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@duhaime
Last active March 30, 2019 06:10
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Animated Dithering (2D Canvas)
license: MIT
height: 348
scrolling: no
border: yes
<!DOCTYPE html>
<html>
<head>
<meta charset='UTF-8'>
<title>title</title>
<style>html, body { background: #000; }</style>
</head>
<body>
<div id='images'>
<img src='img.jpg' onload='init()' >
</div>
<script>
// store some global variables that will get updated below
var img,
canvas,
ctx,
width,
height,
seed,
data,
breakpoint = 1200, // brightness required to create a white pixel
seed = 0, // initial time value
step = 32, // amount to increate time value each frame
blur = 2; // amount to blur input image before grabbing data
// initialize the canvas and then draw the first frame
function init() {
img = document.querySelector('img');
width = img.width;
height = img.height;
// initialize the canvas for drawing the image
canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
// initialize the drawing context
ctx = canvas.getContext('2d');
ctx.filter = 'blur(' + blur + 'px)';
ctx.drawImage(img, 0, 0, width, height);
data = ctx.getImageData(0, 0, width, height).data;
ctx.filter = 'none';
document.querySelector('#images').appendChild(canvas);
// start the drawing
draw();
}
// for a great introduction to the core algorithm behind dithering, see:
// http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/
function draw() {
seed = (seed + step) % breakpoint;
for (var y=0; y<Math.ceil(height); y++) {
// initialize the loss for each row
var lineBrightness = seed;
for (var x=0; x<Math.ceil(width); x++) {
// find the true pixel value at coordinate x, y; then round that val
var offset = (y * width + x) * 4,
r = data[offset+0],
g = data[offset+1],
b = data[offset+2],
brightness = 0.34 * r + 0.5 * g + 0.16 * b;
lineBrightness += brightness;
if (lineBrightness > breakpoint) {
var color = 'white';
lineBrightness -= breakpoint / 2;
} else {
var color = 'black';
}
ctx.fillStyle = color;
ctx.fillRect(x, y, 1, 1);
}
}
requestAnimationFrame(draw);
}
// polyfill raf
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) { window.setTimeout(callback, 1000 / 60); };
})();
</script>
</body>
</html>
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