Reputation: 405
Currently, I'm using canvases to dynamically generate grayscale images with javascript. The grayscale code is as follows:
// Grayscale w canvas method
function grayscale(src)
{
var canvasUrl = false;
try
{
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var imgObj = new Image();
imgObj.src = src;
canvas.width = imgObj.width;
canvas.height = imgObj.height;
ctx.drawImage(imgObj, 0, 0);
var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
for(var y = 0; y < imgPixels.height; y++){
for(var x = 0; x < imgPixels.width; x++){
var i = (y * 4) * imgPixels.width + x * 4;
var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
imgPixels.data[i] = avg;
imgPixels.data[i + 1] = avg;
imgPixels.data[i + 2] = avg;
}
}
ctx.putImageData(imgPixels, 0, 0, 0, 0, imgPixels.width, imgPixels.height);
canvasUrl = canvas.toDataURL();
}
catch(err)
{
canvasUrl = false;
}
return canvasUrl;
}
In my code, my images are placed in a div
. The div
has the setting "display:none" until the javascript executes and finishes generating grayscale representations of all the images, at which point it sets the div
to have "display: block".
This works most of the time but not all of the time. Occasionally, the div
will not show up, because an error occurs on the following line:
var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
Based on related questions here on SO, the general solution seems to be to use $(window).load(func);
to run the grayscale generation code.
However, that is what I am doing:
<script type="text/javascript">
var animateTime = 250;
// On window load. This waits until images have loaded which is essential
$(window).load(function(){
// Fade in images so there isn't a color "pop" document load and then on window load
$(".item img").animate({opacity:1},animateTime);
// clone image
$('.item img').each(function(){
var el = $(this);
el.css({"position":"absolute"}).wrap("<div class='img_wrapper' style='display: inline-block'>").clone().addClass('img_grayscale').css({"position":"absolute","z-index":"998","opacity":"0"}).insertBefore(el).queue(function(){
var el = $(this);
el.parent().css({"width":el.css("width"),"height":el.css("height")});
el.dequeue();
});
this.src = grayscale(this.src);
if(!this.src)
alert('An error occurred.'); // handle the occasional DOM error...
});
// Fade image
$('.item img').mouseover(function(){
$(this).parent().find('img:first').stop().animate({opacity:1}, animateTime);
})
$('.img_grayscale').mouseout(function(){
$(this).stop().animate({opacity:0}, animateTime);
});
$('.item').mouseover(function() {
$(this).children('h3').css('display', 'block');
$(this).children('h3').stop().animate({opacity:1}, animateTime);
});
$('.item').mouseout(function() {
$(this).children('h3').css('display', 'none');
$(this).children('h3').stop();
$(this).children('h3').css('opacity', '0');
});
$("#loading").css('display', 'none'); // hide the loading GIF
$(".outer_content_container").css('display', 'block');
$(".outer_content_container").animate({opacity:1}, animateTime*4);
});
</script>
Which leads me to think: could the fact that I am setting "display: none;" on the parent div
containing the images be causing the browser to not load the images at all and proceed to call window.onload?
Upvotes: 4
Views: 910
Reputation: 21116
canvas.height = imgObj.height;gagein
What's gagin?
imgObj.src = src;
Before that line use the image load method and wrap the rest of your function in it.
imgObj.addEventListener("load", function() {
canvas.width = imgObj.width;
canvas.height = imgObj.height;gagein
ctx.drawImage(imgObj, 0, 0);
var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
for(var y = 0; y < imgPixels.height; y++){
for(var x = 0; x < imgPixels.width; x++){
var i = (y * 4) * imgPixels.width + x * 4;
var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
imgPixels.data[i] = avg;
imgPixels.data[i + 1] = avg;
imgPixels.data[i + 2] = avg;
}
}
ctx.putImageData(imgPixels, 0, 0, 0, 0, imgPixels.width, imgPixels.height);
canvasUrl = canvas.toDataURL();
}, false);
Upvotes: 3
Reputation: 207557
Because you have a race condition, the width and height of the image is not set until the image is loaded. Use the onload event to know when you can read the dimensions.
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var imgObj = new Image();
imgObj.onload = function() {
//do the processing here
};
imgObj.src = src;
Upvotes: 4