我的问题是,使用drawImage方法绘制图像的最佳着色方法是什么。目标用途是先进的2d粒子效果(游戏开发),其中粒子会随着时间的推移而改变颜色等。我不是要问如何为整个画布着色,只考虑我即将绘制的当前图像。
我得出结论,globalAlpha参数会影响绘制的当前图像。
//works with drawImage()
canvas2d.globalAlpha = 0.5;
但是我如何用任意颜色值着色每个图像?如果有某种globalFillStyle或globalColor或者那种东西会很棒......
编辑:
以下是我正在使用的应用程序的屏幕截图: http://twitpic.com/1j2aeg/full alt text http://web20.twitpic.com/img/92485672-1d59e2f85d099210d4dafb5211bf770f.4bd804ef-scaled.png
答案 0 :(得分:30)
您有合成操作,其中一个是destination-atop。如果使用'context.globalCompositeOperation =“destination-atop”'将图像合成到纯色上,它将具有前景图像的alpha值和背景图像的颜色。我用这个来制作一个完全着色的图像副本,然后在原始图像上绘制一个完全着色的副本,其不透明度等于我想要的色调。
以下是完整代码:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<title>HTML5 Canvas Test</title>
<script type="text/javascript">
var x; //drawing context
var width;
var height;
var fg;
var buffer
window.onload = function() {
var drawingCanvas = document.getElementById('myDrawing');
// Check the element is in the DOM and the browser supports canvas
if(drawingCanvas && drawingCanvas.getContext) {
// Initaliase a 2-dimensional drawing context
x = drawingCanvas.getContext('2d');
width = x.canvas.width;
height = x.canvas.height;
// grey box grid for transparency testing
x.fillStyle = '#666666';
x.fillRect(0,0,width,height);
x.fillStyle = '#AAAAAA';
var i,j;
for (i=0; i<100; i++){
for (j=0; j<100; j++){
if ((i+j)%2==0){
x.fillRect(20*i,20*j,20,20);
}
}
}
fg = new Image();
fg.src = 'http://uncc.ath.cx/LayerCake/images/16/3.png';
// create offscreen buffer,
buffer = document.createElement('canvas');
buffer.width = fg.width;
buffer.height = fg.height;
bx = buffer.getContext('2d');
// fill offscreen buffer with the tint color
bx.fillStyle = '#FF0000'
bx.fillRect(0,0,buffer.width,buffer.height);
// destination atop makes a result with an alpha channel identical to fg, but with all pixels retaining their original color *as far as I can tell*
bx.globalCompositeOperation = "destination-atop";
bx.drawImage(fg,0,0);
// to tint the image, draw it first
x.drawImage(fg,0,0);
//then set the global alpha to the amound that you want to tint it, and draw the buffer directly on top of it.
x.globalAlpha = 0.5;
x.drawImage(buffer,0,0);
}
}
</script>
</head>
</body>
<canvas id="myDrawing" width="770" height="400">
<p>Your browser doesn't support canvas.</p>
</canvas>
</body>
</html>
答案 1 :(得分:5)
有一种方法here可以用来为图像着色,它比绘制彩色矩形更准确,然后更快,然后逐个像素地工作。完整的解释是在博客文章中,包括JS代码,但这里是它如何工作的摘要。
首先,您逐个像素地浏览图像,读出数据并将每个像素分成4个独立的组件:红色,绿色,蓝色和黑色。您将每个组件写入单独的画布。所以现在你有4个(红色,绿色,蓝色和黑色)原始图像版本。
如果要绘制有色图像,可以创建(或查找)离屏画布并将这些组件绘制到其中。首先绘制黑色,然后您需要将画布的globalCompositeOperation设置为“更轻”,以便将下一个组件添加到画布中。黑色也是不透明的。
绘制接下来的三个组件(红色,蓝色和绿色图像),但它们的alpha值取决于其组件构成绘图颜色的程度。因此,如果颜色是白色,那么所有三个都是用1 alpha绘制的。如果颜色为绿色,则仅绘制绿色图像,跳过其他两个。如果颜色为橙色,则红色上有完整的alpha,绘制绿色部分透明并跳过蓝色。
现在,您将图像的着色版本渲染到备用画布上,然后将其绘制到画布上所需的位置。
再次执行此操作的代码在博文中。
答案 2 :(得分:4)
当我创建粒子测试时,我只是根据旋转(如35次旋转),颜色色调和alpha缓存图像,并创建了一个包装器,以便自动创建它们。工作得很好。是的,应该有一些色调操作,但在处理软件渲染时,你最好的选择就像在flash中一样,就是缓存一切。 Particle Example I made for fun
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Particle Test</title>
<script language="javascript" src="../Vector.js"></script>
<script type="text/javascript">
function Particle(x, y)
{
this.position = new Vector(x, y);
this.velocity = new Vector(0.0, 0.0);
this.force = new Vector(0.0, 0.0);
this.mass = 1;
this.alpha = 0;
}
// Canvas
var canvas = null;
var context2D = null;
// Blue Particle Texture
var blueParticleTexture = new Image();
var blueParticleTextureLoaded = false;
var blueParticleTextureAlpha = new Array();
var mousePosition = new Vector();
var mouseDownPosition = new Vector();
// Particles
var particles = new Array();
var center = new Vector(250, 250);
var imageData;
function Initialize()
{
canvas = document.getElementById('canvas');
context2D = canvas.getContext('2d');
for (var createEntity = 0; createEntity < 150; ++createEntity)
{
var randomAngle = Math.random() * Math.PI * 2;
var particle = new Particle(Math.cos(randomAngle) * 250 + 250, Math.sin(randomAngle) * 250 + 250);
particle.velocity = center.Subtract(particle.position).Normal().Normalize().Multiply(Math.random() * 5 + 2);
particle.mass = Math.random() * 3 + 0.5;
particles.push(particle);
}
blueParticleTexture.onload = function()
{
context2D.drawImage(blueParticleTexture, 0, 0);
imageData = context2D.getImageData(0, 0, 5, 5);
var imageDataPixels = imageData.data;
for (var i = 0; i <= 255; ++i)
{
var newImageData = context2D.createImageData(5, 5);
var pixels = newImageData.data;
for (var j = 0, n = pixels.length; j < n; j += 4)
{
pixels[j] = imageDataPixels[j];
pixels[j + 1] = imageDataPixels[j + 1];
pixels[j + 2] = imageDataPixels[j + 2];
pixels[j + 3] = Math.floor(imageDataPixels[j + 3] * i / 255);
}
blueParticleTextureAlpha.push(newImageData);
}
blueParticleTextureLoaded = true;
}
blueParticleTexture.src = 'blueparticle.png';
setInterval(Update, 50);
}
function Update()
{
// Clear the screen
context2D.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < particles.length; ++i)
{
var particle = particles[i];
var v = center.Subtract(particle.position).Normalize().Multiply(0.5);
particle.force = v;
particle.velocity.ThisAdd(particle.force.Divide(particle.mass));
particle.velocity.ThisMultiply(0.98);
particle.position.ThisAdd(particle.velocity);
particle.force = new Vector();
//if (particle.alpha + 5 < 255) particle.alpha += 5;
if (particle.position.Subtract(center).LengthSquared() < 20 * 20)
{
var randomAngle = Math.random() * Math.PI * 2;
particle.position = new Vector(Math.cos(randomAngle) * 250 + 250, Math.sin(randomAngle) * 250 + 250);
particle.velocity = center.Subtract(particle.position).Normal().Normalize().Multiply(Math.random() * 5 + 2);
//particle.alpha = 0;
}
}
if (blueParticleTextureLoaded)
{
for (var i = 0; i < particles.length; ++i)
{
var particle = particles[i];
var intensity = Math.min(1, Math.max(0, 1 - Math.abs(particle.position.Subtract(center).Length() - 125) / 125));
context2D.putImageData(blueParticleTextureAlpha[Math.floor(intensity * 255)], particle.position.X - 2.5, particle.position.Y - 2.5, 0, 0, blueParticleTexture.width, blueParticleTexture.height);
//context2D.drawImage(blueParticleTexture, particle.position.X - 2.5, particle.position.Y - 2.5);
}
}
}
</script>
<body onload="Initialize()" style="background-color:black">
<canvas id="canvas" width="500" height="500" style="border:2px solid gray;"/>
<h1>Canvas is not supported in this browser.</h1>
</canvas>
<p>No directions</p>
</body>
</html>
其中vector.js只是一个天真的矢量对象:
// Vector class
// TODO: EXamples
// v0 = v1 * 100 + v3 * 200;
// v0 = v1.MultiplY(100).Add(v2.MultiplY(200));
// TODO: In the future maYbe implement:
// VectorEval("%1 = %2 * %3 + %4 * %5", v0, v1, 100, v2, 200);
function Vector(X, Y)
{
/*
this.__defineGetter__("X", function() { return this.X; });
this.__defineSetter__("X", function(value) { this.X = value });
this.__defineGetter__("Y", function() { return this.Y; });
this.__defineSetter__("Y", function(value) { this.Y = value });
*/
this.Add = function(v)
{
return new Vector(this.X + v.X, this.Y + v.Y);
}
this.Subtract = function(v)
{
return new Vector(this.X - v.X, this.Y - v.Y);
}
this.Multiply = function(s)
{
return new Vector(this.X * s, this.Y * s);
}
this.Divide = function(s)
{
return new Vector(this.X / s, this.Y / s);
}
this.ThisAdd = function(v)
{
this.X += v.X;
this.Y += v.Y;
return this;
}
this.ThisSubtract = function(v)
{
this.X -= v.X;
this.Y -= v.Y;
return this;
}
this.ThisMultiply = function(s)
{
this.X *= s;
this.Y *= s;
return this;
}
this.ThisDivide = function(s)
{
this.X /= s;
this.Y /= s;
return this;
}
this.Length = function()
{
return Math.sqrt(this.X * this.X + this.Y * this.Y);
}
this.LengthSquared = function()
{
return this.X * this.X + this.Y * this.Y;
}
this.Normal = function()
{
return new Vector(-this.Y, this.X);
}
this.ThisNormal = function()
{
var X = this.X;
this.X = -this.Y
this.Y = X;
return this;
}
this.Normalize = function()
{
var length = this.Length();
if(length != 0)
{
return new Vector(this.X / length, this.Y / length);
}
}
this.ThisNormalize = function()
{
var length = this.Length();
if (length != 0)
{
this.X /= length;
this.Y /= length;
}
return this;
}
this.Negate = function()
{
return new Vector(-this.X, -this.Y);
}
this.ThisNegate = function()
{
this.X = -this.X;
this.Y = -this.Y;
return this;
}
this.Compare = function(v)
{
return Math.abs(this.X - v.X) < 0.0001 && Math.abs(this.Y - v.Y) < 0.0001;
}
this.Dot = function(v)
{
return this.X * v.X + this.Y * v.Y;
}
this.Cross = function(v)
{
return this.X * v.Y - this.Y * v.X;
}
this.Projection = function(v)
{
return this.MultiplY(v, (this.X * v.X + this.Y * v.Y) / (v.X * v.X + v.Y * v.Y));
}
this.ThisProjection = function(v)
{
var temp = (this.X * v.X + this.Y * v.Y) / (v.X * v.X + v.Y * v.Y);
this.X = v.X * temp;
this.Y = v.Y * temp;
return this;
}
// If X and Y aren't supplied, default them to zero
if (X == undefined) this.X = 0; else this.X = X;
if (Y == undefined) this.Y = 0; else this.Y = Y;
}
/*
Object.definePropertY(Vector, "X", {get : function(){ return X; },
set : function(value){ X = value; },
enumerable : true,
configurable : true});
Object.definePropertY(Vector, "Y", {get : function(){ return X; },
set : function(value){ X = value; },
enumerable : true,
configurable : true});
*/
答案 3 :(得分:2)
这个问题仍然存在。一些似乎建议的解决方案是将图像绘制到另一个画布上并从那里抓取ImageData对象以便能够逐像素地修改它,这个问题是它在游戏开发环境中是不可接受的因为我基本上必须绘制每个粒子2次而不是1.我要尝试的解决方案是在画布上绘制每个粒子一次并在实际应用程序启动之前抓取ImageData对象,然后使用ImageData对象而不是实际的Image对象,但创建新副本可能会有点代价,因为我必须为每个图形保留一个未经修改的原始ImageData对象。
答案 4 :(得分:2)
不幸的是,改变的价值不仅仅是我过去使用过的openGL或DirectX库。但是,创建新的缓冲区画布并在绘制图像时使用可用的globalCompositeOperation并不是太多工作。
// Create a buffer element to draw based on the Image img
let el = Object.assign(document.createElement('canvas'), {
width: img.width,
height: img.height
});
let btx = el.getContext('2d');
// First draw your image to the buffer
btx.drawImage(img, 0, 0);
// Now we'll multiply a rectangle of your chosen color
btx.fillStyle = '#FF7700';
btx.globalCompositeOperation = 'multiply';
btx.fillRect(0, 0, el.width, el.height);
// Finally, fix masking issues you'll probably incur and optional globalAlpha
btx.globalAlpha = 0.5;
btx.globalCompositeOperation = 'destination-in';
btx.drawImage(img, 0, 0);
您现在可以使用el作为第一个参数 canvas2d.drawImage 。使用乘以,您将获得文字色调,但色调和颜色也可能符合您的喜好。此外,这足以快速包装在一个函数中以供重用。
答案 5 :(得分:1)
我会看一下这个:http://www.arahaya.com/canvasscript3/examples/他似乎有一个ColorTransform方法,我相信他正在绘制一个形状来进行变换,但也许基于此你可以找到一种方法来调整特定的图像