Reputation: 7234
I have the following simple blur algorithm:
for (y = 0; y < height; ++y) {
for (x = 0; x < width; ++x) {
total = 0
for (ky = -radius; ky <= radius; ++ky)
for (kx = -radius; kx <= radius; ++kx)
total += source(x + kx, y + ky)
dest(x, y) = total / (radius * 2 + 1) ^ 2
}
}
And I need to make this work with an array, generated by canvas with getImageData(). The problem is that the array from canvas is one dimentional, and the algorithm needs a two dimentional one, because "kx" and "ky" are distances from the current pixel, and in a two dimentional array you just change one of the indexes in order to move left or right on the grid, but in a one dimentional array (which is trying to represent a two-dim. one) you can't do that.
What do you think, how should I approach this problem? In my opinion, the entire problem is here:
total += source(x + kx, y + ky)
This line needs to get the correct pixels from the one-dimentional array and it should work fine.
P.S. I forgot to say that I'm trying to blur the image one channel at a time, like this:
for (var i=0; i<imgData.data.length; i+=4) {
red[index] = imgData.data[i];
green[index] = imgData.data[i+1];
blue[index] = imgData.data[i+2];
index++;
}
and I'm passing each array (red, green and blue) individually to the algorithm.
Upvotes: 1
Views: 2647
Reputation: 1587
In order access a single dimensional array with two dimensional coordinates, you have the following formula:
var pixel = pixels[ ( ( y * width ) + x ) * 4 ];
The * 4 was added to account for the r,g,b,a values. xResolution is the width if the image.
So source() would be:
function source( imageArray, x, y, imageWidth )
{
var pos = ( ( y * imageWidth ) + x ) * 4;
var val =
{
r : imageArray[ pos ],
g : imageArray[ pos + 1 ],
b : imageArray[ pos + 2 ],
a : imageArray[ pos + 3 ]
};
return val;
}
Upvotes: 1