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imagebuffer's Introduction

#about

Fast per-pixel image manipulation with Canvas / WebGL.

Instead of manipulating the 8 bit array (separate R, G, B, A components), we modify a Int32Array which is backed by the ImageData's Uint8ClampedArray buffer. If unsupported, we fall back to 8bit modification. The concept is discussed here:
https://hacks.mozilla.org/2011/12/faster-canvas-pixel-manipulation-with-typed-arrays/

The code looks like this:

//create an empty ImageData
var imageData = ctx.createImageData(0, 0, width, height);

//make a new ImageBuffer for direct manipulation of that ImageData
var buffer = new ImageBuffer(imageData);

//do your per-piel operations with setPixel and getPixel
//or act directly on buffer.uint8
for (var i=0; i < width * height; i++) {
	var r = 0,
		g = ( i/(width*height) ) * 255, //simple linear gradient
		b = 0,
		a = 0;

	// set the pixel, using original alpha
	buffer.setPixel(i, r, g, b, a);
}

//place the data onto the canvas
ctx.putImageData(imageData, 0, 0);

The setPixel and getPixel methods will handle endianness for you, when using the more performant 32-bit approach. ImageBuffer also includes a few other useful functions, like creating a new Image object from an ImageData source.

docs & demos

using with NodeJS

Install:

npm install imagebuffer

Require it in your client-side code:

var ImageBuffer = require('imagebuffer');

using without NodeJS

You can grab the minified UMD version inside the build folder.

using with WebGL

You need to wrap the Uint8ClampedArray as a Uint8Array, like so:

var type = gl.UNSIGNED_BYTE;
var data = new Uint8Array(buffer.uint8);

building

To browserify, minify, and generate docs, run:

npm run-script build

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