HTML5 canvas putImageData seems to mess with pixels not getting expected results - javascript

I am trying to draw an isometric square with some custom code to build the pixel data up and then put it on a canvas with putImageData.
But I'm not getting the expected results, after a quick look through the raw pixel data of the canvas it seems all the pixel data I built up is getting messed with.
What I want from the below code is a red diamond on a black background. Where am i going wrong?
var Drawing = {};
Drawing.DrawIsoMetricSquare = function(cRenderContext, x, y, iWidth, cColor) {
var iHeight = iWidth / 2;
var iYPos = Math.floor(iHeight / 2) + 1;
var iXPos = 0;
var iRenderGirth = 1;
cPixelData = cRenderContext.createImageData(iWidth, iHeight);
var bExpand = true;
while (iXPos != iWidth) {
var iCurrentRenderGirth = 0;
while (iCurrentRenderGirth != iRenderGirth) {
var iY = iYPos + iCurrentRenderGirth;
//Draw first pixel then second
Drawing.ColorPixelAtPos(cPixelData.data, iXPos, iY, iWidth, cColor);
Drawing.ColorPixelAtPos(cPixelData.data, iXPos + 1, iY, iWidth, cColor);
iCurrentRenderGirth++;
}
//Move to next Render Start
iYPos = bExpand ? (iYPos - 1) : (iYPos + 1);
iXPos += 2;
iRenderGirth = bExpand ? (iRenderGirth + 2) : (iRenderGirth - 2);
bExpand &= iRenderGirth < iHeight;
}
cRenderContext.putImageData(cPixelData, x, y);
};
Drawing.XYPosToPixelPos = function(x, y, iWidth) {
return (x + y * iWidth) * 4;
};
Drawing.ColorPixelAtPos = function(cPixelData, x, y, iWidth, cColor) {
var iPixPos = Drawing.XYPosToPixelPos(x, y, iWidth);
cPixelData[iPixPos++] = cColor.r;
cPixelData[iPixPos++] = cColor.g;
cPixelData[iPixPos++] = cColor.b;
cPixelData[iPixPos] = 1; //Fixed alpha for now
};
var eCanvas = $("<canvas></canvas>");
eCanvas[0].width = 50;
eCanvas[0].height = 50;
$("#render").append(eCanvas);
var cRenderContext = eCanvas[0].getContext('2d');
cRenderContext.fillStyle = "rgba(1, 1, 1, 1)";
cRenderContext.fillRect(0, 0, 50, 50);
Drawing.DrawIsoMetricSquare(cRenderContext, 0, 0, 42, {
r: 255,
g: 0,
b: 0
});
JSFiddle example here

The problems were
a math error which you already fixed.
RGBA specifiers go from 0..255 not 0..1
You need to fill your pixel data with black opaque pixels (they are white by default).
I added a few lines of code and made a new fiddle for you.
http://jsfiddle.net/bsssq/1/
Now you should see the red diamond on the black square.

Related

Load Image Generated From A Function in p5.js canvas

I'm trying to load an image that is returned as a result of a function in a library called gaborgen.js
The idea is that I should be able to generate a Gabor patch image using this library and then I need to store this in an image variable in p5, and display it on the canvas.
The way the library works is that it has a function gaborgen() that takes in two parameters, so gaborgen(50,50) would return a Gabor patch with those attributes. The way the library works is that it returns the image as a base64 PNG.
I tried to load the image as follows, but it failed. The resulting sketch is just a blank screen.
var img;
function setup() {
createCanvas(640, 360);
img = createImg(gaborgen(50,40));
}
function draw(){
background(0);
image(img, 0, 0, img.elt.width, img.elt.height);
}
The gaborgen() function in the Gaborgen.js library is as follows;
gaborgen = function(tilt, sf) {
var a, aspectratio, b, contrast, gab_x, gab_y, gridArray, i, j, m, multConst, phase, preSinWave, ref, reso, sc, scaledM, sf_max, sf_min, sinWave, tilt_max, tilt_min, varScale, x, x_centered, x_factor, y, y_centered, y_factor;
if ((tilt > 100 || tilt < 1) || (sf > 100 || sf < 1)) {
console.log("ERROR: gaborgen arguenment input out of bounds");
}
reso = 400;
phase = 0;
sc = 50.0;
contrast = 100.0;
aspectratio = 1.0;
tilt_min = 0;
tilt_max = 90;
sf_min = .01;
sf_max = .1;
tilt = rescale_core(tilt, tilt_min, tilt_max, 1, 100);
sf = rescale_core(sf, sf_min, sf_max, 1, 100);
x = reso / 2;
y = reso / 2;
a = numeric.cos([deg2rad(tilt)]) * sf * 360;
b = numeric.sin([deg2rad(tilt)]) * sf * 360;
multConst = 1 / (numeric.sqrt([2 * pi]) * sc);
varScale = 2 * numeric.pow([sc], 2);
gridArray = numeric.linspace(0, reso);
ref = meshgrid(gridArray), gab_x = ref[0], gab_y = ref[1];
x_centered = numeric.sub(gab_x, x);
y_centered = numeric.sub(gab_y, y);
x_factor = numeric.mul(numeric.pow(x_centered, 2), -1);
y_factor = numeric.mul(numeric.pow(y_centered, 2), -1);
preSinWave = numeric.add(numeric.add(numeric.mul(a, x_centered), numeric.mul(b, y_centered)), phase);
i = 0;
while (i < reso) {
j = 0;
while (j < reso) {
preSinWave[i][j] = deg2rad(preSinWave[i][j]);
j += 1;
}
i += 1;
}
sinWave = numeric.sin(preSinWave);
m = numeric.add(.5, numeric.mul(contrast, numeric.transpose(numeric.mul(numeric.mul(multConst, numeric.exp(numeric.add(numeric.div(x_factor, varScale), numeric.div(y_factor, varScale)))), sinWave))));
scaledM = rescale(m, 0, 254);
return numeric.imageURL([scaledM, scaledM, scaledM]);
};
Any idea how I can load a base64 PNG returned by a function into p5.js like this?
You can use a base-64 encoded image directly in P5.js by passing the string directly into the loadImage() function. Here's an example:
var img;
function setup() {
createCanvas(400, 400);
img = loadImage('data:image/png;base64, iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==');
}
function draw() {
background(220);
image(img, 0, 0, width, height);
}
Notice the data:image/png;base64, part of the argument.
I don't know what gaborgen() function returns, so you're going to need to do some debugging to figure out exactly where your code breaks down. Work forward in smaller steps and check your developer tools for errors.

Generate the Dominant Colors for an RGB image with XMLHttpRequest

A Note For Readers: This is a long question, but it needs a background to understand the question asked.
The color quantization technique is commonly used to get the dominant colors of an image.
One of the well-known libraries that do color quantization is Leptonica through the Modified Median Cut Quantization (MMCQ) and octree quantization (OQ)
Github's Color-thief by #lokesh is a very simple implementation in JavaScript of the MMCQ algorithm:
var colorThief = new ColorThief();
colorThief.getColor(sourceImage);
Technically, the image on a <img/> HTML element is backed on a <canvas/> element:
var CanvasImage = function (image) {
this.canvas = document.createElement('canvas');
this.context = this.canvas.getContext('2d');
document.body.appendChild(this.canvas);
this.width = this.canvas.width = image.width;
this.height = this.canvas.height = image.height;
this.context.drawImage(image, 0, 0, this.width, this.height);
};
And that is the problem with TVML, as we will see later on.
Another implementation I recently came to know was linked on this article Using imagemagick, awk and kmeans to find dominant colors in images that links to Using python to generate awesome linux desktop themes.
The author posted an article about Using python and k-means to find the dominant colors in images that was used there (sorry for all those links, but I'm following back my History...).
The author was super productive, and added a JavaScript version too that I'm posting here: Using JavaScript and k-means to find the dominant colors in images
In this case, we are generating the dominant colors of an image, not using the MMCQ (or OQ) algorithm, but K-Means.
The problem is that the image must be a as well:
<canvas id="canvas" style="display: none;" width="200" height="200"></canvas>
and then
function analyze(img_elem) {
var ctx = document.getElementById('canvas').getContext('2d')
, img = new Image();
img.onload = function() {
var results = document.getElementById('results');
results.innerHTML = 'Waiting...';
var colors = process_image(img, ctx)
, p1 = document.getElementById('c1')
, p2 = document.getElementById('c2')
, p3 = document.getElementById('c3');
p1.style.backgroundColor = colors[0];
p2.style.backgroundColor = colors[1];
p3.style.backgroundColor = colors[2];
results.innerHTML = 'Done';
}
img.src = img_elem.src;
}
This is because the Canvas has a getContext() method, that expose 2D image drawing APIs - see An introduction to the Canvas 2D API
This context ctx is passed to the image processing function
function process_image(img, ctx) {
var points = [];
ctx.drawImage(img, 0, 0, 200, 200);
data = ctx.getImageData(0, 0, 200, 200).data;
for (var i = 0, l = data.length; i < l; i += 4) {
var r = data[i]
, g = data[i+1]
, b = data[i+2];
points.push([r, g, b]);
}
var results = kmeans(points, 3, 1)
, hex = [];
for (var i = 0; i < results.length; i++) {
hex.push(rgbToHex(results[i][0]));
}
return hex;
}
So you can draw an image on the Canvas through the Context and get image data:
ctx.drawImage(img, 0, 0, 200, 200);
data = ctx.getImageData(0, 0, 200, 200).data;
Another nice solution is in CoffeeScript, ColorTunes, but this is using a as well:
ColorTunes.getColorMap = function(canvas, sx, sy, w, h, nc) {
var index, indexBase, pdata, pixels, x, y, _i, _j, _ref, _ref1;
if (nc == null) {
nc = 8;
}
pdata = canvas.getContext("2d").getImageData(sx, sy, w, h).data;
pixels = [];
for (y = _i = sy, _ref = sy + h; _i < _ref; y = _i += 1) {
indexBase = y * w * 4;
for (x = _j = sx, _ref1 = sx + w; _j < _ref1; x = _j += 1) {
index = indexBase + (x * 4);
pixels.push([pdata[index], pdata[index + 1], pdata[index + 2]]);
}
}
return (new MMCQ).quantize(pixels, nc);
};
But, wait, we have no <canvas/> element in TVML!
Of course, there are native solutions like Objective-C ColorCube, DominantColor - this is using K-means
and the very nice and reusable ColorArt by #AaronBrethorst from CocoaControls.
Despite the fact that this could be used in a TVML application through a native to JavaScriptCore bridge - see How to bridge TVML/JavaScriptCore to UIKit/Objective-C (Swift)?
my aim is to make this work completely in TVJS and TVML.
The simplest MMCQ JavaScript implementation does not need a Canvas: see Basic Javascript port of the MMCQ (modified median cut quantization) by Nick Rabinowitz, but needs the RGB array of the image:
var cmap = MMCQ.quantize(pixelArray, colorCount);
that is taken from the HTML <canvas/> and that is the reason for it!
function createPalette(sourceImage, colorCount) {
// Create custom CanvasImage object
var image = new CanvasImage(sourceImage),
imageData = image.getImageData(),
pixels = imageData.data,
pixelCount = image.getPixelCount();
// Store the RGB values in an array format suitable for quantize function
var pixelArray = [];
for (var i = 0, offset, r, g, b, a; i < pixelCount; i++) {
offset = i * 4;
r = pixels[offset + 0];
g = pixels[offset + 1];
b = pixels[offset + 2];
a = pixels[offset + 3];
// If pixel is mostly opaque and not white
if (a >= 125) {
if (!(r > 250 && g > 250 && b > 250)) {
pixelArray.push([r, g, b]);
}
}
}
// Send array to quantize function which clusters values
// using median cut algorithm
var cmap = MMCQ.quantize(pixelArray, colorCount);
var palette = cmap.palette();
// Clean up
image.removeCanvas();
return palette;
}
[QUESTION]
How to generate the dominant colors of a RGB image without using the HTML5 <canvas/>, but in pure JavaScript from an image's ByteArray fetched with XMLHttpRequest?
[UPDATE]
I have posted this question to Color-Thief github repo, adapting the RGB array calculations to the latest codebase.
The solution I have tried was this
ColorThief.prototype.getPaletteNoCanvas = function(sourceImageURL, colorCount, quality, done) {
var xhr = new XMLHttpRequest();
xhr.open('GET', sourceImageURL, true);
xhr.responseType = 'arraybuffer';
xhr.onload = function(e) {
if (this.status == 200) {
var uInt8Array = new Uint8Array(this.response);
var i = uInt8Array.length;
var biStr = new Array(i);
while (i--)
{ biStr[i] = String.fromCharCode(uInt8Array[i]);
}
if (typeof colorCount === 'undefined') {
colorCount = 10;
}
if (typeof quality === 'undefined' || quality < 1) {
quality = 10;
}
var pixels = uInt8Array;
var pixelCount = 152 * 152 * 4 // this should be width*height*4
// Store the RGB values in an array format suitable for quantize function
var pixelArray = [];
for (var i = 0, offset, r, g, b, a; i < pixelCount; i = i + quality) {
offset = i * 4;
r = pixels[offset + 0];
g = pixels[offset + 1];
b = pixels[offset + 2];
a = pixels[offset + 3];
// If pixel is mostly opaque and not white
if (a >= 125) {
if (!(r > 250 && g > 250 && b > 250)) {
pixelArray.push([r, g, b]);
}
}
}
// Send array to quantize function which clusters values
// using median cut algorithm
var cmap = MMCQ.quantize(pixelArray, colorCount);
var palette = cmap? cmap.palette() : null;
done.apply(this,[ palette ])
} // 200
};
xhr.send();
}
but it does not gives back the right RGB colors array.
[UPDATE]
Thanks to all the suggestions I got it working. Now a full example is available on Github,
The canvas element is being used as a convenient way to decode the image into an RGBA array. You can also use pure JavaScript libraries to do the image decoding.
jpgjs is a JPEG decoder and pngjs is a PNG decoder. It looks like the JPEG decoder will work with TVJS as is. The PNG decoder, however, looks like it's made to work in a Node or web browser environment, so you might have to tweak that one a bit.

Getting pixel color from bitmap (javascript) not working

I am working on a simple game using Three.js on javascript. I need to use a bitmap to create the scenario. My bitmap is basically a 15x15 pixel
All I want to do is get the rgb value for every pixel on this image. This is the code I have so far:
function World()
{
var cubeMatrix = [];
this.makeScenario = function(scene)
{
var context = document.getElementById('canvas').getContext('2d');
var img = new Image();
img.src = 'bitmap/map1.bmp';
context.drawImage(img,0,0);
var imgData = context.getImageData(0, 0, canvas.height, canvas.width);
var cube = new Cube();
cube.makeCube(1,1,MOVABLE_CUBE);
var i, j;
for(i = 0; i < MATRIX_SIZE; i++) //x
{
for(j = 0; j < MATRIX_SIZE; j++) //z
{
var rgba = getPixel( imageData, i, j);
if(rgba.r == 255 && rgba.g == 255 && rgba.b == 255) //white
{
cube.pushCube();
}
}
}
}
}
This is the code I'm using to get the pixel
function getPixel( imagedata, x, y )
{
var position = ( x + imagedata.width * y ) * 4, data = imagedata.data;
return { r: data[ position ], g: data[ position + 1 ], b: data[ position + 2 ]};
}
also added this to the html body:
<canvas id="canvas" width="15"height="15"></canvas>
I created a cube and changed its position when entering that "if" (enters when color is white), but the cube never moves at all!
I made some tests and found out that all rgb values are actually 0.
Can someone please help me with this? Thank you!
Note: this functions are on a different file from the html, but linked to it by
<script src="world.js"></script>

How to use two images in physicsjs

I made a simple "animation" with PhysicsJS, where I have this body:
balon = Physics.body('circle', {
x: 50,
y: random(20, 350),
vx: 0.45,
angle: random(0,360),
angularVelocity:-0.005,
radius: 60,
mass: 1,
fixed: true
});
balon.view = new Image();
balon.view.src = 'ballon.png';
All works good but I need to add a shadow for the "ball", this means that I need to use two images the "ballon.png" and the second image (the shadow) need to be fixed over the first image (don't rotate with the body).
Any idea hot to do this ?
Thank you in advance !
If you need one of the images to have a different behavior, you'll need to handle the rendering yourself.
You can add another rendering layer for shadows. If you store the shadow image inside body.shadow, then you can do something like this.
var shd = renderer.addLayer('shadows');
var bodies = [balon];
// draw the provided shadow view
shd.drawShadow = function( body, view ){
var pos = body.state.pos
,v = body.state.vel
,t = renderer._interpolateTime || 0
,x
,y
,aabb
,ctx = shd.ctx;
;
// interpolate positions
x = pos.x + v.x * t;
y = pos.y + + v.y * t;
ctx.save();
ctx.translate( x, y );
ctx.drawImage(view, -view.width/2, -view.height/2, view.width, view.height);
ctx.restore();
}
shd.render = function(){
var body;
for (var i = 0, l = bodies.length; i < l; i++){
body = bodies[ i ];
if ( body.shadow ){
shd.drawShadow( body, body.shadow );
}
}
};

Blending two ImageData into one ImageData with an offset in Javascript

I'm trying to blend two ImageData objects into a single object in order to obtain result similar to the pictures shown in this link
The following is the Javascript code that has the two ImageData
var redImage = copy.getImageData((SCREEN_WIDTH - VIDEO_WIDTH)/2,(SCREEN_HEIGHT - VIDEO_HEIGHT)/2,VIDEO_WIDTH,VIDEO_HEIGHT);
var bluImage = copy.getImageData((SCREEN_WIDTH - VIDEO_WIDTH)/2,(SCREEN_HEIGHT - VIDEO_HEIGHT)/2,VIDEO_WIDTH,VIDEO_HEIGHT);
var redData = redImage.data;
var blueData = blueImage.data;
// Colorize red
for(var i = 0; i < redData.length; i+=4) {
redData[i] -= (redData[i] - 255);
}
redImage.data = redData;
// Draw the pixels onto the visible canvas
disp.putImageData(redImage,(SCREEN_WIDTH - VIDEO_WIDTH)/2 - 25,(SCREEN_HEIGHT - VIDEO_HEIGHT)/2);
// Colorize cyan
for(var i = 1; i < blueData.length; i+=4) {
blueData[i] -= (blueData[i] - 255);
blueData[i+1] -= (blueData[i+1] - 255);
}
blueImage.data = blueData;
// Draw the pixels onto the visible canvas
disp.putImageData(blueImage,(SCREEN_WIDTH - VIDEO_WIDTH)/2 + 25,(SCREEN_HEIGHT - VIDEO_HEIGHT)/2);
How do i merge/blend the redData and blueData before putting it on the canvas ?
The formula you can use to mix two images is fairly simple:
newPixel = imageMainPixel * mixFactor + imageSecPixel * (1 - mixFactor)
Example assuming both buffers are of equal length:
var mixFactor = 0.5; //main image is dominant
//we're using the red buffer as main buffer for this example
for(var i = 0; i < redData.length; i+=4) {
redData[i] = redData[i] * mixFactor + blueData[i] * (1 - mixFactor);
redData[i+1] = redData[i+1] * mixFactor + blueData[i+1] * (1 - mixFactor);
redData[i+2] = redData[i+2] * mixFactor + blueData[i+2] * (1 - mixFactor);
}
Now your red buffer contains the mixed image.
To add an offset you can simply redraw the images with an offset value, for example:
var offset = 20; //pixels
copy.drawImage(originalImage, -offset, 0); // <--
var redImage = copy.getImageData( /*...*/ );
copy.drawImage(originalImage, offset, 0); // -->
var bluImage = copy.getImageData( /*...*/ );
If you have not onlyImageDataobjects, but also sourcecanvaselements, you can use this method.
You can obtain base64-encoded image data by callingtoDataURLcanvas method. Then you can createImageelement from that data and then paste that image to destination canvas viadrawImage.
Example code:
function mergeImageData(callback, sources) {
var canvas = document.createElement('canvas'),
context,
images = Array.prototype.slice.call(arguments, 1).map(function(canvas) {
var img = new Image();
img.onload = onLoad;
img.src = canvas.toDataURL();
return img;
}
),
imgCounter = 0,
widths = [],
heights = [];
function onLoad() {
widths.push(this.width);
heights.push(this.height);
if (++imgCounter == images.length) {
merge();
};
};
function merge() {
canvas.width = Math.max.apply(null, widths);
canvas.height = Math.max.apply(null, heights);
context = canvas.getContext('2d');
images.forEach(function(img) {
context.drawImage(img, 0, 0, img.width, img.height);
}
);
callback(context.getImageData(0, 0, canvas.width, canvas.height));
};
};
what about functions of setting the transmission format 3d - from format full side by side to anaglyph, alternating rows, alternating columns, chessboard, original side by side and 2d from 3d ?

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