Last active
September 7, 2017 07:16
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Save bendem/c0bba3f4c29f1e932c05 to your computer and use it in GitHub Desktop.
Reveal a blurred image with your mouse (demo at https://test.bendem.be/blurpath/).
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'use strict'; | |
var htmlLoaded = false; | |
var imgLoaded = false; | |
var pic = new Image; | |
pic.onload = function() { | |
imgLoaded = true; | |
load(); | |
}; | |
pic.src = '3840x2160_80_2.jpg'; | |
var blurCanvas; | |
var imgCanvas; | |
var spareCanvas; | |
var blur; | |
var img; | |
var spare; | |
var w; | |
var h; | |
var lastPoint; | |
var pointsToDraw; | |
var scheduled; | |
window.addEventListener('load', function() { | |
htmlLoaded = true; | |
load(); | |
document.getElementById('reset').addEventListener('click', function(e) { | |
e.preventDefault(); | |
drawSpare(); | |
}); | |
}); | |
window.addEventListener('deviceorientation', load); | |
window.addEventListener('resize', load); | |
function load() { | |
if(!htmlLoaded || !imgLoaded) { | |
return; | |
} | |
blurCanvas = document.getElementById('blur'); | |
imgCanvas = document.getElementById('img'); | |
spareCanvas = document.createElement('canvas'); | |
blur = blurCanvas.getContext('2d'); | |
img = imgCanvas.getContext('2d'); | |
spare = spareCanvas.getContext('2d'); | |
w = spareCanvas.width = imgCanvas.width = blurCanvas.width = window.innerWidth; | |
h = spareCanvas.height = imgCanvas.height = blurCanvas.height = window.innerHeight; | |
drawInitial(); | |
var movedTo = function(point) { | |
if(!lastPoint) { | |
blur.beginPath(); | |
blur.lineWidth = 120; | |
blur.globalCompositeOperation = 'destination-out'; | |
blur.lineCap = "round"; | |
blur.lineJoin = "round"; | |
} else if(Math.abs(lastPoint.x - point.x) + Math.abs(lastPoint.y - point.y) < 1) { | |
return; | |
} | |
lastPoint = point; | |
pointsToDraw.push(point); | |
schedule(); | |
}; | |
window.addEventListener('mousemove', function(e) { | |
movedTo({ | |
x: e.x || e.clientX, | |
y: e.y || e.clientY, | |
}); | |
}); | |
document.addEventListener('touchmove', function(e) { | |
movedTo({ | |
x: e.touches[0].clientX, | |
y: e.touches[0].clientY, | |
}) | |
}); | |
} | |
function drawInitial() { | |
lastPoint = null; | |
pointsToDraw = []; | |
scheduled = false; | |
// Compute best size / coords | |
var ratio = pic.width / pic.height; | |
var drawW; | |
var drawH; | |
if(w / ratio < h) { | |
drawH = h; | |
drawW = h * ratio; | |
} else { | |
drawW = w; | |
drawH = w / ratio; | |
} | |
var drawX = -drawW / 2 + w / 2; | |
var drawY = -drawH / 2 + h / 2; | |
img.drawImage( | |
pic, | |
// image coord | |
0, 0, | |
// image size | |
pic.width, pic.height, | |
// canvas coord | |
drawX, drawY, | |
// canvas size | |
drawW, drawH | |
); | |
blur.putImageData( | |
stackBlurCanvasRGBA( | |
img.getImageData(0, 0, w, h), | |
0, 0, w, h, 100 | |
), | |
0, 0 | |
); | |
spare.drawImage(blurCanvas, 0, 0, w, h); | |
} | |
function drawSpare() { | |
blur.globalCompositeOperation = 'source-over'; | |
blur.drawImage(spareCanvas, 0, 0, w, h); | |
lastPoint = null; | |
blur.beginPath(); | |
} | |
function schedule() { | |
if(!scheduled) { | |
scheduled = true; | |
refresh(); | |
} | |
} | |
function refresh() { | |
requestAnimationFrame(function() { | |
scheduled = false; | |
var point = pointsToDraw.pop(); | |
if(!point) return; | |
blur.lineTo(point.x, point.y); | |
blur.stroke(); | |
}); | |
if(pointsToDraw.length) { | |
schedule(); | |
} | |
} |
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/* | |
Note from bendem: I totally stripped this down to only get what I needed. See below for links to | |
the original code. | |
StackBlur - a fast almost Gaussian Blur For Canvas | |
Version: 0.5 | |
Author: Mario Klingemann | |
Contact: [email protected] | |
Website: http://www.quasimondo.com/StackBlurForCanvas | |
Twitter: @quasimondo | |
In case you find this class useful - especially in commercial projects - | |
I am not totally unhappy for a small donation to my PayPal account | |
[email protected] | |
Or support me on flattr: | |
https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript | |
Copyright (c) 2010 Mario Klingemann | |
Permission is hereby granted, free of charge, to any person | |
obtaining a copy of this software and associated documentation | |
files (the "Software"), to deal in the Software without | |
restriction, including without limitation the rights to use, | |
copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the | |
Software is furnished to do so, subject to the following | |
conditions: | |
The above copyright notice and this permission notice shall be | |
included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES | |
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND | |
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
var mul_table = [ | |
512,512,456,512,328,456,335,512,405,328,271,456,388,335,292,512, | |
454,405,364,328,298,271,496,456,420,388,360,335,312,292,273,512, | |
482,454,428,405,383,364,345,328,312,298,284,271,259,496,475,456, | |
437,420,404,388,374,360,347,335,323,312,302,292,282,273,265,512, | |
497,482,468,454,441,428,417,405,394,383,373,364,354,345,337,328, | |
320,312,305,298,291,284,278,271,265,259,507,496,485,475,465,456, | |
446,437,428,420,412,404,396,388,381,374,367,360,354,347,341,335, | |
329,323,318,312,307,302,297,292,287,282,278,273,269,265,261,512, | |
505,497,489,482,475,468,461,454,447,441,435,428,422,417,411,405, | |
399,394,389,383,378,373,368,364,359,354,350,345,341,337,332,328, | |
324,320,316,312,309,305,301,298,294,291,287,284,281,278,274,271, | |
268,265,262,259,257,507,501,496,491,485,480,475,470,465,460,456, | |
451,446,442,437,433,428,424,420,416,412,408,404,400,396,392,388, | |
385,381,377,374,370,367,363,360,357,354,350,347,344,341,338,335, | |
332,329,326,323,320,318,315,312,310,307,304,302,299,297,294,292, | |
289,287,285,282,280,278,275,273,271,269,267,265,263,261,259]; | |
var shg_table = [ | |
9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, | |
17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, | |
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, | |
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, | |
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, | |
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, | |
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, | |
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, | |
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, | |
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, | |
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, | |
23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, | |
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, | |
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, | |
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, | |
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ]; | |
function stackBlurCanvasRGBA(imageData, top_x, top_y, width, height, radius) { | |
if (isNaN(radius) || radius < 1) { | |
throw new Error('Invalid radius'); | |
} | |
radius |= 0; | |
var pixels = imageData.data; | |
var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, a_sum, | |
r_out_sum, g_out_sum, b_out_sum, a_out_sum, | |
r_in_sum, g_in_sum, b_in_sum, a_in_sum, | |
pr, pg, pb, pa, rbs; | |
var div = radius + radius + 1; | |
var w4 = width << 2; | |
var widthMinus1 = width - 1; | |
var heightMinus1 = height - 1; | |
var radiusPlus1 = radius + 1; | |
var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2; | |
var stackStart = new BlurStack(); | |
var stack = stackStart; | |
for (i = 1; i < div; i++) { | |
stack = stack.next = new BlurStack(); | |
if (i == radiusPlus1) var stackEnd = stack; | |
} | |
stack.next = stackStart; | |
var stackIn = null; | |
var stackOut = null; | |
yw = yi = 0; | |
var mul_sum = mul_table[radius]; | |
var shg_sum = shg_table[radius]; | |
for (y = 0; y < height; y++) { | |
r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0; | |
r_out_sum = radiusPlus1 * (pr = pixels[yi]); | |
g_out_sum = radiusPlus1 * (pg = pixels[yi+1]); | |
b_out_sum = radiusPlus1 * (pb = pixels[yi+2]); | |
a_out_sum = radiusPlus1 * (pa = pixels[yi+3]); | |
r_sum += sumFactor * pr; | |
g_sum += sumFactor * pg; | |
b_sum += sumFactor * pb; | |
a_sum += sumFactor * pa; | |
stack = stackStart; | |
for(i = 0; i < radiusPlus1; i++) { | |
stack.r = pr; | |
stack.g = pg; | |
stack.b = pb; | |
stack.a = pa; | |
stack = stack.next; | |
} | |
for(i = 1; i < radiusPlus1; i++) { | |
p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2); | |
r_sum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i); | |
g_sum += (stack.g = (pg = pixels[p+1])) * rbs; | |
b_sum += (stack.b = (pb = pixels[p+2])) * rbs; | |
a_sum += (stack.a = (pa = pixels[p+3])) * rbs; | |
r_in_sum += pr; | |
g_in_sum += pg; | |
b_in_sum += pb; | |
a_in_sum += pa; | |
stack = stack.next; | |
} | |
stackIn = stackStart; | |
stackOut = stackEnd; | |
for (x = 0; x < width; x++) { | |
pixels[yi+3] = pa = (a_sum * mul_sum) >> shg_sum; | |
if (pa != 0) { | |
pa = 255 / pa; | |
pixels[yi] = ((r_sum * mul_sum) >> shg_sum) * pa; | |
pixels[yi+1] = ((g_sum * mul_sum) >> shg_sum) * pa; | |
pixels[yi+2] = ((b_sum * mul_sum) >> shg_sum) * pa; | |
} else { | |
pixels[yi] = pixels[yi+1] = pixels[yi+2] = 0; | |
} | |
r_sum -= r_out_sum; | |
g_sum -= g_out_sum; | |
b_sum -= b_out_sum; | |
a_sum -= a_out_sum; | |
r_out_sum -= stackIn.r; | |
g_out_sum -= stackIn.g; | |
b_out_sum -= stackIn.b; | |
a_out_sum -= stackIn.a; | |
p = (yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1)) << 2; | |
r_in_sum += (stackIn.r = pixels[p]); | |
g_in_sum += (stackIn.g = pixels[p+1]); | |
b_in_sum += (stackIn.b = pixels[p+2]); | |
a_in_sum += (stackIn.a = pixels[p+3]); | |
r_sum += r_in_sum; | |
g_sum += g_in_sum; | |
b_sum += b_in_sum; | |
a_sum += a_in_sum; | |
stackIn = stackIn.next; | |
r_out_sum += (pr = stackOut.r); | |
g_out_sum += (pg = stackOut.g); | |
b_out_sum += (pb = stackOut.b); | |
a_out_sum += (pa = stackOut.a); | |
r_in_sum -= pr; | |
g_in_sum -= pg; | |
b_in_sum -= pb; | |
a_in_sum -= pa; | |
stackOut = stackOut.next; | |
yi += 4; | |
} | |
yw += width; | |
} | |
for (x = 0; x < width; x++) { | |
g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0; | |
yi = x << 2; | |
r_out_sum = radiusPlus1 * (pr = pixels[yi]); | |
g_out_sum = radiusPlus1 * (pg = pixels[yi+1]); | |
b_out_sum = radiusPlus1 * (pb = pixels[yi+2]); | |
a_out_sum = radiusPlus1 * (pa = pixels[yi+3]); | |
r_sum += sumFactor * pr; | |
g_sum += sumFactor * pg; | |
b_sum += sumFactor * pb; | |
a_sum += sumFactor * pa; | |
stack = stackStart; | |
for(i = 0; i < radiusPlus1; i++) { | |
stack.r = pr; | |
stack.g = pg; | |
stack.b = pb; | |
stack.a = pa; | |
stack = stack.next; | |
} | |
yp = width; | |
for(i = 1; i <= radius; i++) { | |
yi = (yp + x) << 2; | |
r_sum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i); | |
g_sum += (stack.g = (pg = pixels[yi+1])) * rbs; | |
b_sum += (stack.b = (pb = pixels[yi+2])) * rbs; | |
a_sum += (stack.a = (pa = pixels[yi+3])) * rbs; | |
r_in_sum += pr; | |
g_in_sum += pg; | |
b_in_sum += pb; | |
a_in_sum += pa; | |
stack = stack.next; | |
if(i < heightMinus1) { | |
yp += width; | |
} | |
} | |
yi = x; | |
stackIn = stackStart; | |
stackOut = stackEnd; | |
for (y = 0; y < height; y++) { | |
p = yi << 2; | |
pixels[p+3] = pa = (a_sum * mul_sum) >> shg_sum; | |
if (pa > 0) { | |
pa = 255 / pa; | |
pixels[p] = ((r_sum * mul_sum) >> shg_sum) * pa; | |
pixels[p+1] = ((g_sum * mul_sum) >> shg_sum) * pa; | |
pixels[p+2] = ((b_sum * mul_sum) >> shg_sum) * pa; | |
} else { | |
pixels[p] = pixels[p+1] = pixels[p+2] = 0; | |
} | |
r_sum -= r_out_sum; | |
g_sum -= g_out_sum; | |
b_sum -= b_out_sum; | |
a_sum -= a_out_sum; | |
r_out_sum -= stackIn.r; | |
g_out_sum -= stackIn.g; | |
b_out_sum -= stackIn.b; | |
a_out_sum -= stackIn.a; | |
p = (x + (((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width)) << 2; | |
r_sum += (r_in_sum += (stackIn.r = pixels[p])); | |
g_sum += (g_in_sum += (stackIn.g = pixels[p+1])); | |
b_sum += (b_in_sum += (stackIn.b = pixels[p+2])); | |
a_sum += (a_in_sum += (stackIn.a = pixels[p+3])); | |
stackIn = stackIn.next; | |
r_out_sum += (pr = stackOut.r); | |
g_out_sum += (pg = stackOut.g); | |
b_out_sum += (pb = stackOut.b); | |
a_out_sum += (pa = stackOut.a); | |
r_in_sum -= pr; | |
g_in_sum -= pg; | |
b_in_sum -= pb; | |
a_in_sum -= pa; | |
stackOut = stackOut.next; | |
yi += width; | |
} | |
} | |
return imageData; | |
} | |
function BlurStack() { | |
this.r = 0; | |
this.g = 0; | |
this.b = 0; | |
this.a = 0; | |
this.next = null; | |
} |
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<!doctype html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<script src="blur.js"></script> | |
<script src="app.js"></script> | |
<link rel="stylesheet" href="style.css"> | |
<title>Blur Path</title> | |
</head> | |
<body> | |
<div class="content"> | |
<canvas id="img"></canvas> | |
<canvas id="blur"></canvas> | |
<header> | |
<h1 id="reset">The revealing blur</h1> | |
</header> | |
</div> | |
</body> | |
</html> |
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head, body, div, section, canvas, article, header, nav, footer, h1 { | |
display: block; | |
margin: 0; | |
padding: 0; | |
-webkit-box-sizing: border-box; | |
-moz-box-sizing: border-box; | |
box-sizing: border-box; | |
} | |
html, body, .content { | |
width: 100%; | |
height: 100%; | |
} | |
body { | |
background-color: #222; | |
color: #eee; | |
font-family: monospace; | |
} | |
header { | |
position: absolute; | |
left: 0; right: 0; | |
top: 5em; | |
font-size: 2em; | |
min-width: 20ch; | |
width: 50%; | |
height: 3em; | |
line-height: 3em; | |
border-radius: 3px; | |
margin: auto; | |
background-color: rgba(0, 0, 0, 0.7); | |
text-align: center; | |
} | |
h1 { | |
font-size: inherit; | |
cursor: pointer; | |
-webkit-touch-callout: none; | |
-webkit-user-select: none; | |
-khtml-user-select: none; | |
-moz-user-select: none; | |
-ms-user-select: none; | |
user-select: none; | |
} | |
canvas { | |
position: absolute; | |
top: 0; left: 0; bottom: 0; right: 0; | |
width: 100%; | |
height: 100%; | |
} |
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