/*! * Close Pixelate v2.0.00 beta * http://desandro.com/resources/close-pixelate/ * * Developed by * - David DeSandro http://desandro.com * - John Schulz http://twitter.com/jfsiii * * Licensed under MIT license */ /*jshint asi: true, browser: true, eqeqeq: true, forin: false, immed: false, newcap: true, noempty: true, strict: true, undef: true */ ( function( window, undefined ) { // 'use strict'; // util vars var TWO_PI = Math.PI * 2 var QUARTER_PI = Math.PI * 0.25 // utility functions function isArray( obj ) { return Object.prototype.toString.call( obj ) === "[object Array]" } function isObject( obj ) { return Object.prototype.toString.call( obj ) === "[object Object]" } var console = window.console // check for canvas support var canvas = document.createElement('canvas') var isCanvasSupported = canvas.getContext && canvas.getContext('2d') // don't proceed if canvas is no supported if ( !isCanvasSupported ) { return } function ClosePixelation( img, options ) { this.img = img // creat canvas var canvas = this.canvas = document.createElement('canvas') this.ctx = canvas.getContext('2d') // copy attributes from img to canvas canvas.className = img.className canvas.id = img.id this.render( options ) // replace image with canvas img.parentNode.replaceChild( canvas, img ) } ClosePixelation.prototype.render = function( options ) { this.options = options // set size var w = this.width = this.canvas.width = this.img.width var h = this.height = this.canvas.height = this.img.height // draw image on canvas this.ctx.drawImage( this.img, 0, 0 ) // get imageData try { this.imgData = this.ctx.getImageData( 0, 0, w, h ).data } catch ( error ) { if ( console ) { console.error( error ) } return } this.ctx.clearRect( 0, 0, w, h ) for ( var i=0, len = options.length; i < len; i++ ) { this.renderClosePixels( options[i] ) } } ClosePixelation.prototype.renderClosePixels = function( opts ) { var w = this.width var h = this.height var ctx = this.ctx var imgData = this.imgData // option defaults var res = opts.resolution || 16 var size = opts.size || res var alpha = opts.alpha || 1 var offset = opts.offset || 0 var offsetX = 0 var offsetY = 0 var cols = w / res + 1 var rows = h / res + 1 var halfSize = size / 2 var diamondSize = size / Math.SQRT2 var halfDiamondSize = diamondSize / 2 if ( isObject( offset ) ){ offsetX = offset.x || 0 offsetY = offset.y || 0 } else if ( isArray( offset) ){ offsetX = offset[0] || 0 offsetY = offset[1] || 0 } else { offsetX = offsetY = offset } var row, col, x, y, pixelY, pixelX, pixelIndex, red, green, blue, pixelAlpha for ( row = 0; row < rows; row++ ) { y = ( row - 0.5 ) * res + offsetY // normalize y so shapes around edges get color pixelY = Math.max( Math.min( y, h-1), 0) for ( col = 0; col < cols; col++ ) { x = ( col - 0.5 ) * res + offsetX // normalize y so shapes around edges get color pixelX = Math.max( Math.min( x, w-1), 0) pixelIndex = ( pixelX + pixelY * w ) * 4 red = imgData[ pixelIndex + 0 ] green = imgData[ pixelIndex + 1 ] blue = imgData[ pixelIndex + 2 ] pixelAlpha = alpha * ( imgData[ pixelIndex + 3 ] / 255) ctx.fillStyle = 'rgba(' + red +','+ green +','+ blue +','+ pixelAlpha + ')' switch ( opts.shape ) { case 'circle' : ctx.beginPath() ctx.arc ( x, y, halfSize, 0, TWO_PI, true ) ctx.fill() ctx.closePath() break case 'diamond' : ctx.save() ctx.translate( x, y ) ctx.rotate( QUARTER_PI ) ctx.fillRect( -halfDiamondSize, -halfDiamondSize, diamondSize, diamondSize ) ctx.restore() break default : // square ctx.fillRect( x - halfSize, y - halfSize, size, size ) } // switch } // col } // row } // enable img.closePixelate HTMLImageElement.prototype.closePixelate = function ( options ) { return new ClosePixelation( this, options ) } // put in global namespace window.ClosePixelation = ClosePixelation })( window );