the theme is customized for this site so having it as a sub repo dosent make sense
311 lines
12 KiB
JavaScript
311 lines
12 KiB
JavaScript
const DITHERED_IMAGE_STYLE = `
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.ditheredImageStyle {
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width: 100%;
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height: 100%;
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padding: 0;
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margin: 0;
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image-rendering: crisp-edges;
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}
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`
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const workerPath = document.currentScript.src.replace("as-dithered-image.js", "ditherworker.js")
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class ASDitheredImage extends HTMLElement {
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constructor() {
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super()
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this.original_image_ = undefined
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this.force_refresh_ = false
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this.crunchFactor_ = this.getAutoCrunchFactor()
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this.canvas_ = undefined
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this.context_ = undefined
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this.image_loading_ = false
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this.ignore_next_resize_ = false
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this.worker_ = new Worker(workerPath)
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this.cutoff_ = 0.5
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this.darkrgba_ = [0, 0, 0, 255]
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this.lightrgba_ = [255, 255, 255, 255]
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this.worker_.onmessage = ((e) => {
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const imageData = e.data.imageData
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this.context_.putImageData(imageData, 0, 0)
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}).bind(this)
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this.resizing_timeout_ = undefined
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this.last_draw_state_ = { width: 0, height: 0, crunchFactor: 0, imageSrc: "" }
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}
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connectedCallback() {
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if (!this.isConnected) {
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return
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}
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const shadowDOM = this.attachShadow({ mode: "open" })
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const style = document.createElement("style")
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style.innerHTML = DITHERED_IMAGE_STYLE
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shadowDOM.appendChild(style)
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this.canvas_ = document.createElement("canvas")
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this.canvas_.setAttribute("role", "image")
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this.canvas_.setAttribute("aria-label", this.getAttribute("alt"))
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this.canvas_.classList.add("ditheredImageStyle")
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shadowDOM.appendChild(this.canvas_)
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this.context_ = this.canvas_.getContext("2d", { willReadFrequently: true })
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const resizeObserver = new ResizeObserver(((entries) => {
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// browsers generated lots of resize events but we don't want to start refreshing until
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// the user has stopped resizing the page
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if (entries.length > 0) {
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if (entries[0].contentBoxSize) {
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if (this.ignore_next_resize_ == true) {
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this.ignore_next_resize_ = false
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return
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}
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if (this.resizing_timeout_ != undefined) {
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clearTimeout(this.resizing_timeout_)
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}
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this.resizing_timeout_ = setTimeout((() => {
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this.resizing_timeout_ = undefined
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this.force_refresh_ = true
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this.requestUpdate()
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}).bind(this), 200)
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}
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}
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}).bind(this))
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resizeObserver.observe(this.canvas_)
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// since we avoid drawing the image if the element of far offscreen we need to use
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// an IntersectionObserver to notify use when the element is likely to be displayed
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const intersectionObserver = new IntersectionObserver(((intersections) => {
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if (intersections.length > 0) {
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if (intersections[0].isIntersecting) {
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this.force_refresh_ = true
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this.requestUpdate()
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}
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}
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}).bind(this), { root: null, rootMargin: "1000px", threshold: [0] })
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intersectionObserver.observe(this)
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this.force_refresh_ = true
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this.requestUpdate()
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}
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static get observedAttributes() { return ["src", "crunch", "alt", "cutoff", "darkrgba", "lightrgba"] }
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attributeChangedCallback(name, oldValue, newValue) {
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if (oldValue === newValue) return
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if ((name === "src")) {
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this.force_refresh_ = true
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this.original_image_ = undefined
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this.requestUpdate()
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} else if (name === "crunch") {
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if (newValue === "auto") {
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this.crunchFactor_ = this.getAutoCrunchFactor()
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} else if (newValue === "pixel") {
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this.crunchFactor_ = 1.0 / this.getDevicePixelRatio()
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} else {
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this.crunchFactor_ = parseInt(newValue, 10)
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if (isNaN(this.crunchFactor_)) {
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this.crunchFactor_ = this.getAutoCrunchFactor()
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}
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}
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this.force_refresh_ = true
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this.requestUpdate()
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} else if (name === "alt") {
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this.altText = newValue;
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if (this.canvas != undefined) {
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let currentAltText = this.canvas.getAttribute("aria-label")
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if (currentAltText != newValue) {
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this.canvas.setAttribute("aria-label", newValue)
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}
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}
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} else if (name === "cutoff") {
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this.cutoff_ = parseFloat(newValue)
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if (isNaN(this.cutoff_)) {
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this.cutoff_ = 0.5
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}
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this.cutoff_ = Math.min(1.0, Math.max(0.0, this.cutoff_))
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this.force_refresh_ = true
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this.requestUpdate()
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} else if (name === "darkrgba") {
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// must be in the form "rgba(10, 10, 10, 255)"
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this.darkrgba_ = this.parseRGBA(newValue)
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this.force_refresh_ = true
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this.requestUpdate()
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}
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else if (name === "lightrgba") {
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this.lightrgba_ = this.parseRGBA(newValue)
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this.force_refresh_ = true
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this.requestUpdate()
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}
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}
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// The crunch factor defaults 1 css pixel to 1 dither pixel which I think looks best when the device pixel ratio is 1 or 2
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// If the pixel ratio is 3 or above (like on my iPhone) then even css pixels are too small to make dithering
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// look effective, so I double the pixels again
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getAutoCrunchFactor() {
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if (this.getDevicePixelRatio() < 3) {
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return 1
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} else {
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return 2
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}
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}
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getDevicePixelRatio() {
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// this should always be an integer for the dithering code to work
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return window.devicePixelRatio
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}
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isInOrNearViewport() {
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// this only handles vertical scrolling, could be extended later to handle horizontal
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// but it probably doesn't matter
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const margin = 1500
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const r = this.getBoundingClientRect()
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const viewHeight = Math.max(document.documentElement.clientHeight, window.innerHeight)
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const above = r.bottom + margin < 0
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const below = r.top - margin > viewHeight
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return (!above && !below)
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}
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// all drawing is funneled through requestUpdate so that multiple calls are coalesced to prevent
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// processing the image multiple times for no good reason
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requestUpdate() {
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if (this.original_image_ != undefined) {
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if (this.isInOrNearViewport() == false) {
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return // suppress update, the intersection observer will call us back as the element scrolls into view
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}
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}
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window.requestAnimationFrame(((timestamp) => {
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if ((this.force_refresh_ == false)) {
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return
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}
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if (this.original_image_ == undefined) {
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this.loadImage()
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return
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}
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if (this.force_refresh_) {
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this.repaintImage()
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}
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}).bind(this))
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}
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loadImage() {
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if (this.image_loading_ == true) {
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return
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}
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this.image_loading_ = true
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const image = new Image()
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image.src = this.getAttribute("src")
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// image.onerror is old and (literally) busted - it does not file on decode errors (ie if the src does not point to a valid image)
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// The new way is promise based - possibly better
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image.decode().then((() => {
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this.original_image_ = image
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this.ignore_next_resize_ = true
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this.canvas_.style.aspectRatio = this.original_image_.width + "/" + this.original_image_.height
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this.force_refresh_ = true
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this.requestUpdate()
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}).bind(this))
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.catch(((decodeError) => {
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console.log("Error decoding image: ", decodeError)
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this.original_image_ = undefined
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}).bind(this))
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.finally((() => {
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this.image_loading_ = false
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}).bind(this))
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}
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parseRGBA(s) {
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var matches = s.match(/^rgba\s*\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*\,\s*(\d+)\s*\)$/i);
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if (matches) {
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return [matches[1], matches[2], matches[3], matches[4]]
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}
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else {
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return [255, 255, 255, 255]
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}
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}
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repaintImage() {
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const rect = this.canvas_.getBoundingClientRect()
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let screenPixelsToBackingStorePixels = this.getDevicePixelRatio()
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let fractionalPart = screenPixelsToBackingStorePixels - Math.floor(screenPixelsToBackingStorePixels)
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// that's it! I am officially giving up on trying to account for all the weird pixelDeviceRatios that Chrome likes
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// to serve up at different zoom levels. I can understand nice fractions like 2.5 but 1.110004 and 0.89233 are just stupid
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// If the fractional part doesn't make sense then just ignore it. This will give incorrect results but they still look
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// pretty good if you don't look too closely.
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if (this.getAttribute("crunch") == "pixel") {
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this.crunchFactor_ = 1.0 / this.getDevicePixelRatio()
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}
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if ((1.0 / fractionalPart) > 3) {
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fractionalPart = 0
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screenPixelsToBackingStorePixels = Math.round(screenPixelsToBackingStorePixels)
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}
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if (fractionalPart != 0) {
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screenPixelsToBackingStorePixels = Math.round(screenPixelsToBackingStorePixels * Math.round(1.0 / fractionalPart))
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}
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const calculatedWidth = Math.round(rect.width * screenPixelsToBackingStorePixels)
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const calculatedHeight = Math.round(rect.height * screenPixelsToBackingStorePixels)
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let adjustedPixelSize = Math.round(screenPixelsToBackingStorePixels * this.crunchFactor_)
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// double check - we may have already painted this image
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if ((this.last_draw_state_.width == calculatedWidth) &&
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(this.last_draw_state_.height == calculatedHeight) &&
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(this.last_draw_state_.adjustedPixelSize == adjustedPixelSize) &&
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(this.last_draw_state_.imageSrc == this.original_image_.currentSrc) &&
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(this.last_draw_state_.cutoff == this.cutoff_) &&
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(this.last_draw_state_.darkrgba == this.darkrgba_) &&
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(this.last_draw_state_.lightrgba == this.lightrgba_)
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) {
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return; // nothing to do
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}
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this.canvas_.width = calculatedWidth
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this.canvas_.height = calculatedHeight
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this.last_draw_state_.width = this.canvas_.width
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this.last_draw_state_.height = this.canvas_.height
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this.last_draw_state_.adjustedPixelSize = adjustedPixelSize
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this.last_draw_state_.imageSrc = this.original_image_.currentSrc
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this.last_draw_state_.cutoff = this.cutoff_
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this.last_draw_state_.darkrgba = this.darkrgba_
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this.last_draw_state_.lightrgba = this.lightrgba_
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this.context_.imageSmoothingEnabled = true
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this.context_.drawImage(this.original_image_, 0, 0, this.canvas_.width / adjustedPixelSize, this.canvas_.height / adjustedPixelSize)
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const originalData = this.context_.getImageData(0, 0, this.canvas_.width / adjustedPixelSize, this.canvas_.height / adjustedPixelSize)
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this.context_.clearRect(0, 0, this.canvas_.width, this.canvas_.height)
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// TODO: look at transferring the data in a different datastructure to prevent copying
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// unfortunately Safari has poor support for createImageBitmap - using it with ImageData doesn't work
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const msg = {}
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msg.imageData = originalData
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msg.pixelSize = adjustedPixelSize
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msg.cutoff = this.cutoff_
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msg.blackRGBA = this.darkrgba_
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msg.whiteRGBA = this.lightrgba_
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this.worker_.postMessage(msg)
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this.force_refresh_ = false
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}
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}
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window.customElements.define('as-dithered-image', ASDitheredImage);
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