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complicated.js
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46 lines (41 loc) · 1.41 KB
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var drawTimeout = null;
document.addEventListener('DOMContentLoaded', function(){
var v = document.getElementById('v');
var canvas = document.getElementById('c');
var context = canvas.getContext('2d');
var back = document.createElement('canvas');
var backcontext = back.getContext('2d');
var cw,ch;
v.addEventListener('play', function(){
cw = v.clientWidth;
ch = v.clientHeight;
canvas.width = cw;
canvas.height = ch;
back.width = cw;
back.height = ch;
draw(v,context,backcontext,cw,ch,1);
},false);
},false);
function draw(v,c,bc,w,h,value) {
if(v.paused || v.ended) return false;
// First, draw it into the backing canvas
bc.drawImage(v,0,0,w,h);
// Grab the pixel data from the backing canvas
var idata = bc.getImageData(0,0,w,h);
var data = idata.data;
// Loop through the pixels, turning them grayscale
for(var i = 0; i < data.length; i+=4) {
var r = data[i];
var g = data[i+1];
var b = data[i+2];
var brightness = (3*r+4*g+b)>>>3;
data[i] = r * vidData[0] * vidData[1];
data[i+1] = g * vidData[0] * vidData[2];
data[i+2] = b * vidData[0] * vidData[3];
}
idata.data = data;
// Draw the pixels onto the visible canvas
c.putImageData(idata,0,0);
// Start over!
drawTimeout = setTimeout(function(){ draw(v,c,bc,w,h,value); }, 0);
}