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canvas-image-transformer

Install

npm install canvas-image-transformer

Usage

CommonJS

Refrence as a CommonJS module:

const CanvasImageTransformer = require('canvas-image-transformer');

Standalone Script

The component is available in a minified, standalone script (dist/canvas-image-transformer.min.js). This script can be used directly in any modern browser or tool that does pre-processing on frontend components.

The CanvasImageTransformer object will be added to the global namespace.

2D Canvas Methods

Image to Canvas

const canvas = CanvasImageTransformer.imageToCanvas(img, 100, 100, true);

The imageToCanvas(...) method takes a loaded Image object, an int for the new width, an int for the new height, and a boolean flag specifying whether to scale the image proportially (i.e. maintain aspect ratio), and return a HTMLCanvasElement with the image data drawn on it.

Video Frame to Canvas

const canvas = CanvasImageTransformer.videoFrameToCanvas(img, 100, 100, true);

The videoFrameToCanvas(...) method takes a loaded HTMLVideoElement object, an int for the new width, an int for the new height, and a boolean flag specifying whether to scale the image proportially (i.e. maintain aspect ratio), and return a HTMLCanvasElement with the image data, for the current video frame, drawn on it.

The HTMLVideoElement should be set to the desired frame prior to calling this method. This is typically done by setting the HTMLVideoElement.currentTime property (see here).

Resize an image

const canvas = CanvasImageTransformer.imageToCanvas(img, 32, 32, true);
const imgDataUri = canvas.toDataURL("image/png");

This can be accomplished with the imageToCanvas(...) method. With the returned HTMLCanvasElement object, you can either put the element in the DOM or use HTMLCanvasElement.toDataURL(...) to get a string with a data URI representation of the image.

Transform to grayscale

const canvas = CanvasImageTransformer.toGrayscale(canvas);

The the toGrayscale(...) method will transform each pixel on the Canvas to grayscale. The method returns the HTMLCanvasElement object that is passed in.

Apply a convolution kernel

const kernelArr = [
    0.1, 0.1, 0.1,
    0.1, 0.1, 0.1,
    0.1, 0.1, 0.1
];

const canvas = CanvasImageTransformer.applyKernel(canvas, CanvasImageTransformer.createKernel(kernelArr, 3));

The the applyKernel(...) method will convolve each pixel on the Canvas by the given convolution kernel. The method returns the HTMLCanvasElement object that is passed in.

WebGL Canvas Methods

Apply a GLSL Fragment Shader

const fragmentShaderSrc = `
    precision mediump float;

    uniform sampler2D uSampler;
    varying vec2 vTextureCoord;

    void main(void) {                
        gl_FragColor = texture2D(uSampler, (vTextureCoord));
    }
`;

const canvas2dResult = CanvasImageTransformer.applyGLSLFragmentShader(
    imgOnCanvas,
    fragmentShaderSrc,
    [
        {
            name: "uSomeVector",
            type: "2f",
            x: 2.0,
            y: 4.0
        },
    ]
);

The applyGLSLFragmentShader(...) method will take a 2D canvas and apply a GLSL fragment shader to it (by rendering it as a textured quad on a WebGL canvas).

The following variables are pre-defined and can be used in the shader:

  • uSampler: texture sampler bound to texture unit 0
  • vTextureCoord: the texture coordinate from the vertex shader

Additional variables (defined/used within the shader) can be passed via the additionalShaderVars argument, which is an array of objects, with each object containing the definition of a uniform.

[
    {
        name: <uniform-name>,
        type: <1f, 1i, 2f, 2i, 3f, 3i, 4f, 4i>,
        x: <1st value>
        y: <2nd value for 2f, 2i, 3f, ... types>
        z: <3rd value for 3f, 3i, 4f, ... types>
        w: <4th value for 4f and 4i types>
    }
]

The canvas passed in will be overwritten with the output on the WebGL canvas. The method will also return this canvas.

Animate using a GLSL Fragment Shader

The genGLSLFragmentShaderAnimation(...) method will take a 2D canvas and apply a GLSL fragment shader to it (by rendering it as a textured quad on a WebGL canvas).

The following variables are pre-defined and can be used in the shader:

  • uSampler: texture sampler bound to texture unit 0
  • vTextureCoord: the texture coordinate from the vertex shader