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javascript - 如何逐像素填充 Canvas ?

转载 作者:行者123 更新时间:2023-11-28 15:16:45 25 4
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我正在尝试设置 Canvas 上所有像素的颜色。我很确定我知道它是如何工作的:canvas.getContext("2d").getImageData.data 中的前 4 个值指的是第一个像素的 r、g、b 和 a,第二个 4 转到第二个像素,依此类推。我想知道这段代码有什么问题:

function draw()
{
var cnvs = document.getElementById("CanvasFlynn"); //Assume it's 2x2 pixels
var cont = cnvs.getContext("2d");
var imdt = cont.getImageData(0,0,2,2);
var r = [ 255 , 0 , 0 , 255 ];
var g = [ 0 , 255 , 0 , 255 ];
var b = [ 0 , 0 , 255 , 255 ];
var a = [ 1 , 1 , 1 , 1 ];
var index = 0;
for ( var i = 0 ; i < imdt.data.length ; i++ )
{
index = 4*i;
imdt.data[index] = r[i];
imdt.data[index+1] = g[i];
imdt.data[index+2] = b[i];
imdt.data[index+3] = a[i];
}
}

如果有人能告诉我为什么这不会改变 Canvas 像素颜色,那就太棒了(我实际上没有使用 2x2 卡瓦,这只是作为一个例子)。

最佳答案

有很多问题

  1. cont.getImageData 是函数而不是属性

  2. imdt 不是 Canvas 的图像数据,它是 Canvas 图像数据的副本。

    您需要调用cont.putImageData将数据复制回 Canvas

  3. imdt.data.length 是字节数而不是像素数。每个像素有 4 个字节。

  4. 图像数据中alpha的范围是0到255

function draw()
{
var cnvs = document.getElementById("CanvasFlynn"); //Assume it's 2x2 pixels
var cont = cnvs.getContext("2d");
var imdt = cont.getImageData(0, 0, 2, 2);
var r = [ 255 , 0 , 0 , 255 ];
var g = [ 0 , 255 , 0 , 255 ];
var b = [ 0 , 0 , 255 , 255 ];
var a = [ 255 , 255 ,255 ,255 ];
var index = 0;
for ( var i = 0 ; i < imdt.data.length / 4 ; i++ )
{
index = 4*i;
imdt.data[index] = r[i];
imdt.data[index+1] = g[i];
imdt.data[index+2] = b[i];
imdt.data[index+3] = a[i];
}

cont.putImageData(imdt, 0, 0);
}
draw();
<p>Note the 2x2 canvas will be stretched to 100x100 and may be bilinear filtered</p>
<canvas id="CanvasFlynn" width="2" height="2"
style="width: 100px; height: 100px; border: 1px solid black; image-rendering: pixelated;"></canvas>

请注意,将数据视为 32 位值可能会更快,因此每个像素都有一个值

function draw()
{
var cnvs = document.getElementById("CanvasFlynn"); //Assume it's 2x2 pixels
var cont = cnvs.getContext("2d");
var imdt = cont.getImageData(0, 0, 2, 2);

// make a Uint32 view of the image data
var pixels = new Uint32Array(imdt.data.buffer);
var r = 0xFF0000FF;
var g = 0xFF00FF00;
var b = 0xFFFF0000;
var y = 0xFF00FFFF;

pixels[0] = r;
pixels[1] = g;
pixels[2] = b;
pixels[3] = y;

cont.putImageData(imdt, 0, 0);
}
draw();
<p>Note the 2x2 canvas will be stretched to 100x100 and may be bilinear filtered</p>
<canvas id="CanvasFlynn" width="2" height="2"
style="width: 100px; height: 100px; border: 1px solid black; image-rendering: pixelated;"></canvas>

关于javascript - 如何逐像素填充 Canvas ?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33559394/

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