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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