import defined from "./defined.js"; const context2DsByWidthAndHeight = {}; /** * Extract a pixel array from a loaded image. Draws the image * into a canvas so it can read the pixels back. * * @function getImagePixels * * @param {HTMLImageElement|ImageBitmap} image The image to extract pixels from. * @param {number} width The width of the image. If not defined, then image.width is assigned. * @param {number} height The height of the image. If not defined, then image.height is assigned. * @returns {ImageData} The pixels of the image. */ function getImagePixels(image, width, height) { if (!defined(width)) { width = image.width; } if (!defined(height)) { height = image.height; } let context2DsByHeight = context2DsByWidthAndHeight[width]; if (!defined(context2DsByHeight)) { context2DsByHeight = {}; context2DsByWidthAndHeight[width] = context2DsByHeight; } let context2d = context2DsByHeight[height]; if (!defined(context2d)) { const canvas = document.createElement("canvas"); canvas.width = width; canvas.height = height; // Since we re-use contexts, use the willReadFrequently option – See https://html.spec.whatwg.org/multipage/canvas.html#concept-canvas-will-read-frequently context2d = canvas.getContext("2d", { willReadFrequently: true }); context2d.globalCompositeOperation = "copy"; context2DsByHeight[height] = context2d; } context2d.drawImage(image, 0, 0, width, height); return context2d.getImageData(0, 0, width, height).data; } export default getImagePixels;