All files / engine/Source/Core getImagePixels.js

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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) {
  Eif (!defined(width)) {
    width = image.width;
  }
  Eif (!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;