I have an image(in greyscale form) of which i want to change the color(user specific). Since its quite difficult to change the color of a greyscale image, i come with an approach.
Image is divided into two parts.
Now, i place both image on top of each other(with white image on below and greyscale image on top) such that when i change the color of white image, it will be visible to user.
Problem: This approach works for me, except one issue. When i color the white image, it will pixellete from corners.
JSFiddle: http://jsfiddle.net/pandey_mohit/BeSwL/
JSFiddle contains three images for capsules:
Select red, green or blue color to see the issue.
function hexToRgb(color) {
var shorthandRegex = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
color = color.replace(shorthandRegex, function(m, r, g, b) {
return r + r + g + g + b + b;
});
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(color);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : {
r: 0,
g: 0,
b: 0
};
}
function colorImage(imgId,hexaColor) {
// create hidden canvas (using image dimensions)
var imgElement = document.getElementById(imgId);
var canvas = document.createElement("canvas");
canvas.width = imgElement.width;
canvas.height = imgElement.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(imgElement,0,0);
var imageData = ctx.getImageData(0,0,canvas.width,canvas.height);
var data = imageData.data;
// convert image to grayscale
var rgbColor = hexToRgb(hexaColor);
for(var p = 0, len = data.length; p < len; p+=4) {
if(data[p+3] == 0)
continue;
data[p + 0] = rgbColor.r;
data[p + 1] = rgbColor.g;
data[p + 2] = rgbColor.b;
data[p + 3] = 255;
}
ctx.putImageData(imageData, 0, 0);
// replace image source with canvas data
imgElement.src = canvas.toDataURL();
}
// changing color of capsule on select event
document.getElementById('sel_top').onchange = function(){
colorImage('img_top', this.value);
}
document.getElementById('sel_bottom').onchange = function(){
colorImage('img_bottom', this.value);
}
Your recoloring algorithm sets the 4th byte of each RGBA quartet to 255, which discards the alpha channel of the overlay and breaks the anti-aliasing around the edges of the image. Keeping the alpha channel of the original gives you better results:
for(var p = 0, len = data.length; p < len; p+=4) {
data[p + 0] = rgbColor.r;
data[p + 1] = rgbColor.g;
data[p + 2] = rgbColor.b;
}
JSFiddle with the lines commented out
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