The getImageData() method returns an ImageData object that copies the pixel data for the specified rectangle on a canvas. Note: The ImageData object is not a picture, it specifies a part (rectangle) on the canvas, and holds information of every pixel inside that rectangle.
Yes definitely worth learning. I don't believe any AAA games could ever be created without coding. Canvas is supported in all browsers and gives the users of your website a chance to try out something without fancy installations or crashed applications.
To get the image data URL of the canvas, we can use the toDataURL() method of the canvas object which converts the canvas drawing into a 64 bit encoded PNG URL. If you'd like for the image data URL to be in the jpeg format, you can pass image/jpeg as the first argument in the toDataURL() method.
There's a section about pixel manipulation in the W3C documentation.
Here's an example on how to invert an image:
var context = document.getElementById('myCanvas').getContext('2d');
// Get the CanvasPixelArray from the given coordinates and dimensions.
var imgd = context.getImageData(x, y, width, height);
var pix = imgd.data;
// Loop over each pixel and invert the color.
for (var i = 0, n = pix.length; i < n; i += 4) {
pix[i ] = 255 - pix[i ]; // red
pix[i+1] = 255 - pix[i+1]; // green
pix[i+2] = 255 - pix[i+2]; // blue
// i+3 is alpha (the fourth element)
}
// Draw the ImageData at the given (x,y) coordinates.
context.putImageData(imgd, x, y);
Try the getImageData
method:
var data = context.getImageData(x, y, 1, 1).data;
var rgb = [ data[0], data[1], data[2] ];
Yes sure, provided you have its context. (See how to get canvas context here.)
var imgData = context.getImageData(0,0,canvas.width,canvas.height)
// { data: [r,g,b,a,r,g,b,a,r,g,..], ... }
function getPixel(imgData, index) {
var i = index*4, d = imgData.data
return [d[i],d[i+1],d[i+2],d[i+3]] // Returns array [R,G,B,A]
}
// AND/OR
function getPixelXY(imgData, x, y) {
return getPixel(imgData, y*imgData.width+x)
}
PS: If you plan to mutate the data and draw them back on the canvas, you can use subarray
var
idt = imgData, // See previous code snippet
a = getPixel(idt, 188411), // Array(4) [0, 251, 0, 255]
b = idt.data.subarray(188411*4, 188411*4 + 4) // Uint8ClampedArray(4) [0, 251, 0, 255]
a[0] = 255 // Does nothing
getPixel(idt, 188411) // Array(4) [0, 251, 0, 255]
b[0] = 255 // Mutates the original imgData.data
getPixel(idt, 188411) // Array(4) [255, 251, 0, 255]
// Or use it in the function
function getPixel(imgData, index) {
var i = index*4, d = imgData.data
return imgData.data.subarray(i, i+4) // Returns subarray [R,G,B,A]
}
You can experiment with this on http://qry.me/xyscope/, the code for this is in the source, just copy/paste it in the console.
function GetPixel(context, x, y)
{
var p = context.getImageData(x, y, 1, 1).data;
var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
return hex;
}
function rgbToHex(r, g, b) {
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component";
return ((r << 16) | (g << 8) | b).toString(16);
}
Yup, check out getImageData()
. Here's an example of breaking CAPTCHA with JavaScript using canvas:
OCR and Neural Nets in JavaScript
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