Reputation: 3052
I need to get the ratio of transparent/opaque pixels in my canvas. What is the best way to do this?
UPDATE: Based on the below posts I ended up writing this code:
function getNumberOfAlphaPixels(can) {
var step = 200; //We skip 200 pixels to make it work faster
var ctx = can.getContext('2d');
var imgd = ctx.getImageData(0, 0, can.width, can.height);
var pix = imgd.data;
var alphaPixelsNum = 0;
for (var i = 0; i < pix.length; i += 4*step) {
if (pix[i+3] == 0) {
alphaPixelsNum += step;
}
}
return alphaPixelsNum;
}
Upvotes: 2
Views: 2368
Reputation: 14534
As mentioned, counting the individual opaque pixels is the only way to do it.
The following is probably faster than the pseudo-code shown in the other answer. Despite JIT tracing/code analysis, it does help for speed to spell out basic low level operations.
function alphaRatio(ctx) {
var alphaPixels = 0;
var data = ctx.getImageData(0,0, ctx.canvas.width,ctx.canvas.height).data;
for(var i=3; i<data.length; i+=4) {
if(data[i] > 0) alphaPixels++;
}
return alphaPixels / (ctx.canvas.width * ctx.canvas.height);
}
Upvotes: 7
Reputation: 26228
Count 'em up (pseudocode):
var alphaPixels, alpha, totalPixels
for each pixel (x, y)
alpha = imageData.data[((y*(imageData.width*4)) + (x*4)) + 3] // <- real code
// offset to alpha channel ^
if (alpha > 0)
alphaPixels++
return alphaPixels / totalPixels
Reference
Upvotes: 1
Reputation: 3051
When it comes to pixels on a canvas, you have no choice but to grab them all with getImageData()
- .data
in your result is a byte array of the data in RGBA order. Don't expect great performance from this, but if that's what you have to do...
Upvotes: 1