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December 28, 2017 08:39
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Use plain javascript to generate bmp file.
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function drawArray(arr) { | |
/* | |
Thanks original author @vukicevic | |
Usage: | |
Pass a two-dimensional arrary. | |
The first dimonsion is rows, the second one is columns. | |
Note that in columns, each pixel is represented by four nums as BGRA, so the columns' length is four times as image's length. | |
return image's base64 code. | |
*/ | |
var offset, height, width, size, data, image; | |
function bytes2(num) { | |
return String.fromCharCode(num & 0xff, (num >> 8) & 0xff); | |
} | |
function bytes4(num) { | |
return String.fromCharCode(num & 0xff, (num >> 8) & 0xff, (num >> 16) & 0xff, (num >> 24) & 0xff); | |
} | |
offset = 54; | |
height = arr.length; | |
width = Math.floor(arr[0].length / 4); | |
size = height * width; | |
//BMP Header | |
data = 'BM'; // ID field | |
data += bytes4(offset + size); // BMP size | |
data += bytes4(0); // unused | |
data += bytes4(offset); // pixel data offset | |
//DIB Header | |
data += bytes4(40); // DIB header length | |
data += bytes4(width); // image width | |
data += bytes4(height); // image height | |
data += bytes2(1); // colour panes | |
data += bytes2(32); // bits per pixel | |
data += bytes4(0); // compression method | |
data += bytes4(size); // size of the raw data | |
data += bytes4(0); // horizontal print resolution | |
data += bytes4(0); // vertical print resolution | |
data += bytes4(0); // colour palette, 0 == 2^n | |
data += bytes4(0); // important colours | |
//Pixel data | |
for (var h_pixel = height - 1; h_pixel >= 0; h_pixel--) { | |
data += String.fromCharCode.apply(null, arr[h_pixel]); | |
} | |
//Image element | |
image = 'data:image/bmp;base64,' + btoa(data); | |
return image; | |
} | |
// test case, a random 200x200 image. | |
for (var a = [], i = 0; i < 200; i++) { | |
for (var b = [], j = 0; j < 800; j++) { | |
b[j] = Math.floor(Math.random() * 256); | |
} | |
a[i] = b; | |
} | |
drawArray(a) |
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