Book Image

HTML5 Canvas Cookbook

By : Eric Rowell
Book Image

HTML5 Canvas Cookbook

By: Eric Rowell

Overview of this book

The HTML5 canvas is revolutionizing graphics and visualizations on the Web. Powered by JavaScript, the HTML5 Canvas API enables web developers to create visualizations and animations right in the browser without Flash. Although the HTML5 Canvas is quickly becoming the standard for online graphics and interactivity, many developers fail to exercise all of the features that this powerful technology has to offer.The HTML5 Canvas Cookbook begins by covering the basics of the HTML5 Canvas API and then progresses by providing advanced techniques for handling features not directly supported by the API such as animation and canvas interactivity. It winds up by providing detailed templates for a few of the most common HTML5 canvas applications—data visualization, game development, and 3D modeling. It will acquaint you with interesting topics such as fractals, animation, physics, color models, and matrix mathematics. By the end of this book, you will have a solid understanding of the HTML5 Canvas API and a toolbox of techniques for creating any type of HTML5 Canvas application, limited only by the extent of your imagination.
Table of Contents (19 chapters)
HTML5 Canvas Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Canvas Security
Index

Converting image colors to grayscale


In this recipe, we'll explore another common pixel manipulation algorithm, converting colors to grayscale.

Note

WARNING: This recipe must be ran on a web server due to security constraints with the getImageData() method.

Follow these steps to convert the colors of an image to grayscale:

How to do it...

  1. Define the canvas context:

    window.onload = function(){
        var canvas = document.getElementById("myCanvas");
        var context = canvas.getContext("2d");
  2. Create an image object and set the onload property to a function that draws the image and gets the image data:

        var imageObj = new Image();
        imageObj.onload = function(){
            var sourceWidth = this.width;
            var sourceHeight = this.height;
            var destX = canvas.width / 2 - sourceWidth / 2;
            var destY = canvas.height / 2 - sourceHeight / 2;
            var sourceX = destX;
            var sourceY = destY;
            
            context.drawImage(this, destX, destY);
            
            var imageData ...