Canvas WebWorker
Pure JavaScript Canvas implimentation that can be used in WebWorkers
WebWorkers are great when long scripts has to be excuted while the main program has to keep running (cannot be blocked). When a complex image has to be generated, for instance a large texture for a game, the generation can be blocking for the game. A solution would be to generate the texture in a WebWorker. Due to the fact that the HTMLCanvasElement cannot be accecssed in the WebWorker this is fairly difficult. Using this pure JavaScript a Canvas polyfill can be used. Drawing is not hardware accerated so it will be slower compaired to a regular canvas but the programm will remain non-blocking.
Instalation
Install the library
Using JSPM (ECMAScript / ES6 Module)
jspm install github:casperlamboo/canvas-webworker
Using NPM (CommonJS module)
npm install canvas-webworker --save
Usage
The library imatates the HTML5 Canvas API. To use the library, first include it in your project.
Using JSPM (ECMAScript / ES6 Module)
import { Canvas, Image, transfer } from 'casperlamboo/canvas-webworker';
Using NPM (CommonJS module)
const { Canvas, Image, transfer } = require('canvas-webworker');
When the library is included Canvas
can be used.
const canvas = new Canvas(720, 480);
const context = canvas.getContext('2d');
To transfer Image, ImageData or Canvas entities the transfer function can be used.
const worker = new Worker('worker.js');
const { data, buffer } = transfer.encode(myImage);
worker.postMessage(data, [buffer]);
self.addEventListener('message', ({ data }) => {
const myImage = transfer.decode(data);
});
Progress
The library isn't finished yet. This is my progress so far. I'm planning to add unit tests aswell.
DONE
- CanvasImageSource
- Image
- CanvasRenderingContext2D
- globalAlpha
- drawImage
- createPattern
- lineCap
- lineWidth
- lineJoin
- miterLimit
- beginPath
- closePath
- moveTo
- lineTo
- rect
- fill
- stroke
- rotate
- scale
- translate
- transform
- createImageData
- getImageData
- putImageData
- save
- restore
- canvas
- fillStyle
- strokeStyle
- globalCompositeOperation
- source-over
- source-in
- source-out
- source-atop
- destination-over
- destination-in
- destination-out
- destination-atop
- lighter
- copy
- xor
TODO
- CanvasImageSource
- CanvasRenderingContext2D
- arc
- arcTo
- bezierCurveTo
- quadaticCurveTo
- fillText
- strokeText
- measureText
- getLineDash
- setLineDash
- lineDashOffset
- font
- textAlign
- textBaseline
- direction
- clip
- strokeStyle
- createLinearGradient
- createRadialGradient
- shadowBlur
- shadowColor
- shadowOffsetX
- shadowOffsetY
- setTransform
- resetTransform
- globalCompositeOperation
- multiply
- screen
- overlay
- darken
- lighten
- color-dodge
- color-burn
- hard-light
- soft-light
- difference
- exclusion
- hue
- saturation
- color
- luminosity