This JavaScript program demonstrates how to create a synthetic image from an array buffer and how to composite it onto a canvas.
<!DOCTYPE html>
<html>
<head>
<title>XoaX.net's Javascript</title>
<script type="text/javascript" src="SyntheticImage.js"></script>
</head>
<body onload="Initialize()">
<canvas id="idCanvas" width="640" height ="640" style="background-color: #F0F0F0;"></canvas>
</body>
</html>async function Initialize() {
const qCanvas = document.getElementById("idCanvas");
const qContext2D = qCanvas.getContext("2d");
const ui8Array = new Uint8ClampedArray(400*400*4);
for (let i = 0; i < ui8Array.length; i += 4) {
let iPixel = i / 4;
let iX = iPixel % 400;
let iY = (iPixel - iX)/400;
if (iX == iY) {
ui8Array[i] = 255;
} else {
ui8Array[i] = 64;
}
ui8Array[i + 1] = 0;
ui8Array[i + 2] = 0;
ui8Array[i + 3] = 128;
}
let qImageData = new ImageData(ui8Array, 400, 400);
let qBitmap = await createImageBitmap(qImageData);
qContext2D.drawImage(qBitmap, 20, 20);
qContext2D.drawImage(qBitmap, 20, 220);
qContext2D.drawImage(qBitmap, 220, 20);
qContext2D.drawImage(qBitmap, 220, 220);
}
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