I have a number of images within #mycontainer
like:
<div id="mycontainer">
<img src="http://localhost:8080/images/my-image.png" />
…
</div>
I need to convert those into B/W. Pretty common task but I didn't find any solution for this that would just work for me — there is some problem with the actions execution. What I have now is the following:
function grayscale(src) {
var ctx = document.createElement('canvas').getContext('2d'),
imgObj = new Image(),
pixels, i, n, gs, url;
// wait until the image has been loaded
imgObj.onload = function () {
ctx.canvas.width = this.width;
ctx.canvas.height = this.height;
ctx.drawImage(this, 0, 0);
pixels = ctx.getImageData(0, 0, this.width, this.height);
for (i = 0, n = pixels.data.length; i < n; i += 4) {
gs = pixels.data[i] * 0.3 + pixels.data[i+1] * 0.59 + pixels.data[i+2] * 0.11;
pixels.data[i] = gs; // red
pixels.data[i+1] = gs; // green
pixels.data[i+2] = gs; // blue
}
ctx.putImageData(pixels, 0, 0);
};
imgObj.src = src;
return ctx.canvas.toDataURL('image/png');
}
In general the actions are:
- I supply
src
of an image to process,
- wait for the image to be fully loaded,
- draw the image on the canvas, convert the pixels and put the converted pixels back on the canvas
- then I want the data URL of the resulting image from the canvas to be returned.
Right now, when in Developer Tools I am tring something like:
c = $('#mycontainer').find('img')[0];
grayscale(c.src);
I get back data URL of a fully transparent default 300px x 150px canvas as if that imgObj.onload()
doesn't exist in the script at all.
Can anybody point me to a mistake here please?
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