How to pixelate images with HTML5 and JavaScipt

Joe KarlssonBlog

Pixelate on desktop and mobile

A couple of months ago, I was interested in learning some new HTML5 elements. The more visual flourishes of the canvas class especially caught my eye. The ability to dynamically adjust elements in an HTML container seemed an interesting project. I am going to walk you through how to pixelate images with HTML5 and javascript

I started building out an application that builds a photo mosaic based on color hashtags from Instagram, and I spun off a chunk of that code to build out a smaller (but still cool) web application that takes an image hosted on the web and converts the image into a dynamic pixelated image. I’ll write about my Instamosaic project at a later time.

This blog post will break down step by step how I wrote my code for Pixelate.js.

From a high level, the Pixelate.js function works because we turn off browser image smoothing, which typically helps upscaled images look less terrible, then shrink an image, and blow up the shrunken image to its the original size.

Feel free to also check out/fork my source code from my GitHub repository.

Okay, now let’s break how I built Pixelate.js.

PIXELATE.JS

// First I grab the canvas and drawing context from the HTML page. ‘document.getElementById’ retrieves an element from the page based on its ID.

var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');

// Create an image element. HTML canvas requires that we initiated the new image element

var img = new Image();

//When the page first loads, call the first draw function listed below. This function draws the
initial demo image that you see when you first boot up the page.

window.onload = firstDraw();

//Loads the initial image URL and calls the draw function

function firstDraw() {
//preload the demo image
var initialImageURL = 'https://i.imgur.com/3vfZPKL.jpg';
draw(initialImageURL);
}

//The draw function is responsible for sticking our pixelated image on the page and for ensuring that the image is sized correctly for the window. It takes an image URL and creates an unpixelated image 1/4 of the original size of the image.

function draw (imgURL) {
img.crossOrigin="anonymous";
img.src = imgURL;
img.onload = function() {
canvas.height = img.height/4;
canvas.width = img.width/4;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
pixelate();
};
}

//This is the pixelate function that performs the most interesting aspects of this function. First I dynamically adjust canvas size to the size of the uploaded image.

function pixelate() {
canvas.height = img.height;
canvas.width = img.width;

/// Sets the pixel size to the value that is found on the slider. Changes in the slider are reflected in real time because of the event receiver I have set up below.

var size = (blocks.value) * 0.01,

/// Here I cache the scaled width and height – I need to know the original height and the reduced height.

w = canvas.width * size,
h = canvas.height * size;

/// Then I draw the original image to the scaled size onto the canvas.

ctx.drawImage(img, 0, 0, w, h);

/// Then draw that scaled image thumb back to fill the canvas, since smoothing is set to false the result will be pixelated

ctx.mozImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
ctx.drawImage(canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}

// Event listeners for slider

blocks.addEventListener('change', pixelate, false);

/// poly-fill for requestAnmationFrame with fallback for older browsers that do not support RAF.

window.requestAnimationFrame = (function () {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();

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