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I added the experimental folder to show some work on filters that can be applied to an entire layer. Multiple filters can be applied to a layer (in any order, multiple times). To hook into the layer I use: layer.on('draw', filterFunc); Eventually, I would like to move that to `layer.filterFunc` and automatically apply it after the draw. `filterFunc` looks like: function filterFunc(){ // Get pixel data and create a temporary pixel buffer for working var imageData = this.getContext().getImageData(0,0,this.getCanvas().width,this.getCanvas().height); var scratchData = this.getContext().createImageData(imageData); // Apply all filters here ColorStretch(imageData,scratchData,{}); // Copy the pixel data back this.getContext().putImageData(scratchData,0,0); } `ColorStretch` is an example of a filter. It takes 3 arguments: the original image data, image data to write the result to, and an options object.
27 lines
1.0 KiB
JavaScript
27 lines
1.0 KiB
JavaScript
Noise = (function () {
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var Noise = function (src, dst, opt) {
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var amount = opt.amount || 32,
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affectAlpha = opt.affectAlpha || 0;
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var srcPixels = src.data,
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dstPixels = dst.data,
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nPixels = srcPixels.length,
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half = amount / 2,
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i;
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if (affectAlpha) {
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for (i = 0; i < nPixels; i += 4) {
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dstPixels[i + 0] = srcPixels[i + 0] + half - 2 * half * Math.random();
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dstPixels[i + 1] = srcPixels[i + 1] + half - 2 * half * Math.random();
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dstPixels[i + 2] = srcPixels[i + 2] + half - 2 * half * Math.random();
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dstPixels[i + 3] = srcPixels[i + 3] + half - 2 * half * Math.random();
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}
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} else {
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for (i = 0; i < nPixels; i += 4) {
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dstPixels[i + 0] = srcPixels[i + 0] + half - 2 * half * Math.random();
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dstPixels[i + 1] = srcPixels[i + 1] + half - 2 * half * Math.random();
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dstPixels[i + 2] = srcPixels[i + 2] + half - 2 * half * Math.random();
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dstPixels[i + 3] = srcPixels[i + 3];
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}
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}
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};
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return Noise;
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})(); |