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Split image to tiles with canvas. Helps to creates tiles from huge source image e.g. for custom map generation.

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Rotate, scale and position huge (over 100Mpixel) input image and split it to tiles with html5 canvas

Checkout the online demo and explication page: http://elhigu.github.io/canvas-image-tiles

Implementation

Plain html/css/javascript uses hammer.js to support touch screen events.

Canvas / preview creation transformation calculations etc. is in separate class to make it as easy as possible to wrap to splitting to work with any framework.

To play around with it

git clone https://github.com/elhigu/canvas-image-tiles.git
cd canvas-image-tiles
open index.html

How to use CanvasShredder class

All the functionality to splitting pieces from source image is written in CanvasShredder class.

To create shredder instance one has to create preview area div and load image which is used as full size version of source.

CanvasShredder creates preview canvas that is smaller scale version of source image which is used to show preview of full sized image on preview area.

Setup an area where to show and adjust preview

Preview area is just plain <div></div> elment. When CanvasShredder is created, it creates and appends preview canvas in the end of this element.

Load image somehow to image element

Easy way to load image, if you have it online would be just to create img element that is not attached to DOM

var image = document.createElement('img');
image.onload = function() { /* image ready to be with for CanvasShredder class */ };
image.src = "http://vignette4.wikia.nocookie.net/trekcreative/images/7/78/Galaxy_Map-Huge.jpg";

To select local file on may use <input type='file'>and

function handleFileSelect(evt) {
  var files = evt.target.files;
  var file = files[0]; // just read the first selected file
  var image = document.createElement('img');
  image.onload = function() {
  };
  image.src = URL.createObjectURL(f);
}
fileInput.addEventListener('change', handleFileSelect, false);

Create CanvasShredder class

Canvas shredder creates preview canvas to preview area and does all the calculations for showing preview canvas in correct orientation. It also provides method to slice piece of full sized source image to destination canvas

var shredder = new CanvasShredder(image, previewArea, {storeOriginalInCanvas: true});

Class also supports option noCssAutoUpdate which disables auto update of setting preview canvas inline CSS styles according to changes in orientation.

Adjust orientation (preview scale, rotation / place)

To change image orientation and place on preview area is done with

shredder.updateOrientation({
  deltaRotation: Math.PI/100,
  absPosition: { x: 0, y: 0 },
  absScale : Math.sin(shredder.rotation) + 0.1
});

Orientation can be given either with absolute or delta values. Absolute values sets value directly and delta values are changes relative to old orientation.

updateOrientation automatically schedules updating CSS transformation for preview canvas to happen on next requestAnimationFrame.

One can also disable auto update by passing { noCssAutoUpdate: true } to constructor and get CSS transformation with shredder.getPreviewCssTransform() to be able to update preview canvas CSS manually.

To read current orientation one may directly read them from shredder.rotation, shredder.scale and shredder.position.

position is pixel coordinates from top-left corner of preview area.

scale is scale of preview canvas e.g. 1.0 means that preview is shown full scale so its width or height is 2048px.

Slice piece of source image to destination canvas

Finally to read piece from full size source image to destination canvas is done by

shredder.slice(previewAreaX, previewAreaY, previewAreaSize, dstCanvas);

previewAreaX and previewAreaY are pixel coordinates in preview area where to start reading pixels to destination.

previewAreaSize is pixel width and height how big piece of preview area is captured to destination canvas.

If one makes captured area size smaller, effectively image written to destination is zoomed in.

In the other hand if one writes whole preview area (from (0,0) and previewAreaSize is width of area) one will get whole preview area written to destination canvas. Effectively one draws preview area with smaller resolution to destination (supposing that destination is e.g. 256x256 and preview area 1024x1024).

So to make zooming, there are 2 different ways, by actually changing scale or by reading smaller are from preview area.

Compatibility notes

On OSX Safari sampling tiles from over 100M pixel images pauses every now and then. Timeline doesn't show any apparent reason why that is happening (happens only when trying to read frames 60fps).

iOS cannot load big images from file, but if one tries to load over few megapixel image it will get down sampled before it is given to javascript side http://stackoverflow.com/questions/15542045/mobile-safari-downsamples-large-images-how-to-retain Also really big images just fail silently.

On IE really big images didn't work perfectly some not enough storage error occurred ().

Please let me know if you try this with some other browsers to know how it works :)

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Split image to tiles with canvas. Helps to creates tiles from huge source image e.g. for custom map generation.

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