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This article mainly introduces the JS implementation code for black and white images. Now I share it with you. Friends who need it can refer to it
HTML5 introduced the 5ba626b379994d53f7acf72a64f9b697 element, which allows us to use js Dynamically draw images in the 5ba626b379994d53f7acf72a64f9b697 area. This time we made the image black and white by using js to operate the 5ba626b379994d53f7acf72a64f9b697 element.
Let’s take a look at the renderings first
The img tag is on the left and the canvas element tag is on the right. The structure is as follows
<img src="1.jpg" style="width: 200px; height: 199px"/> <canvas id="drawing" width="200" height="199" ></canvas>
The code of JS is very simple, with only more than 20 lines. However, in line with the attitude of teaching people to fish rather than teaching people to fish, the source code will be posted at the bottom. Let’s talk about the theory first.
1. About pictures
Everyone should know that the so-called picture is composed of pixels, that is to say, a picture of 300*300 size. There are 300*300 pixels in total, and each pixel is composed of three primary colors (red, green, blue) plus transparency (alpha). So if we want to change the image data of the image, we actually change the data of each pixel of the image.
2. About API
We can get the canvas object through var drawing = document.getElementById('drawing')
; The canvas object provides two drawing methods, 2D and 3D. Here we use 2D drawing
Use the context2d = drawing.getContext('2d');
method to obtain the context2d object. After getting the context2d object, we obtain the image data through the method getImageData() provided by context2d. getImageData() has 4 parameters, which respectively represent the x and y coordinates of the screen area and the pixel width and height of the area var imagedata = context2d.getImageData(0, 0, image.width, image.height); <br>
The ImageData object has three properties: width, height and
data. The data attribute is an array that stores the data of each pixel in the image. And represented by, red, green, blue, alpha. Then if we want to change the image data of the image, we need to change the data attribute data of imagedata and change the values of red, green, blue, and alpha.
Here is the source code
function drawImageData () { var context2d = null; if(drawing.getContext) { context2d = drawing.getContext('2d'); } if (context2d == null) { return; } var image = document.images[0]; context2d.drawImage(image, 0 , 0); var imagedata = context2d.getImageData(0, 0, image.width, image.height); var data = imagedata.data; console.log('data: ' + data); var i,len,red,green,blue,alpha,average; for (i = 0 , len = data.length; i < len; i+=4) { red = data[i]; green = data[i + 1]; blue = data[i + 2]; alpha = data[i + 3]; average = Math.floor((red + green + blue) / 3); data[i] = average; data[i+1] = average; data[i+2] = average; } imagedata.data = data; context2d.putImageData(imagedata, 0, 0); }
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