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Javascript ImageData 绘图缩放不正确

转载 作者:行者123 更新时间:2023-11-29 11:00:26 24 4
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该程序的想法是获取 map 图像并在该 map 上覆盖黑色 Canvas 。然后用户将点击 Canvas 的某个部分,类似于喷漆工具,鼠标附近的像素将在 Canvas 上变得透明。因此,将显示 map (类似于 war 迷雾类型的特征)。当我在 Canvas 的左上角附近单击时,喷漆会按预期工作,但是当我在 Canvas 上进一步向右和向下单击时,变得透明的像素会向右和向下进一步移动......知道这里出了什么问题吗?这是代码:

// On document ready function.
$(document).ready(function() {
canvas = document.getElementById("myImageDisplayerCanvas");
drawingContext = canvas.getContext("2d");
drawingContext.fillStyle = "#000000";
drawingContext.fillRect(0, 0, 800, 554);
});

// Spray paint logic.
var _intervalId, // used to track the current interval ID
_center, // the current center to spray
density = 10,
radius = 10,
drawingCxt,
leftClickPressed,
drawingContext,
canvas;

function getRandomOffset() {
var randomAngle = Math.random() * 360;
var randomRadius = Math.random() * radius;

return {
x: Math.cos(randomAngle) * randomRadius,
y: Math.sin(randomAngle) * randomRadius
};
}

this.startDrawing = function(position) {
_center = position;
leftClickPressed = true;
// spray once every 10 milliseconds
_intervalId = setInterval(this.spray, 10);
};

this.moveDrawing = function(position) {
if (leftClickPressed) {
clearInterval(_intervalId);
_center = position;
// spray once every 10 milliseconds
_intervalId = setInterval(this.spray, 10);
}
}

this.finishDrawing = function(position) {
clearInterval(_intervalId);
leftClickPressed = false;
};

this.spray = function() {
var centerX = parseInt(_center.offsetX),
centerY =
parseInt(_center.offsetY),
i;

for (i = 0; i < density; i++) {
var offset = getRandomOffset();
var x = centerX + parseInt(offset.x) - 1,
y = centerY +
parseInt(offset.y) - 1;
var dy = y * 800 * 4;
var pos = dy + x * 4;
var imageData = drawingContext.getImageData(0, 0, 800, 554);
imageData.data[pos++] = 0;
imageData.data[pos++] = 0;
imageData.data[pos++] = 0;
imageData.data[pos++] = 0;
drawingContext.putImageData(imageData, 0, 0);
}
};
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
<div id="myImageDisplayerDiv" style="position:relative; width:800px; height:554px">
<img src="~/images/RedLarch.jpg" style="width:800px; height:554px; top: 0; left: 0; position: absolute; z-index: 0" />
<canvas id="myImageDisplayerCanvas" onmousedown="startDrawing(event)" onmousemove="moveDrawing(event)" onmouseup="finishDrawing(event)" style="width:800px; height:554px; top: 0; left: 0; position: absolute; z-index: 1; opacity: 1; fill: black" />
</div>

最佳答案

设置 Canvas 分辨率。

喷雾偏移的原因是你没有设置 Canvas 分辨率。您通过 Canvas 元素的宽度和高度属性设置分辨率

<canvas id="canvas" width="800" height="554"></canvas>

设置样式宽度和高度设置 Canvas 显示大小而不是分辨率。如果您不设置 Canvas 分辨率,它默认为 300 x 150。

您的代码还有许多其他问题。

获取整个 Canvas 图像数据只是为了设置单个像素是一种矫枉过正的做法。只需创建一个像素 imageData 对象并将该像素放在需要的地方

使用requestAnimationFrame 与显示同步,切勿使用setIntervalsetTimeout,因为它们不会与显示硬件同步并且会导致您无穷无尽的问题。

创建一个鼠标事件函数来处理所有的鼠标事件,只记录鼠标状态。使用由 requestAnimationFrame 调用的主循环来处理绘图,从不从鼠标事件中绘制。

如果函数不是对象的一部分,则无需使用 this.functionName = function(){} 定义函数。

Trig 函数使用弧度而不是度数。 360 度的弧度是 2 * Math.PI

下面是使用上述注释快速重写的代码。

const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop); // start main loop when code below has run
ctx.fillStyle = "#000000";
ctx.fillRect(0, 0, 800, 554);

// create a pixel buffer for one pixel
const imageData = ctx.getImageData(0, 0, 1, 1);
const pixel32 = new Uint32Array(imageData.data.buffer);
pixel32[0] = 0;

// Spray paint logic.
const density = 10;
const radius = 10;

// mouse handler
const mouse = {x : 0, y : 0, button : false};
function mouseEvents(e){
const bounds = canvas.getBoundingClientRect();
mouse.x = e.pageX - bounds.left - scrollX;
mouse.y = e.pageY - bounds.top - scrollY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["down","up","move"].forEach(name => document.addEventListener("mouse"+name,mouseEvents));

function getRandomOffset() {
const angle = Math.random() * Math.PI * 2;
const rad = Math.random() * radius;
return { x: Math.cos(angle) * rad, y: Math.sin(angle) * rad};
}

function spray(pos) {
var i;
for (i = 0; i < density; i++) {
const offset = getRandomOffset();
ctx.putImageData(imageData, pos.x + offset.x, pos.y + offset.y);
}
}

// main loop called 60 times a second
function mainLoop(){
if (mouse.button) { spray(mouse) }
requestAnimationFrame(mainLoop);
}
<canvas id="canvas" width="800" height="554"></canvas>

关于Javascript ImageData 绘图缩放不正确,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48091287/

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