I've got pretty strange example to work on... I need to fill a circle with 1x1 pixels, all with different colors in a browser.
What I tried, is something like this
function getRandomColor() {
var letters = '0123456789ABCDEF'.split('');
var color = '#';
for (var i = 0; i < 6; i++ ) {
color += letters[Math.round(Math.random() * 15)];
}
return color;
}
function createRandomSqaure(destination) {
var size = destination.height() * destination.width();
for (var i = 0; i < size; i += 1) {
destination.append('<div class="pixel" style="background: ' + getRandomColor() + '"></div>');
}
}
createRandomSqaure($('.pic'));
The case is, it super slow (as you can imagine, loop goes 40k times for 200x200 image), I thought maybe a better way will be drawing It on canvas? And I need to draw a circle filled with this pixels in the end...
I don't know how to do something like this in a more optimal way, I can use a nodejs server also, but I think generating something like this server side on heroku is a way too much.
I'm just curious what do you guys think, and what is the best way to do something like this?
You can use a simple approach like this:
Results in:
Example:
var canvas = document.getElementById('canvas'), // get canvas element
ctx = canvas.getContext('2d'), // get context
x, y = 0, // initialize
dia = canvas.width,
radius = dia * 0.5;
ctx.translate(0.5, 0.5); // to make pixels sharper
for(; y < dia; y++) { // walk x/y grid
for(x = 0; x < dia; x++) {
ctx.fillStyle = getRndColor(); // set random color
ctx.fillRect(x, y, 1, 1); // draw a pixel
}
}
// create circle
// removes pixels outside next shape
ctx.globalCompositeOperation = 'destination-in';
ctx.arc(radius, radius, radius, 0, 2*Math.PI);
ctx.fill();
// reset
ctx.globalCompositeOperation = 'source-over';
function getRndColor() {
var r = 255*Math.random()|0,
g = 255*Math.random()|0,
b = 255*Math.random()|0;
return 'rgb(' + r + ',' + g + ',' + b + ')';
}
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