Convert a WebPack PNG to a Buffer










0















I have webpack pack my png, and I can import it like so,



import A from './png/A_SingleCell.png';



I want to convert this to some sort of buffer so that I can pass the pointer to a .wasm file.



I don't need it decoded, I can do that in the wasm file.



I have been able to get the ImageData but this seems a bit cumbersome.



const canvas = document.getElementById("game-state-canvas");
const ctx = canvas.getContext('2d');


const image = new Image();
image.src = A;
image.onload = () =>
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, 20, 20);
const byteSize = 20 * 20 * 4;
const pointer = alloc(byteSize);
const array = new Uint8ClampedArray(memory.buffer, pointer, byteSize);

const heap = new Uint8Array(memory.buffer);
const ptr = alloc(byteSize);
heap.set(imageData.data, pointer);



Is there a better way to either get the ImageData, or the raw unencoded buffer from the .png file?










share|improve this question
























  • I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

    – christopher clark
    Nov 14 '18 at 21:34















0















I have webpack pack my png, and I can import it like so,



import A from './png/A_SingleCell.png';



I want to convert this to some sort of buffer so that I can pass the pointer to a .wasm file.



I don't need it decoded, I can do that in the wasm file.



I have been able to get the ImageData but this seems a bit cumbersome.



const canvas = document.getElementById("game-state-canvas");
const ctx = canvas.getContext('2d');


const image = new Image();
image.src = A;
image.onload = () =>
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, 20, 20);
const byteSize = 20 * 20 * 4;
const pointer = alloc(byteSize);
const array = new Uint8ClampedArray(memory.buffer, pointer, byteSize);

const heap = new Uint8Array(memory.buffer);
const ptr = alloc(byteSize);
heap.set(imageData.data, pointer);



Is there a better way to either get the ImageData, or the raw unencoded buffer from the .png file?










share|improve this question
























  • I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

    – christopher clark
    Nov 14 '18 at 21:34













0












0








0








I have webpack pack my png, and I can import it like so,



import A from './png/A_SingleCell.png';



I want to convert this to some sort of buffer so that I can pass the pointer to a .wasm file.



I don't need it decoded, I can do that in the wasm file.



I have been able to get the ImageData but this seems a bit cumbersome.



const canvas = document.getElementById("game-state-canvas");
const ctx = canvas.getContext('2d');


const image = new Image();
image.src = A;
image.onload = () =>
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, 20, 20);
const byteSize = 20 * 20 * 4;
const pointer = alloc(byteSize);
const array = new Uint8ClampedArray(memory.buffer, pointer, byteSize);

const heap = new Uint8Array(memory.buffer);
const ptr = alloc(byteSize);
heap.set(imageData.data, pointer);



Is there a better way to either get the ImageData, or the raw unencoded buffer from the .png file?










share|improve this question
















I have webpack pack my png, and I can import it like so,



import A from './png/A_SingleCell.png';



I want to convert this to some sort of buffer so that I can pass the pointer to a .wasm file.



I don't need it decoded, I can do that in the wasm file.



I have been able to get the ImageData but this seems a bit cumbersome.



const canvas = document.getElementById("game-state-canvas");
const ctx = canvas.getContext('2d');


const image = new Image();
image.src = A;
image.onload = () =>
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, 20, 20);
const byteSize = 20 * 20 * 4;
const pointer = alloc(byteSize);
const array = new Uint8ClampedArray(memory.buffer, pointer, byteSize);

const heap = new Uint8Array(memory.buffer);
const ptr = alloc(byteSize);
heap.set(imageData.data, pointer);



Is there a better way to either get the ImageData, or the raw unencoded buffer from the .png file?







javascript webpack arraybuffer webassembly






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 14 '18 at 18:03







christopher clark

















asked Nov 14 '18 at 17:53









christopher clarkchristopher clark

6591133




6591133












  • I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

    – christopher clark
    Nov 14 '18 at 21:34

















  • I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

    – christopher clark
    Nov 14 '18 at 21:34
















I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

– christopher clark
Nov 14 '18 at 21:34





I tried const reader = new FileReader(); const array = reader.readAsArrayBuffer(A); but the error was that A is not a blob.

– christopher clark
Nov 14 '18 at 21:34












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