Created
May 16, 2014 03:31
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Draw YUV in a HTML5's Canvas
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function yuv2canvas(yuv, width, height, canvas) { | |
/* | |
canvas.width = width; | |
canvas.height = height; | |
*/ | |
context = canvas.getContext("2d"); | |
output = context.createImageData(width, height); | |
outputData = output.data; | |
yOffset = 0; | |
uOffset = width * height; | |
vOffset = width * height + (width*height)/4; | |
for (var h=0; h<height; h++) { | |
for (var w=0; w<width; w++) { | |
ypos = w + h * width + yOffset; | |
upos = (w>>1) + (h>>1) * width/2 + uOffset; | |
vpos = (w>>1) + (h>>1) * width/2 + vOffset; | |
Y = yuv[ypos]; | |
U = yuv[upos] - 128; | |
V = yuv[vpos] - 128; | |
R = (Y + 1.371*V); | |
G = (Y - 0.698*V - 0.336*U); | |
B = (Y + 1.732*U); | |
outputData_pos = w*4 + width*h*4; | |
outputData[0+outputData_pos] = R; | |
outputData[1+outputData_pos] = G; | |
outputData[2+outputData_pos] = B; | |
outputData[3+outputData_pos] = 255; | |
} | |
} | |
context.putImageData(output, 0, 0); | |
} |
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