possible to use html images like canvas with getImageData / putImageData?
// 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
After having some issues with this code, I want to add one or two things to Phrogz's answer :
// 1) Create a canvas, either on the page or simply in code
var myImgElement = document.getElementById('foo');
var w = myImgElement.width, h=myImgElement.height; // New : you need to set the canvas size if you don't want bug with images that makes more than 300*150
var canvas = document.createElement('canvas');
canvas.height = h;
canvas.width = w;
var ctx = canvas.getContext('2d');
// 2) Copy your image data into the canvas
ctx.drawImage( myImgElement, 0, 0, w, h ); // Just in case...
// 3) Read your image data
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;
// And then continue as in the other code !
You could draw the image to a canvas element with drawImage(), and then get the pixel data from the canvas.