This is a part of Node3D project.
npm i -s image-raub
Using FreeImage, this addon loads images from:
- Local file.
- Data URI.
- Http(s) URL.
- Node.js Blob URL.
- Raw RGBA pixel data.
The Image class is similar to HTMLImageElement, and can be used as a replacement in non-DOM environments.
Additional features:
save
- saves the image to a local file.drawImage
- is similar to drawImage.
Note: this addon uses N-API, and therefore is ABI-compatible across different Node.js versions. Addon binaries are precompiled and there is no compilation step during the
npm i
command.
import Image from 'image-raub';
const image = new Image('images/test.png'); // relative to CWD
icon.on('load', () => { console.log('data', image.width, image.height, image.data); });
For loaded images, image.data
will contain a Buffer
of 4 * width * height
bytes.
You can directly interact with that buffer - read or write, and then save the image
to a file or use it any other way.
With Image.fromPixels()
it is possible to generate new images from scratch by providing
your own data buffer.
See TS declarations for more details.
Compatible with glfw-raub window.icon
property.
const icon = new Image();
icon.src = 'icons/logo.png';
icon.on('load', () => { window.icon = icon; });
Here Image
is used to load a texture. The constructed object receives src
property,
then the file is read and 'load'
event is emitted. After that, image.data
is
available as a Buffer
, containing the whole pixel data, and image.width
/image.height
contain the dimensions.
const Image = require('image-raub');
const image = new Image();
// Web-style onload
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
};
image.src = 'textures/grass.jpg';
Image can save its current content to the filesystem. It can also load from raw
pixel values using static fromPixels()
method.
const memSize = screen.w * screen.h * 4; // estimated number of bytes
const storage = { data: Buffer.allocUnsafeSlow(memSize) };
gl.readPixels(
0, 0,
screen.w, screen.h,
gl.RGBA,
gl.UNSIGNED_BYTE,
storage
);
const img = Image.fromPixels(screen.w, screen.h, 32, storage.data);
img.save(`${Date.now()}.jpg`);