Is it possible to query a HTML Canvas object to get the color at a specific location?
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);
}
You can use i << 2
.
const data = context.getImageData(x, y, width, height).data;
const pixels = [];
for (let i = 0, dx = 0; dx < data.length; i++, dx = i << 2) {
pixels.push({
r: data[dx ],
g: data[dx+1],
b: data[dx+2],
a: data[dx+3]
});
}
Use following class which implement fast method described in this article and contains all you need: readPixel
, putPixel
, get width/height
. Class update canvas after calling refresh()
method. Example solve simple case of 2d wave equation
class Screen{
constructor(canvasSelector) {
this.canvas = document.querySelector(canvasSelector);
this.width = this.canvas.width;
this.height = this.canvas.height;
this.ctx = this.canvas.getContext('2d');
this.imageData = this.ctx.getImageData(0, 0, this.width, this.height);
this.buf = new ArrayBuffer(this.imageData.data.length);
this.buf8 = new Uint8ClampedArray(this.buf);
this.data = new Uint32Array(this.buf);
}
// r,g,b,a - red, gren, blue, alpha components in range 0-255
putPixel(x,y,r,g,b,a=255) {
this.data[y * this.width + x] = (a << 24) | (b << 16) | (g << 8) | r;
}
readPixel(x,y) {
let p= this.data[y * this.width + x]
return [p&0xff, p>>8&0xff, p>>16&0xff, p>>>24];
}
refresh() {
this.imageData.data.set(this.buf8);
this.ctx.putImageData(this.imageData, 0, 0);
}
}
// --------
// TEST
// --------
let s=new Screen('#canvas');
function draw() {
for (var y = 1; y < s.height-1; ++y) {
for (var x = 1; x < s.width-1; ++x) {
let a = [[1,0],[-1,0],[0,1],[0,-1]].reduce((a,[xp,yp])=>
a+= s.readPixel(x+xp,y+yp)[0]
,0);
let v=a/2-tmp[x][y];
tmp[x][y]=v<0 ? 0:v;
}
}
for (var y = 1; y < s.height-1; ++y) {
for (var x = 1; x < s.width-1; ++x) {
let v=tmp[x][y];
tmp[x][y]= s.readPixel(x,y)[0];
s.putPixel(x,y, v,v,v);
}
}
s.refresh();
window.requestAnimationFrame(draw)
}
// temporary 2d buffer ()for solving wave equation)
let tmp = [...Array(s.width)].map(x => Array(s.height).fill(0));
function move(e) { s.putPixel(e.x-10, e.y-10, 255,255,255);}
draw();
<canvas id="canvas" height="150" width="512" onmousemove="move(event)"></canvas>
<div>Move mouse on black box</div>
Yup, check out getImageData(). Here's an example of breaking CAPTCHA with JavaScript using canvas:
OCR and Neural Nets in JavaScript