
Notes and a warning
Note that the projection points (after array) do not always match the final corner points of the projected image. If this happens the final image may be clipped.
Note This method only works if the before points represent the exterme corners of the original image. If the points (before) are inside the image then this method may fail.
Warning There is no vetting of the resulting image size. Large Images can cause the browser to become sluggish, and sometimes crash. For production code you should do your best to keep the image size within the limits of the device that is using your code. Clients seldom return to pages that are slow and/or crash.

JavaScript canvas, manually cloning a canvas onto another generates a weird pattern

I'm trying to make a text effect similar to the effect found at the bottom of this article
My proposed approach is:
Make two canvasses, one is visible, the other is invisible I use this as a buffer.
Draw some text on the buffer canvas
Loop over getImageData pixels
if pixel alpha is not equal to zero (when there is a pixel drawn on the canvas buffer) with a small chance, ie 2%, draw a randomly generated circle with cool effecs at that pixel on the visible canvas.
I'm having trouble at step 4. With the code below, I'm trying to replicate the text on the second canvas, in full red. Instead I get this weird picture.
code
// create the canvas to replicate the buffer text on.
var draw = new Drawing(true);
var bufferText = function (size, textFont) {
// set the font to Georgia if it isn't defined
textFont = textFont || "Georgia";
// create a new canvas buffer, true means that it's visible on the screen
// Note, Drawing is a small library I wrote, it's just a wrapper over the canvas API
// it creates a new canvas and adds some functions to the context
// it doesn't change any of the original functions
var buffer = new Drawing(true);
// context is just a small wrapper library I wrote to make the canvas API a little more bearable.
with (buffer.context) {
font = util.format("{size}px {font}", {size: size, font: textFont});
fillText("Hi there", 0, size);
}
// get the imagedata and store the actual pixels array in data
var imageData = buffer.context.getImageData(0, 0, buffer.canvas.width, buffer.canvas.height);
var data = imageData.data;
var index, alpha, x, y;
// loop over the pixels
for (x = 0; x < imageData.width; x++) {
for (y = 0; y < imageData.height; y++) {
index = x * y * 4;
alpha = data[index + 3];
// if the alpha is not equal to 0, draw a red pixel at (x, y)
if (alpha !== 0) {
with (draw.context) {
dot(x/4, y/4, {fillColor: "red"})
}
}
}
}
};
bufferText(20);
Note that here, my buffer is actually visible to show where the red pixels are supposed to go compared to where they actually go.
I'm really confused by this problem.
If anybody knows an alternative approach, that's very welcome too.
replace this...
index = x * y * 4;
with...
index = (imageData.width * y) + x;
the rest is good :)

Mirroring right half of webcam image

I saw that you have helped David with his mirroring canvas problem before. Canvas - flip half the image
I have a similar problem and hope that maybe you could help me.
I want to apply the same mirror effect on my webcam-canvas, but instead of the left side, I want to take the RIGHT half of the image, flip it and apply it to the LEFT.
This is the code you've posted for David. It also works for my webcam cancas. Now I tried to change it, so that it works for the other side, but unfortunately I'm not able to get it.
for(var y = 0; y < height; y++) {
for(var x = 0; x < width / 2; x++) { // divide by 2 to only loop through the left half of the image.
var offset = ((width* y) + x) * 4; // Pixel origin
// Get pixel
var r = data[offset];
var g = data[offset + 1];
var b = data[offset + 2];
var a = data[offset + 3];
// Calculate how far to the right the mirrored pixel is
var mirrorOffset = (width - (x * 2)) * 4;
// Get set mirrored pixel's colours
data[offset + mirrorOffset] = r;
data[offset + 1 + mirrorOffset] = g;
data[offset + 2 + mirrorOffset] = b;
data[offset + 3 + mirrorOffset] = a;
}
}
Even if the accepted answer you're relying on uses imageData, there's absolutely no use for that.
Canvas allows, with drawImage and its transform (scale, rotate, translate), to perform many operations, one of them being to safely copy the canvas on itself.
Advantages is that it will be way easier AND way way faster than handling the image by its rgb components.
I'll let you read the code below, hopefully it's commented and clear enough.
The fiddle is here :
http://jsbin.com/betufeha/2/edit?js,output
One output example - i took also a mountain, a Canadian one :-) - :
Original :
Output :
html
<canvas id='cv'></canvas>
javascript
var mountain = new Image() ;
mountain.onload = drawMe;
mountain.src = 'http://www.hdwallpapers.in/walls/brooks_mountain_range_alaska-normal.jpg';
function drawMe() {
var cv=document.getElementById('cv');
// set the width/height same as image.
cv.width=mountain.width;
cv.height = mountain.height;
var ctx=cv.getContext('2d');
// first copy the whole image.
ctx.drawImage(mountain, 0, 0);
// save to avoid messing up context.
ctx.save();
// translate to the middle of the left part of the canvas = 1/4th of the image.
ctx.translate(cv.width/4, 0);
// flip the x coordinates to have a mirror effect
ctx.scale(-1,1);
// copy the right part on the left part.
ctx.drawImage(cv,
/*source */ cv.width/2,0,cv.width/2, cv.height,
/*destination*/ -cv.width/4, 0, cv.width/2, cv.height);
// restore context
ctx.restore();
}

ColorPicker implementation using JavaScript and Canvas

I'm trying to implement ColorPicker using Canvas just for fun. But i seem lost. as my browser is freezing for a while when it loads due to all these for loops.
I'm adding the screenshot of the result of this script:
window.onload = function(){
colorPicker();
}
function colorPicker(){
var canvas = document.getElementById("colDisp"),
frame = canvas.getContext("2d");
var r=0,
g=0,
b= 0;
function drawColor(){
for(r=0;r<255;r++){
for(g=0;g<255;g++){
for(b=0;b<255;b++){
frame.fillStyle="rgb("+r+","+g+","+b+")";
frame.fillRect(r,g,1,1);
}
}
}
}
drawColor();
Currently , i only want a solution about the freezing problem with better algorithm and it's not displaying the BLACK and GREY colors.
Please someone help me.
Instead of calling fillRect for every single pixel, it might be a lot more efficient to work with a raw RGBA buffer. You can obtain one using context.getImageData, fill it with the color values, and then put it back in one go using context.putImageData.
Note that your current code overwrites each single pixel 255 times, once for each possible blue-value. The final pass on each pixel is 255 blue, so you see no grey and black in the output.
Finding a good way to map all possible RGB values to a two-dimensional image isn't trivial, because RGB is a three-dimensional color-space. There are a lot of strategies for doing so, but none is really optimal for any possible use-case. You can find some creative solutions for this problem on AllRGB.com. A few of them might be suitable for a color-picker for some use-cases.
If you want to fetch the rgba of the pixel under the mouse, you must use context.getImageData.
getImageData returns an array of pixels.
var pixeldata=context.getImageData(0,0,canvas.width,canvas.height);
Each pixel is defined by 4 sequential array elements.
So if you have gotten a pixel array with getImageData:
// first pixel defined by the first 4 pixel array elements
pixeldata[0] = red component of pixel#1
pixeldata[1] = green component of pixel#1
pixeldata[2] = blue component of pixel#1
pixeldata[4] = alpha (opacity) component of pixel#1
// second pixel defined by the next 4 pixel array elements
pixeldata[5] = red component of pixel#2
pixeldata[6] = green component of pixel#2
pixeldata[7] = blue component of pixel#2
pixeldata[8] = alpha (opacity) component of pixel#2
So if you have a mouseX and mouseY then you can get the r,g,b,a values under the mouse like this:
// get the offset in the array where mouseX,mouseY begin
var offset=(imageWidth*mouseY+mouseX)*4;
// read the red,blue,green and alpha values of that pixel
var red = pixeldata[offset];
var green = pixeldata[offset+1];
var blue = pixeldata[offset+2];
var alpha = pixeldata[offset+3];
Here's a demo that draws a colorwheel on the canvas and displays the RGBA under the mouse:
http://jsfiddle.net/m1erickson/94BAQ/
A way to go, using .createImageData():
window.onload = function() {
var canvas = document.getElementById("colDisp");
var frame = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var imagedata = frame.createImageData(width, height);
var index, x, y;
for (x = 0; x < width; x++) {
for (y = 0; y < height; y++) {
index = (x * width + y) * 4;
imagedata.data[index + 0] = x;
imagedata.data[index + 1] = y;
imagedata.data[index + 2] = x + y - 255;
imagedata.data[index + 3] = 255;
}
}
frame.putImageData(imagedata, 0, 0);
};
http://codepen.io/anon/pen/vGcaF

Canvas Check before submission

I have a page where a user can draw on the canvas and save the image to a file on the server.
The canvas has a default black background. Is there a way to check if the user has drawn anything on the canvas before submitting the data URL representation of the image of a canvas with the toDataURL() function? So if the user doesn't draw anything on the canvas(it will be a blank canvas with a black background), the image wont be created on the server. Should I loop through each and every pixel of the canvas to determine this?
Here is what I'm doing currently:
var currentPixels = context.getImageData(0, 0, 600, 400);
for (var y = 0; y < currentPixels.height; y += 1) {
for (var x = 0; x < currentPixels.width; x += 1) {
for (var c = 0; c < 3; c += 1) {
var i = (y*currentPixels.width + x)*4 + c;
if(currentPixels.data[i]!=0)
break;
}
}
}
Assuming that something is drawn on the canvas when you click on it, you could bind a click even to the canvas that set a flag indicating that the canvas has been drawn on.
For example using jQuery:
var canvasDrawnOn = false;
$("#canvas").click(function(){
canvasDrawnOn = true;
});
I came up with this a while ago, but it doesn't suit my purposes.
First I take the image data in base64:
var imgdata = canvas.toDataURL();
Then I get an MD5 hash (I do this in PHP, but it doesn't matter; to do it in JavaScript you have to use a library, such as this) of the image data:
var h = $.md5(imgdata);
After this, you can compare the MD5 with a pre-calculated hash of an empty canvas:
if(h == EMPTYCANVAS) ...
It doesn't work for me, since the user sets the image dimensions, and different size canvases would have a different hash. Suggestions for overcoming this (while avoiding traversing pixel by pixel) would be awesome.

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