我是新手。我正在寻找一个程序,在其中选择图像的某个区域(例如,在Photoshop中选择“矩形选择”…),该区域具有红色笔触,并且略微不透明,一旦选择了该区域,矩形将填充同一区域像素的平均颜色,红色笔触关闭。想法是能够在同一图像上多次重复此操作。当我释放鼠标时,填充由于background(buff);
中的void draw();
而被删除。我希望保存用新颜色填充的矩形。我想我需要使用数组,类,但是我不明白它们是如何工作的。如果有人能够帮助我,那将是很大的帮助。谢谢。
PImage buff1;
int x1,y1,x2,y2,h1,h2;
void setup()
{
size(1000, 721);
buff1 = loadImage("buff1.jpg2);
background(buff1);
}
color extractColorFromImage(final PImage buff1) {
buff1.loadPixels();
color r = 1, g = 1, b = 1;
for (final color c : buff1.pixels) {
r += c >> 020 & 255;
g += c >> 010 & 255;
b += c & 255;
}
r /= buff1.pixels.length;
g /= buff1.pixels.length;
b /= buff1.pixels.length;
return color(r, g, b);
}
void draw()
{
background(buff1);
rectMode(CORNERS);
stroke(255,0,0);
strokeWeight(2);
strokeJoin(ROUND);
rect(x1,y1,x2,y2,2);
fill(255,0,0,50);
noStroke();
cursor(ARROW);
}
void mousePressed()
{
x1 = mouseX;
y1 = mouseY;
}
void mouseDragged()
{
x2 = mouseX;
y2 = mouseY;
}
void mouseReleased()
{
int H1 = abs(1+x2-x1);
int H2 = abs(1+y2-y1);
for (int i=0; i<width; i+=H1)
{
for (int j=0; j<height; j+=H2)
{
PImage newImg = buff1.get(x1, y1, H1, H2);
fill(extractColorFromImage(newImg), 40);
noStroke();
cursor(ARROW);
}
}
}
答案 0 :(得分:0)
loadPixels()
加载了图像的像素数据后,pixels[]
可以访问和更改加载的像素。
updatePixels()
用其p ixels[]
数组中的数据更新图像:
void mouseReleased()
{
int x_1 = min(x1,x2);
int y_1 = min(y1,y2);
int x_2 = max(x1,x2);
int y_2 = max(y1,y2);
PImage newImg = buff1.get(x_1, y_1, x_2-x1+1, y_2-y1+1);
color new_color = extractColorFromImage(newImg);
buff1.loadPixels();
for (int i = x_1; i <= x_2; i++)
{
for (int j = y_1; j <= y_2; j++)
{
buff1.pixels[j*buff1.width+i] = new_color;
}
}
buff1.updatePixels();
}
按下鼠标按钮时,我也建议设置(x2
,y2
):
void mousePressed()
{
x1 = mouseX;
y1 = mouseY;
x2 = x1;
y2 = y1;
}
可以选择通过lerpColor()
将原始颜色与新颜色混合:
PImage newImg = buff1.get(x_1, y_1, x_2-x1+1, y_2-y1+1);
color new_color = extractColorFromImage(newImg);
buff1.loadPixels();
for (int i = x_1; i <= x_2; i++)
{
for (int j = y_1; j <= y_2; j++)
{
color orig_color = buff1.pixels[j*buff1.width+i];
buff1.pixels[j*buff1.width+i] = lerpColor(orig_color, new_color, 0.5);
}
}
buff1.updatePixels();