I found this script for converting an image to black and white, which works great, but I was hoping to understand the code a little bit better. I put my questions in the code, i
function grayscale(src){ //Creates a canvas element with a grayscale version of the color image
//create canvas
var canvas = document.createElement('canvas');
//get its context
var ctx = canvas.getContext('2d');
//create empty image
var imgObj = new Image();
//start to load image from src url
imgObj.src = src;
//resize canvas up to size image size
canvas.width = imgObj.width;
canvas.height = imgObj.height;
//draw image on canvas, full canvas API is described here http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html
ctx.drawImage(imgObj, 0, 0);
//get array of image pixels
var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
//run through all the pixels
for(var y = 0; y < imgPixels.height; y++){
for(var x = 0; x < imgPixels.width; x++){
//here is x and y are multiplied by 4 because every pixel is four bytes: red, green, blue, alpha
var i = (y * 4) * imgPixels.width + x * 4; //Why is this multiplied by 4?
//compute average value for colors, this will convert it to bw
var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
//set values to array
imgPixels.data[i] = avg;
imgPixels.data[i + 1] = avg;
imgPixels.data[i + 2] = avg;
}
}
//draw pixels according to computed colors
ctx.putImageData(imgPixels, 0, 0, 0, 0, imgPixels.width, imgPixels.height);
return canvas.toDataURL();
}
In this function coefficient equal to 1/3 are used, however the usually used are: 0.3R + 0.59G + 0.11B (http://gimp-savvy.com/BOOK/index.html?node54.html).