possible to use html images like canvas with getIm

2020-07-03 06:43发布

I'd like to know if there is a way to dynamically modify/access the data contained in html images just as if they were an html5 canvas element. With canvas, you can in javascript access the raw pixel data with getImageData() and putImageData(), but I have thus far been not able to figure out how to do this with images.

7条回答
forever°为你锁心
2楼-- · 2020-07-03 07:21

that worked for me (IE10x64,Chromex64 on win7, chromium arm linux, ...seems to bug with firefox 20 arm linux but not sure ... to re-test)

--html--

<canvas id="myCanvas" width="600" height="300"></canvas>
<canvas id="myCanvasOffscreen" width="1" height="1"></canvas>

-- js --

  // width & height can be used to scale image !!!
  function getImageAsImageData(url, width, height, callack) {
    var canvas = document.getElementById('myCanvasOffscreen');
    canvas.width = width;
    canvas.height = height;
    var context = canvas.getContext('2d');

    var imageObj = new Image();
    imageObj.onload = function() {
      context.drawImage(imageObj, 0, 0, width, height);
      imgData = context.getImageData(0,0,width, height);
      canvas.width = 1;
      canvas.height = 1;

      callack( imgData );
    };
    imageObj.src = url;
  }

-- then --

  var canvas = document.getElementById('myCanvas');
  var ctx = canvas.getContext('2d');

  var imgData;
  getImageAsImageData('central_closed.png', IMG_WIDTH, IMG_HEIGHT, 
    function(imgData) {

      // do what you want with imgData.data (rgba array)
      // ex.  colorize( imgData, 25, 70, 0);

      ctx.putImageData(imgData,0,0);

    }
  );
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一夜七次
3楼-- · 2020-07-03 07:22

you first want to draw a pic on the canvas and then get the imageData from the canvas ,it is a wrong way,because the js think it is a "Cross-domain access",but the getIamgeData method don't allow the "Cross-domain access" to an image.you can hava a try by put the in the root place and access it by "localhost" .

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SAY GOODBYE
4楼-- · 2020-07-03 07:23

Im not sure if it is possible, but you can try requesting pixel information from PHP, if GD library it will be an easy task, but surely will be slower. Since you didnt specified application so I will suggest checking SVG for this task if they can be vector images than you will be able to query or modify the image.

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Summer. ? 凉城
5楼-- · 2020-07-03 07:26
// 1) Create a canvas, either on the page or simply in code
var canvas = document.createElement('canvas');
var ctx    = canvas.getContext('2d');

// 2) Copy your image data into the canvas
var myImgElement = document.getElementById('foo');
ctx.drawImage( myImgElement, 0, 0 );

// 3) Read your image data
var w = myImgElement.width, h=myImgElement.height;
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;

// 4) Read or manipulate the rgba as you wish
for (var px=0,ct=w*h*4;px<ct;px+=4){
  var r = rgba[px  ];
  var g = rgba[px+1];
  var b = rgba[px+2];
  var a = rgba[px+3];
}

// 5) Update the context with newly-modified data
ctx.putImageData(imgdata,0,0);

// 6) Draw the image data elsewhere, if you wish
someOtherContext.drawImage( ctx.canvas, 0, 0 );

Note that step 2 can also be brought in from an image loaded directly into script, not on the page:

// 2b) Load an image from which to get data
var img = new Image;
img.onload = function(){
  ctx.drawImage( img, 0, 0 );
  // ...and then steps 3 and on
};
img.src = "/images/foo.png"; // set this *after* onload
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Lonely孤独者°
6楼-- · 2020-07-03 07:34

Directly work on IMG element is also valid:

var image = document.createElement('img'),w,h ;

image.src = "img/test.jpg" ;

$(image).one('load',function(){

    w = image.naturalWidth ;
    h = image.naturalHeight ;

    var cnv = document.createElement('canvas') ;
    $(cnv).attr("width",w) ;
    $(cnv).attr("height",h) ;

    var ctx = cnv.getContext('2d') ;
    ctx.drawImage(image,0,0) ;

    var imgdata = ctx.getImageData(0,0,w,h) ;

    var rgba = imgdata.data ;
    for (var px=0,ct=w*h*4;px<ct;px+=4){
        var r = rgba[px+0] ;
        var g = rgba[px+1] ;
        var b = rgba[px+2] ;
        var a = rgba[px+3] ;
        // Do something
        rgba[px+0] = r ;
        rgba[px+1] = g ;
        rgba[px+2] = b ;
        rgba[px+3] = a ;
    }

    ctx.putImageData(imgdata,0,0) ;

    $("body").append(cnv) ;

}) ;
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一夜七次
7楼-- · 2020-07-03 07:37

You could draw the image to a canvas element with drawImage(), and then get the pixel data from the canvas.

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