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@jake-sl
Created April 15, 2023 01:38
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<body>
<input type="file" id="image-input" accept="image/*">
<input type="range" id="hue-range" min="0" max="360" value="0">
<input type="color" id="bg-color" value="#ffffff">
<canvas id="image-canvas"></canvas>
<script src="main.js"></script>
</body>
const imageInput = document.getElementById('image-input');
const hueRange = document.getElementById('hue-range');
const bgColor = document.getElementById('bg-color');
const canvas = document.getElementById('image-canvas');
const ctx = canvas.getContext('2d');
let img = new Image();
imageInput.addEventListener('change', (e) => {
const reader = new FileReader();
reader.onload = (event) => {
img.src = event.target.result;
img.onload = () => {
canvas.width = img.width;
canvas.height = img.height;
updateImage();
};
};
reader.readAsDataURL(e.target.files[0]);
});
hueRange.addEventListener('input', updateImage);
bgColor.addEventListener('input', updateBackground);
function updateImage() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw the image in grayscale
ctx.filter = 'grayscale(100%)';
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
ctx.filter = 'none';
// Create an offscreen canvas to manipulate the image data
const offscreenCanvas = document.createElement('canvas');
offscreenCanvas.width = img.width;
offscreenCanvas.height = img.height;
const offscreenCtx = offscreenCanvas.getContext('2d');
// Draw the grayscale image onto the offscreen canvas
offscreenCtx.drawImage(img, 0, 0);
// Get the image data from the offscreen canvas
const imageData = offscreenCtx.getImageData(0, 0, offscreenCanvas.width, offscreenCanvas.height);
const data = imageData.data;
// Iterate through the pixels and adjust the hue
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const [h, s, l] = rgbToHsl(r, g, b);
const [newR, newG, newB] = hslToRgb((h + hueRange.value / 360) % 1, s, l);
data[i] = newR;
data[i + 1] = newG;
data[i + 2] = newB;
}
// Put the modified image data back onto the offscreen canvas
offscreenCtx.putImageData(imageData, 0, 0);
// Draw the colorized image onto the main canvas
ctx.drawImage(offscreenCanvas, 0, 0, canvas.width, canvas.height);
}
function hslToRgb(h, s, l) {
let r, g, b;
if (s === 0) {
r = g = b = l; // achromatic
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function rgbToHsl(r, g, b) {
r /= 255, g /= 255, b /= 255;
const max = Math.max(r, g, b), min = Math.min(r, g, b);
let h, s, l = (max + min) / 2;
if (max === min) {
h = s = 0; // achromatic
} else {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, l];
}
function updateBackground() {
canvas.style.backgroundColor = bgColor.value;
}
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