我只是想将imagedata转换为高度图,以便在画布上显示。但是,当我这样做时,对于我测试的所有图像,都会出现奇怪的事情。
这是我的代码:
window.onload = function()
{
var canvas = document.getElementById('game');
if(!canvas)
{
alert("Impossible de récupérer le canvas.");
return;
}
var context = canvas.getContext('2d');
if(!context)
{
alert("Impossible de récupérer le contexte du canvas.");
return;
}
var img = new Image();
img.src = "noise.png";
var size = 250000;
var data = new Float32Array(size);
var pxlData = new Array(size);
for ( var i = 0; i < size; i ++ ) {
data[i] = 0
}
for (var i = 0; i < size; i++)
{
pxlData[i] = new Array(4);
pxlData[i][0] = 0;
pxlData[i][1] = 0;
pxlData[i][2] = 0;
}
img.onload = function()
{
context.drawImage(img, 0, 0);
var imgd = context.getImageData(0, 0, 500, 500);
context.clearRect(0, 0, canvas.width, canvas.height);
var pix = imgd.data;
var j=0;
var x=0;
var y=0;
var i=0;
for (var i = 0, n = pix.length; i < n; i += (4)) {
var all = pix[i]+pix[i+1]+pix[i+2];
pxlData[j][0] = pix[i];
pxlData[j][1] = pix[i+1];
pxlData[j][2] = pix[i+2];
pxlData[j][3] = pix[i+3];
data[j++] = all/3;
}
var alpha;
for(y = 0; y < 500; y++)
{
for(x = 0; x < 500; x++)
{
if(data[x * y] <= 100){
context.fillStyle = "blue";
}else if(data[x * y] >= 100){
context.fillStyle = "green";
}
//context.fillStyle = 'rgba('+ data[x * y] +', '+ data[x * y] +', '+ data[x * y] +', 1)';
context.fillRect(x, y, 1, 1);
// context.fillStyle = 'rgba('+ pxlData[x * y][0] +', '+ pxlData[x * y][1] +', '+ pxlData[x * y][2] +', '+ pxlData[x * y][3] +')';
// context.fillRect(x, y, 1, 1);
}
}
};
}
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css" type="text/css">
<script type="text/javascript" src="game.js"></script>
<title>Génération de terrain</title>
</head>
<body>
<canvas id="game" width="500" height ="500">Votre navigateur ne supporte pas les canvas.</canvas>
</body>
</html>
这就是我运行它时的样子:
答案 0 :(得分:0)
错误是如何索引32位浮点数组中的像素。
你有data[x * y]
这意味着0,0处的像素将位于索引0 * 0 = 0
处,0,100处的像素也将位于0 * 100 = 0
处,而所有其他索引将是错误的。要从一个项目为像素的数组进行索引时,要获取正确的像素地址,请使用x + y * width
。如果索引到像素数据'imageData.data',则每个像素为4个项目(r,g,b,a),因此您可以使用data[x * 4 + y * canvas.width * 4]
或更简单的imageData.data[x + y * canvas.width * 4]
查看代码时,您会产生一些常见错误,这些错误会使代码运行速度变得非常慢。我简化了你的代码。它做的相同,但没有所有开销。我添加了注释,删除了您的代码并建议了相同的替代方法。
最大的变化是渲染绿色和蓝色循环。您使用context.fillRect(x,y,1,1);
设置每个像素的位置非常慢。不是为每个像素绘制一个矩形,而是使用您获得的imageData并在读取高度后填充颜色,然后将该数据放回到画布上。我使用了两个typeArray视图来设置和读取数据,这也提高了性能。
// convert r,g,b,a to 32 bit colour using correct little or big endian
function create32Pixel(r, g, b, a){ // dont call this inside loops as very slow
var endianConvert = new Uint8ClampedArray(4); // use to convert to correct endian
var endianConvert32 = new Uint32Array(endianConvert.buffer);
endianConvert[0] = r;
endianConvert[1] = g;
endianConvert[2] = b;
endianConvert[3] = a;
return endianConvert32[0];
}
window.onload = function()
{
var canvas = document.getElementById('game');
if(!canvas)
{
alert("Impossible de récupérer le canvas.");
return;
}
var context = canvas.getContext('2d');
if(!context)
{
alert("Impossible de récupérer le contexte du canvas.");
return;
}
var img = new Image();
img.src = "noise.png";
var size = 250000;
// Do you really need floats?? 16 bit unsigned int array can hold 255 * 3 and all javascript
// numbers are converted to 64 bit floats so you will not lose precision from original when manipulating the 16bit values.
// following array is not needed.
//var dataFloat = new Float32Array(size);
// following array is not needed.
//var pxlData = new Array(size); // bad way to create an array
//var pxlData = []; // create empty array and push onto it.
// can use dataFloat.fill()
/*for ( var i = 0; i < size; i ++ ) {
dataFloat[i] = 0
}*/
//dataFloat.fill(0); // but not needed as array is zeroed when created (not from an existing buffer)
// Very inefficient as you are creating a new array for every pixel. Use flat array instead.
/*for (var i = 0; i < size; i++)
{
pxlData[i] = new Array(4);
pxlData[i][0] = 0;
pxlData[i][1] = 0;
pxlData[i][2] = 0;
}*/
// should do
/*var i;
while(i < size * 4){
pxlData[i++] = 0; // array grows as you increase i;
}*/
img.onload = function()
{
context.drawImage(img, 0, 0);
var imgd = context.getImageData(0, 0, canvas.width, canvas.height);
// don't need to clear
// context.clearRect(0, 0, canvas.width, canvas.height);
// make two views one 8bit and the other 32bit. Both point to the same data change one
// changes the other
var pixChannels = imgd.data;
var pixels = new Uint32Array(pixChannels.buffer);
var j,x,y,j;
j = x = y = i = 0;
// Create pixel colours. Need to ensure correct order as some systems
// use little edian and others big endian
// see https://en.wikipedia.org/wiki/Endianness for info.
var green = create32Pixel(0,255,0,255);
var blue = create32Pixel(0,0,255,255);
// use j as 32bit pixel index and i as 8bit index
// read the height and set pixel colour accordingly.
while(j < pixels.length){
var height = pixChannels[i++] + pixChannels[i++] + pixChannels[i++];
if(height <= 300){ // no need to divide by 3 just test for 3 time 100
pixels[j++] = blue;
}else{
pixels[j++] = green;
}
i++; // skip alpha channel
}
context.putImageData(imgd,0,0); // put pixels back to canvas.
};
}