mirror of
https://github.com/janishutz/color-thief.git
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Drag-n-drop support+. Thanks nspady.
- Updated to higher res demo images. - Split template into two. - Style clean up in color-thief.js
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@@ -2,19 +2,16 @@
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* Color Thief v1.0
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* by Lokesh Dhakar - http://www.lokeshdhakar.com
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*
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* Licensed under the Creative Commons Attribution 2.5 License - http://creativecommons.org/licenses/by/2.5/
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* License
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* -------
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* Creative Commons Attribution 2.5 License:
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* http://creativecommons.org/licenses/by/2.5/
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*
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* # Thanks
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* Nick Rabinowitz: Created quantize.js which is used by the median cut palette function. This handles all the hard clustering math.
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* John Schulz: All around mad genius who helped clean and optimize the code. @JFSIII
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*
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* ## Classes
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* CanvasImage
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* ## Functions
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* getDominantColor()
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* createPalette()
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* getAverageRGB()
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* createAreaBasedPalette()
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* Thanks
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* ------
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* Nick Rabinowitz - For creating quantize.js.
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* John Schulz - For clean up and optimization. @JFSIII
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* Nathan Spady - For adding drag and drop support to the demo page.
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*
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* Requires jquery and quantize.js.
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*/
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@@ -30,12 +27,12 @@ var CanvasImage = function (image) {
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// If jquery object is passed in, get html element
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imgEl = (image.jquery) ? image[0] : image;
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this.canvas = document.createElement('canvas');
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this.canvas = document.createElement('canvas');
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this.context = this.canvas.getContext('2d');
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document.body.appendChild(this.canvas);
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this.width = this.canvas.width = imgEl.width;
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this.width = this.canvas.width = imgEl.width;
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this.height = this.canvas.height = imgEl.height;
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this.context.drawImage(imgEl, 0, 0, this.width, this.height);
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@@ -62,19 +59,19 @@ CanvasImage.prototype.removeCanvas = function () {
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};
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var ColorThief = function () {};
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/*
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* getDominantColor(sourceImage)
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* getColor(sourceImage)
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* returns {r: num, g: num, b: num}
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*
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* Use the median cut algorithm provided by quantize.js to cluster similar
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* colors and return the base color from the largest cluster. */
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function getDominantColor(sourceImage) {
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var palette = createPalette(sourceImage, 5);
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var dominant = palette[0];
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return dominant;
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}
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ColorThief.prototype.getColor = function(sourceImage) {
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var palette = this.getPalette(sourceImage, 5);
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var dominantColor = palette[0];
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return dominantColor;
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};
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/*
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@@ -86,13 +83,13 @@ function getDominantColor(sourceImage) {
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*
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* BUGGY: Function does not always return the requested amount of colors. It can be +/- 2.
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*/
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function createPalette(sourceImage, colorCount) {
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ColorThief.prototype.getPalette = function(sourceImage, colorCount) {
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// Create custom CanvasImage object
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var image = new CanvasImage(sourceImage),
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imageData = image.getImageData(),
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pixels = imageData.data,
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pixelCount = image.getPixelCount();
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var image = new CanvasImage(sourceImage);
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var imageData = image.getImageData();
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var pixels = imageData.data;
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var pixelCount = image.getPixelCount();
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// Store the RGB values in an array format suitable for quantize function
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var pixelArray = [];
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@@ -112,117 +109,11 @@ function createPalette(sourceImage, colorCount) {
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// Send array to quantize function which clusters values
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// using median cut algorithm
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var cmap = MMCQ.quantize(pixelArray, colorCount);
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var cmap = MMCQ.quantize(pixelArray, colorCount);
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var palette = cmap.palette();
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// Clean up
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image.removeCanvas();
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return palette;
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}
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/*
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* getAverageRGB(sourceImage)
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* returns {r: num, g: num, b: num}
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*
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* Add up all pixels RGB values and return average.
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* Tends to return muddy gray/brown color. Most likely, you'll be better
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* off using getDominantColor() instead.
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*/
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function getAverageRGB(sourceImage) {
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// Config
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var sampleSize = 10;
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// Create custom CanvasImage object
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var image = new CanvasImage(sourceImage),
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imageData = image.getImageData(),
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pixels = imageData.data,
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pixelCount = image.getPixelCount();
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// Reset vars
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var i = 0,
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count = 0,
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rgb = {r:0, g:0, b:0};
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// Loop through every # pixels. (# is set in Config above via the blockSize var)
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// Add all the red values together, repeat for blue and green.
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// Last step, divide by the number of pixels checked to get average.
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while ( (i += sampleSize * 4) < pixelCount ) {
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// if pixel is mostly opaque
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if (pixels[i+3] > 125) {
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++count;
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rgb.r += pixels[i];
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rgb.g += pixels[i+1];
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rgb.b += pixels[i+2];
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}
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}
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rgb.r = ~~(rgb.r/count);
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rgb.g = ~~(rgb.g/count);
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rgb.b = ~~(rgb.b/count);
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return rgb;
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}
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/*
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* createAreaBasedPalette(sourceImage, colorCount)
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* returns array[ {r: num, g: num, b: num}, {r: num, g: num, b: num}, ...]
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*
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* Break the image into sections. Loops through pixel RGBS in the section and average color.
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* Tends to return muddy gray/brown color. You're most likely better off using createPalette().
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*
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* BUGGY: Function does not always return the requested amount of colors. It can be +/- 2.
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*
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*/
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function createAreaBasedPalette(sourceImage, colorCount) {
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var palette = [];
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// Create custom CanvasImage object
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var image = new CanvasImage(sourceImage),
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imageData = image.getImageData(),
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pixels = imageData.data,
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pixelCount = image.getPixelCount();
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// How big a pixel area does each palette color get
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var rowCount = Math.round(Math.sqrt(colorCount)),
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colCount = rowCount,
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colWidth = Math.round(image.width / colCount),
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rowHeight = Math.round(image.height / rowCount);
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// Loop through pixels section by section.
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// At the end of each section, push the average rgb color to palette array.
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for (var i = 0, vertOffset; i<rowCount; i++) {
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vertOffset = i * rowHeight * image.width * 4;
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for (var j = 0, horizOffset, rgb, count; j<colCount; j++) {
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horizOffset = j * colWidth * 4;
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rgb = {r:0, g:0, b:0};
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count = 0;
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for (var k = 0, rowOffset; k < rowHeight; k++) {
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rowOffset = k * image.width * 4;
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for (var l = 0, offset; l < colWidth; l++) {
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offset = vertOffset + horizOffset + rowOffset + (l * 4);
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rgb.r += pixels[offset];
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rgb.g += pixels[offset+1];
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rgb.b += pixels[offset+2];
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count++;
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}
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}
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rgb.r = ~~(rgb.r/count);
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rgb.g = ~~(rgb.g/count);
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rgb.b = ~~(rgb.b/count);
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palette.push(rgb);
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}
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}
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return palette;
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}
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}
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