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pixelbuffer.js

v0.2.0

Published

A pixelbuffer implemented in JavaScript.

Downloads

5

Readme

PixelBuffer

An implementation of a PixelBuffer.

Without PixelBuffer.js

  <canvas id="buffer1"></canvas>
    <script>
        // vanillajs example if you do not need this module.
        const canvas = document.getElementById('buffer1');
        const ctx = canvas.getContext('2d');
        const imageData = ctx.createImageData(100, 100);
        const pixelBuffer = new Uint32Array(imageData.data.buffer);
        for (let i = 0; i < pixelBuffer.length; i++) {
            pixelBuffer[i] = 0xFF0000FF;
        }
        ctx.putImageData(imageData, 0, 0);
    </script>

With PixelBuffer.js

The PixelBuffer constructor is used to create a new pixel buffer. A pixel buffer is an array buffer that stores pixel data. The PixelBuffer constructor takes three arguments: the array buffer that stores the pixel data, the width of the pixel buffer, and the height of the pixel buffer.

Methods

getIndex(x, y)

Gets the index of the pixel in the array buffer. The x and y arguments are the x-coordinate and y-coordinate of the pixel, respectively. The index of the pixel is returned.

setPixel(x, y, color)

Sets the color of the pixel. The x and y arguments are the x-coordinate and y-coordinate of the pixel, respectively. The color argument is a vector that represents the color of the pixel.

Example

    <canvas id="buffer2"></canvas>
    <script src="./pixelbuffer.js" defer>
       // using pixelbuffer.js create a green screen
       // of 100x100 pixels.
         const canvas = document.getElementById('buffer2');
        const ctx = canvas.getContext('2d');
        const imageData = ctx.createImageData(100, 100);
        const pixelBuffer = new PixelBuffer(imageData);
        console.log(pixelBuffer, "in example2.html");
        ctx.putImageData(pixelBuffer, 0, 0);
        
        console.log(imageData)

    </script>