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Image manipulation in canvas



I have a number of images within #mycontainer like:







<div id="mycontainer">

<img src="http://localhost:8080/images/my-image.png" />



</div>







I need to convert those into B/W. Pretty common task but I didn't find any solution for this that would just work for me — there is some problem with the actions execution. What I have now is the following:







function grayscale(src) {

var ctx = document.createElement('canvas').getContext('2d'),

imgObj = new Image(),

pixels, i, n, gs, url;



// wait until the image has been loaded

imgObj.onload = function () {

ctx.canvas.width = this.width;

ctx.canvas.height = this.height;

ctx.drawImage(this, 0, 0);

pixels = ctx.getImageData(0, 0, this.width, this.height);

for (i = 0, n = pixels.data.length; i < n; i += 4) {

gs = pixels.data[i] * 0.3 + pixels.data[i+1] * 0.59 + pixels.data[i+2] * 0.11;

pixels.data[i] = gs; // red

pixels.data[i+1] = gs; // green

pixels.data[i+2] = gs; // blue

}

ctx.putImageData(pixels, 0, 0);

};

imgObj.src = src;

return ctx.canvas.toDataURL('image/png');

}







In general the actions are:





  • I supply src of an image to process,



  • wait for the image to be fully loaded,



  • draw the image on the canvas, convert the pixels and put the converted pixels back on the canvas



  • then I want the data URL of the resulting image from the canvas to be returned.







Right now, when in Developer Tools I am tring something like:







c = $('#mycontainer').find('img')[0];

grayscale(c.src);







I get back data URL of a fully transparent default 300px x 150px canvas as if that imgObj.onload() doesn't exist in the script at all.





Can anybody point me to a mistake here please?


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