Pixel resize using canvas with transparent PNG

I want to perform a pixelated effect using the canvas option imageSmoothingEnabled = false; so the image is "untied" on scrolling.

Everything works fine until transparent images are used, namely PNG. The scaled image is projected and remains in the background.

Also, the image doesn't load until the user scrolls a few pixels.

I found out that the canvas.drawImage () function owns the parameters to set the offset. However, I have not found a solution for this.

Demo https://jsfiddle.net/aLjfemru/

var ctx = canvas.getContext('2d'),
  img = new Image(),
  play = false;

/// turn off image smoothing - this will give the pixelated effect
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;


/// wait until image is actually available
img.onload = function(){
                image1.src="nf.png";

                context.drawImage(image1, 50, 50, 10, 10);
                };

img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';

/// MAIN function
function pixelate(v) {
  document.getElementById("v").innerHTML = "(v): " + v;

  /// if in play mode use that value, else use slider value
  var size = v * 0.01;

  var w = canvas.width * size;
  var h = canvas.height * size;

  /// draw original image to the scaled size
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.drawImage(img, 0, 0, w, h);
  ctx.drawImage(canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}

function onScroll() {
  $(window).on('scroll', function() {
    var y = window.pageYOffset;
    if (y > 10) {
      y = Math.pow(y, 0.8);
      if (y >= 60) {
        y = 100;
      }
      pixelate(y);
    }
  });
}
onScroll();

      

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1 answer


Some quick changes to make this happen

Use a second canvas to do pixelation

Wait for images to load before rendering.



The onscroll doesn't fire until you scroll, so when the image has loaded, call the render function to display the image.

canvas.width = innerWidth-20;
ctx = canvas.getContext("2d");
var ctxImage;
const img = new Image;
img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';
/// wait until image is actually available
img.onload = function(){
     // I dont knwo what this is for so removed the following two lines
    //image1.src="nf.png"; 
    //context.drawImage(image1, 50, 50, 10, 10);
    // Create a canvas to match the image
    var c = document.createElement("canvas");
    canvas.width = Math.min(canvas.width,(c.width = this.naturalWidth));
    canvas.height = c.height = this.naturalHeight;
    ctxImage = c.getContext("2d");
    // changing canvas size resets the state so need to set this again.
    ctx.imageSmoothingEnabled = false;
    onScroll();
    pixelate(100); // call first time
};

ctx.font = "32px arial";
ctx.textAlign = "center";
ctx.fillText("Loading please wait.",ctx.canvas.width /2, ctx.canvas.height / 4);
/// MAIN function
function pixelate(v) {
  document.getElementById("v").innerHTML = "(v): " + v;

  /// if in play mode use that value, else use slider value
  var size = Number(v) * 0.01;

  var w = img.width * size;
  var h = img.height * size;

 
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctxImage.clearRect(0, 0, ctxImage.canvas.width, ctxImage.canvas.height);
  ctxImage.drawImage(img, 0, 0, w, h);
  ctx.drawImage(ctxImage.canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}

function onScroll() {
  addEventListener("scroll", function() {

    var y = window.pageYOffset;
    if (y > 10) {
      y = Math.pow(y, 0.65);
      if (y >= 100) {
        y = 100;
      }
      pixelate(y);
    }
  });
      
}
      

#fix {
      position: fixed;
    }

    html {
      height: 2000px;
    }
      

<div id="fix">
<p id="v" value="Animate">1</p><br />

<canvas id="canvas"></canvas>
</div>
      

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