I'm currently creating a JS canvas where I want to display a box of different colors.
I'm using uint32 for extra speed, and my colors never display correctly! I've looked at the examples mainly over here: https://stackoverflow.com/a/19502117 where someone said in the comments:
(small I or JS will throw an error). Tip for OP: colors for Uint32 can also be given simply be using hex - no need to do shifting: 0xff00000 = black + alpha set to 255; for little-endian/LSB CPUs, opposite on big-endian/MSB CPUs."
I'm certain my laptop is little-endian.
I have a demo of my issue here: http://jsfiddle.net/GhwUC/357/
var canvas = document.getElementById('canvas');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var ctx = canvas.getContext('2d');
var imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
var buf = new ArrayBuffer(imageData.data.length);
var buf8 = new Uint8ClampedArray(buf);
var data = new Uint32Array(buf);
for (var y = 0; y < canvasHeight; ++y) {
for (var x = 0; x < canvasWidth; ++x) {
data[y * canvasWidth + x] = 0xff80d7ff // Should be light blue (#80d7ff)
}
}
imageData.data.set(buf8);
ctx.putImageData(imageData, 0, 0);
The color in question here is:
But the fiddle displays a yellow-ish color:
It's the same on other colors, thanks a lot in advance!
EDIT: thanks @Oriol for quick answer! I used the following function to reverse my colors (in case anyone was interested):
function reverseUint32 (uint32) {
var s32 = new Uint32Array(4);
var s8 = new Uint8Array(s32.buffer);
var t32 = new Uint32Array(4);
var t8 = new Uint8Array(t32.buffer);
reverseUint32 = function (x) {
s32[0] = x;
t8[0] = s8[3];
t8[1] = s8[2];
t8[2] = s8[1];
t8[3] = s8[0];
return t32[0];
}
return reverseUint32(uint32);
};
Use it like: reverseUint32(0xfc66feff)
This happens when you treat a Uint8Array buffer as a Uint32 in little endian:
var buf = new Uint8Array([0x12, 0x34, 0x56, 0x78]).buffer;
console.log(new Uint32Array(buf)[0].toString(16));
// "78563412" in little endian, "12345678" in big endian
So in little endian, the order becomes AABBGGRR instead of AARRGGBB.
You could reverse 0x80d7ffff
to 0xffffd780
, but then it wouldn't work on big endian machines.
To avoid these problems you can use a DataView
, which allows to specify the endianness, defaulting to big endian:
view.setUint32(offset, 0xffffd780, true); // #80d7ff, in little endian
view.setUint32(offset, 0x80d7ffff, false); // #80d7ff, in big endian
var canvas = document.getElementById('canvas'),
canvasWidth = canvas.width,
canvasHeight = canvas.height,
ctx = canvas.getContext('2d'),
imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight),
view = new DataView(imageData.data.buffer);
for (var y = 0; y < canvasHeight; ++y) {
for (var x = 0; x < canvasWidth; ++x) {
var offset = 4 * (y * canvasWidth + x);
view.setUint32(offset, 0x80d7ffff); // light blue (#80d7ff)
}
}
ctx.putImageData(imageData, 0, 0);
<canvas id="canvas" height="256" width="256"></canvas>
But it seems that browsers haven't optimized much DataView
, so it's slow. Then it might be better to set the color components separately in the Uint8ClampedArray
:
var canvas = document.getElementById('canvas'),
canvasWidth = canvas.width,
canvasHeight = canvas.height,
ctx = canvas.getContext('2d'),
imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight),
data = imageData.data;
for (var y = 0; y < canvasHeight; ++y) {
for (var x = 0; x < canvasWidth; ++x) {
var offset = 4 * (y * canvasWidth + x);
// light blue (#80d7ff)
data[offset+0] = 0x80; // red
data[offset+1] = 0xd7; // green
data[offset+2] = 0xff; // blue
data[offset+3] = 0xff; // alpha
}
}
ctx.putImageData(imageData, 0, 0);
<canvas id="canvas" height="256" width="256"></canvas>