内容简介:canvas是html5新加的标签,主要有2D和3D,2D的应用是动画和图像,3D的应用是游戏渲染。
HTML5 Canvas
canvas是html5新加的标签,主要有2D和3D,2D的应用是动画和图像,3D的应用是游戏渲染。
1. 2D基础
1.1绘制线
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>canvas</title> </head> <body> <canvas id="canvas"></canvas> <script> window.onload = function(){ var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); ctx.beginPath(); ctx.moveTo(100,100); ctx.lineTo(500,100) ctx.strokeStyle = "#000"; ctx.stroke(); ctx.endPath(); } </script> </body> </html>
1.3 绘制矩形
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>canvas</title> </head> <body> <canvas id="canvas"></canvas> <script> window.onload = function(){ var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); ctx.fillStyle = "green"; ctx.fillRect(100,100,500,1000) } </script> </body> </html>
1.4 绘制圆
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>canvas</title> </head> <body> <canvas id="canvas" width="800" height="800"></canvas> <script> window.onload = function(){ var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); ctx.beginPath(); ctx.fillStyle = "green"; ctx.arc(100,100,80,0,Math.PI*2,true); ctx.fill() ctx.endPath(); } </script> </body> </html>
1.5 绘制文字
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>canvas</title> </head> <body> <canvas id="canvas" width="800" height="800"></canvas> <script> window.onload = function(){ var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); ctx.fillStyle = "#F47C7C"; ctx.font="30px Arial"; ctx.fillText("Hello World",10,50); } </script> </body> </html>
1.6 表格练习
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Canvas绘制表格</title> </head> <body style="padding: 100px;"> <canvas id="canvas" width="900" height="600" style="border:1px solid #000"></canvas> <script> var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); // 绘制表格 var marginXY = 10; var rows = canvas.height / marginXY, cols = canvas.width / marginXY; // 绘制横线 for (var i=1; i<rows; i++){ // 起点 ctx.moveTo(0, i*marginXY); // 终点 ctx.lineTo(canvas.width, i*marginXY); } // 绘制竖线 for (var i=1; i<cols; i++){ // 起点 ctx.moveTo(i*marginXY, 0); // 终点 ctx.lineTo(i*marginXY, canvas.height); } // 绘制 ctx.strokeStyle = '#000'; ctx.lineWidth = .5; ctx.stroke(); // 绘制坐标 var x0 = 100, y0 = 500; var maxWidth = 500, maxHeight = 400; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x0 + maxWidth, y0); ctx.lineTo(x0 + maxWidth - marginXY, y0 - marginXY); ctx.moveTo(x0 + maxWidth - marginXY, y0 + marginXY); // 起点 ctx.lineTo(x0 + maxWidth, y0); ctx.moveTo(x0, y0); ctx.lineTo(x0, y0 - maxHeight); ctx.lineTo(x0 - marginXY, y0 - maxHeight + marginXY); ctx.moveTo(x0 + marginXY, y0 - maxHeight + marginXY); // 起点 ctx.lineTo(x0, y0 - maxHeight); ctx.strokeStyle = 'blue'; ctx.lineWidth = 2; ctx.stroke(); // 绘制折线 var data = [20, 40, 30, 60, 30, 80, 20]; //设置缩放比例 var w = maxWidth / data.length, h = maxHeight / 100; // 1: 100 //生成坐标点 var pointArr = []; for(var i=0; i<data.length; i++){ pointArr.push({ x: x0 + (i+1) * w, y: y0 - data[i] * h }); } console.log(pointArr); // 绘制 ctx.beginPath(); ctx.moveTo(x0, y0); for(var i=0; i<pointArr.length; i++){ ctx.lineTo(pointArr[i].x, pointArr[i].y); } ctx.strokeStyle = 'red'; ctx.lineWidth = 4; ctx.stroke(); </script> </body> </html>
2. canvas动画
2.1动画原理
//requestAnimationFrame会根据刷新频率自动调用callback (function drawFrame(){ window.requestAnimationFrame(drawFrame, canvas); }());
2.2进度条练习
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>canvas动画</title> <style> body{ background:#000; } canvas{ border:1px solid #fff; } </style> </head> <body> <canvas id="canvas" width='500' height="500"> <P>you browser not support canvas!</P> </canvas> <script> window.onload = function(){ var canvas = document.getElementById('canvas') context = canvas.getContext('2d'), centerX = canvas.width/2, centerY = canvas.height/2, rad = Math.PI*2/100, speed = 0.1; //绘制蓝色外圈 function blueCircle(n){ context.save(); context.beginPath(); context.strokeStyle = "blue"; context.lineWidth = 12; context.arc(centerX, centerY, 100 , -Math.PI/2, -Math.PI/2 + n*rad, false); context.stroke(); context.restore(); } //绘制绿色外圈 function whiteCircle(){ context.save(); context.beginPath(); context.strokeStyle = "green"; context.lineWidth = 12; context.arc(centerX, centerY, 100 , 0, Math.PI*2, false); context.stroke(); context.closePath(); context.restore(); } //百分比文字绘制 function text(n){ context.save(); context.fillStyle = "#F47C7C"; context.font = "40px Arial"; context.textAlign = "center"; context.textBaseline = "middle"; context.fillText(n.toFixed(0)+"%", centerX, centerY); context.restore(); } //动画循环 (function drawFrame(){ window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); whiteCircle(); text(speed); blueCircle(speed); if(speed > 100) speed = 0; speed += 0.1; }()); } </script> </body> </html>
2.3弹动小球练习
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>ball animate</title> <style> body { margin:0; padding:0; height: 100%; /*background: #000;*/ overflow: hidden; } canvas { padding: 0; background: #000; border: 1px solid; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight, ACCURACY = 1, ACCURACY_COMPARE = 1e-5; canvas.width = 500; canvas.height = 500; var context = canvas.getContext('2d'), animation, running = false; var Ball = function(){ // x 坐标 this.x = 100; // y 坐标 this.y = 100; // x 方向初始速度 this.vx = 10; // y 方向初始速度 this.vy = 25; // x 方向位移 this.dx = function() { return this.s(this.vx, this.ax, this.dt); }; // y 方向位移 this.dy = function() { return this.s(this.vy, this.ay, this.dt); }; // 计算位移 this.s = function(v, a, t){ return v * t + (1 / 2.0) * a * t * t; }; // x 方向碰撞速度损失 this.loss_x = 0.8; // y 方向碰撞速度损失 this.loss_y = 0.8; // 水平方向加速度 this.ax = 0; // 竖直方向加速度 this.ay = 1; // 两帧之间的时间间隔 this.dt = 1; // 小球半径 this.radius = 20; // 小球质量 this.m = 1; // 小球颜色 this.color = 'cyan'; }; // 小球绘制函数 Ball.prototype.draw = function() { context.beginPath(); context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true); context.closePath(); context.fillStyle = this.color; context.fill(); }; // 清除小球 Ball.prototype.clear = function() { context.clearRect(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); }; // 获取小球下一个状态 Ball.prototype.next = function() { // 记录当前状态值 var current_x = this.x, current_vx = this.vx, t1, self = this, current_y = this.y, current_vy = this.vy; // 下一状态理想坐标 this.x += this.dx(); this.y += this.dy(); // 下一状态理想速度 this.vx = this.vx + this.ax * this.dt; this.vy = this.vy + this.ay * this.dt; function boundary(top, right, bottom, left) { // 边界判断,预判下一状态是否碰撞下方墙壁 if (self.y > bottom) { // 越界需要重新计算速度和坐标 // 计算刚好碰到边界之前的速度: vt = sqrt(2aS + v0^2) self.vy = Math.sqrt(Math.abs(2 * self.ay * (bottom - current_y) + current_vy * current_vy)); self.vy = current_vy > 0 ? self.vy : -self.vy; if (isNaN(self.vy)) { self.vy = 0; self.ay = 0; self.y = bottom; return false; } // 计算从当前位置到碰撞位置的时间 if (self.ay == 0) { if (self.vy == 0) { t1 = 0; } else { t1 = (bottom - current_y) / self.vy; } } else { t1 = Math.abs((self.vy - current_vy) / self.ay); } // 碰撞后速度衰减并反向 self.vy = -self.vy * self.loss_y; // 碰撞后反弹的位移位置 self.y = bottom + self.s(self.vy, self.ay, self.dt - t1); // 位移小于阈值,则速度归零 if (bottom - self.y < ACCURACY) { self.vy = 0; self.y = bottom; self.ay = 0; } } else if (self.x > right) { // 越界需要重新计算速度和坐标 // 计算刚好碰到边界之前的速度: vt = sqrt(2aS + v0^2) self.vx = Math.sqrt(Math.abs(2 * self.ax * (right - current_x) + current_vx * current_vx)); self.vx = current_vx > 0 ? self.vx : -self.vx; if (isNaN(self.vx)) { self.vx = 0; self.ax = 0; self.x = right; return false; } // 计算从当前位置到碰撞位置的时间 if (self.ax == 0) { if (self.vx == 0) { t1 = 0; } else { t1 = (right - current_x) / self.vx; } } else { t1 = Math.abs((self.vx - current_vx) / self.ax); } // 碰撞后速度衰减并反向 self.vx = -self.vx * self.loss_x; // 碰撞后反弹的位移位置 self.x = right + self.s(self.vx, self.ax, self.dt - t1); // 位移小于阈值,则速度归零 if (right - self.x < ACCURACY) { self.vx = 0; self.ax = 0; self.x = right; } } else if (self.x < left) { // 越界需要重新计算速度和坐标 // 计算刚好碰到边界之前的速度: vt = sqrt(2aS + v0^2) self.vx = Math.sqrt(Math.abs(2 * self.ax * (current_x - left) + current_vx * current_vx)); self.vx = current_vx > 0 ? self.vx : -self.vx; if (isNaN(self.vx)) { self.vx = 0; self.ax = 0; self.x = left; return false; } // 计算从当前位置到碰撞位置的时间 if (self.ax == 0) { if (self.vx == 0) { t1 = 0; } else { t1 = (current_x - left) / self.vx; } } else { t1 = Math.abs((self.vx - current_vx) / self.ax); } // 碰撞后速度衰减并反向 self.vx = -self.vx * self.loss_x; // 碰撞后反弹的位移位置 self.x = self.s(self.vx, self.ax, self.dt - t1); // 位移小于阈值,则速度归零 if (self.x - left < ACCURACY) { self.vx = 0; self.ax = 0; self.x = left; } } else if (self.y < top) { // 越界需要重新计算速度和坐标 // 计算刚好碰到边界之前的速度: vt = sqrt(2aS + v0^2) self.vy = Math.sqrt(Math.abs(2 * self.ay * (current_y - top) + current_vy * current_vy)); self.vy = current_vy > 0 ? self.vy : -self.vy; if (isNaN(self.vy)) { self.vy = 0; self.ay = 0; self.y = top; return false; } // 计算从当前位置到碰撞位置的时间 if (self.ay == 0) { if (self.vy == 0) { t1 = 0; } else { t1 = (top - current_y) / self.vy; } } else { t1 = Math.abs((self.vy - current_vy) / self.ay); } // 碰撞后速度衰减并反向 self.vy = -self.vy * self.loss_y; // 碰撞后反弹的位移位置 self.y = self.s(self.vy, self.ay, self.dt - t1); // 位移小于阈值,则速度归零 if (self.y - top < ACCURACY) { self.vy = 0; self.ay = 0; self.y = top; } } else {} } boundary(0, canvas.width - this.radius, canvas.height - this.radius, 0); }; function clear() { context.fillStyle = 'rgba(0,0,0,0.3)'; context.fillRect(0,0,canvas.width,canvas.height); } var ball = new Ball(), animate; function draw() { clear(); ball.draw(); ball.next(); } canvas.addEventListener('click',function(e){ if (!running) { ball.x = e.clientX; ball.y = e.clientY; animate = setInterval(function() { draw(); }, 20); running = true; } else { running = false; clearInterval(animate); } }); ball.draw(); </script> </body> </html>
3.canvas图像
3.1基础api
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>ball animate</title> <style> body { margin:0; padding:0; height: 100%; /*background: #000;*/ overflow: hidden; } canvas { padding: 0; background: #000; border: 1px solid; } </style> </head> <body> <canvas id="canvas" width="800" height="800"></canvas> <script> var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); var img = new Image(); img.src = './1.png'; img.onload = function() { ctx.drawImage(img,280,280) } // 绘制裁剪路径 //ctx.arc(100, 100, 75, 0, Math.PI*2, false); //ctx.clip(); //ctx.fillRect(0, 0, 100,100); </script> </body> </html>
3.2canvas放大镜效果练习
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> </head> <body style="background: black;"> <canvas id="canvas" style="display:block;margin:0 auto;border:1px solid #aaa;"> 您的浏览器尚不支持canvas </canvas> <canvas id="offCanvas" style="display: none"> </canvas> <script> var canvas = document.getElementById("canvas") var context = canvas.getContext("2d") var offCanvas = document.getElementById("offCanvas") var offContext = offCanvas.getContext("2d") var image = new Image() var isMouseDown = false var scale window.onload = function(){ canvas.width = 1152 canvas.height = 768 image.src = "img-lg.jpg" image.onload = function(){ offCanvas.width = image.width offCanvas.height = image.height scale = offCanvas.width / canvas.width context.drawImage( image , 0 , 0 , canvas.width , canvas.height ) offContext.drawImage( image , 0 , 0 ) } } function windowToCanvas( x , y ){ var bbox = canvas.getBoundingClientRect() return {x:x-bbox.left , y:y-bbox.top} } canvas.onmousedown = function(e){ e.preventDefault() isMouseDown = true point = windowToCanvas( e.clientX , e.clientY ) console.log( point.x , point.y ) drawCanvasWithMagnifier( true , point ) } canvas.onmouseup = function(e){ e.preventDefault() isMouseDown = false drawCanvasWithMagnifier( false ) } canvas.onmouseout = function(e){ e.preventDefault() isMouseDown = false drawCanvasWithMagnifier( false ) } canvas.onmousemove = function(e){ e.preventDefault() if( isMouseDown == true ){ point = windowToCanvas( e.clientX , e.clientY ) console.log( point.x , point.y ) drawCanvasWithMagnifier( true , point ) } } function drawCanvasWithMagnifier( isShowMagnifier , point ){ context.clearRect( 0 , 0 , canvas.width , canvas.height ) context.drawImage( image , 0 , 0 , canvas.width , canvas.height ) if( isShowMagnifier == true ){ drawMagnifier( point ) } } function drawMagnifier( point ){ var mr = 200 var imageLG_cx = point.x * scale var imageLG_cy = point.y * scale var sx = imageLG_cx - mr var sy = imageLG_cy - mr var dx = point.x - mr var dy = point.y - mr context.save() context.lineWidth = 10.0 context.strokeStyle = "#069" context.beginPath() context.arc( point.x , point.y , mr , 0 , Math.PI*2 , false ) context.stroke() context.clip() context.drawImage( offCanvas , sx , sy , 2*mr , 2*mr , dx , dy , 2*mr , 2*mr ) context.restore() } </script> </body> </html>
3.3canvas缩放效果练习
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> </head> <body style="background: black;"> <canvas id="canvas" style="display:block;margin:0 auto;border:1px solid #aaa;"> 您的浏览器尚不支持canvas </canvas> <canvas id="watermark-canvas" style="display:none;margin:0 auto;border:1px solid #aaa;"> 您的浏览器尚不支持canvas </canvas> <input type="range" id="scale-range" min="0.5" max="3.0" step="0.01" value="0" style="display:block;margin:20px auto;width:800px"/> <script> var canvas = document.getElementById("canvas") var context = canvas.getContext("2d") var slider = document.getElementById("scale-range") var image = new Image() var watermarkCanvas = document.getElementById("watermark-canvas") var watermarkContext = watermarkCanvas.getContext("2d") window.onload = function(){ canvas.width = 1152 canvas.height = 768 var scale = slider.value image.src = "img-lg.jpg" image.onload = function(){ //缩放 drawImageByScale( scale ) slider.onmousemove = function(){ scale = slider.value drawImageByScale( scale ) } } } function drawImageByScale( scale ){ var imageWidth = 1152 * scale var imageHeight = 768 * scale x = canvas.width /2 - imageWidth / 2 y = canvas.height / 2 - imageHeight / 2 context.clearRect( 0 , 0 , canvas.width , canvas.height ) context.drawImage( image , x , y , imageWidth , imageHeight ) } </script> </body> </html>
3.4canvas水印效果练习
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> </head> <body style="background: black;"> <canvas id="canvas" style="display:block;margin:0 auto;border:1px solid #aaa;"> 您的浏览器尚不支持canvas </canvas> <input type="range" id="scale-range" min="0.5" max="3.0" step="0.01" value="1.0" style="display:block;margin:20px auto;width:800px"/> <canvas id="watermark-canvas" style="display:none;margin:0 auto;border:1px solid #aaa;"> 您的浏览器尚不支持canvas </canvas> <script> var canvas = document.getElementById("canvas") var context = canvas.getContext("2d") var slider = document.getElementById("scale-range") var watermarkCanvas = document.getElementById("watermark-canvas") var watermarkContext = watermarkCanvas.getContext("2d") window.onload = function(){ canvas.width = 1152 canvas.height = 768 var image = new Image() var scale = 1.0 image.src = "img-lg.jpg" image.onload = function(){ drawImage( image , scale ) slider.onmousemove = function(){ scale = slider.value drawImage( image , scale ) } } //setup watermark canvas watermarkCanvas.width = 600 watermarkCanvas.height = 100 watermarkContext.font = "bold 50px Arial" watermarkContext.lineWidth = "1" watermarkContext.fillStyle = "rgba( 255 , 255 , 255 , 0.5 )" watermarkContext.textBaseline = "middle"; watermarkContext.fillText( "SFY❤GYK" , 20 , 50 ) } function drawImage( image , scale ){ imageWidth = 1152 * scale imageHeight = 768 * scale x = canvas.width /2 - imageWidth / 2 y = canvas.height / 2 - imageHeight / 2 context.clearRect( 0 , 0 , canvas.width , canvas.height ) context.drawImage( image , x , y , imageWidth , imageHeight ) context.drawImage( watermarkCanvas , canvas.width - watermarkCanvas.width , canvas.height - watermarkCanvas.height ) } </script> </body> </html>
3.4canvas滤镜效果练习
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> </head> <body> <div style="margin: 20px auto; width:1700px;"> <canvas id="canvasa" width="800" height="560" style="display:block;float:left;border:1px solid #aaa;"> </canvas> <canvas id="canvasb" width="800" height="560" style="display:block;float:right;border:1px solid #aaa;"> </canvas> </div> <div style="clear: both"></div> <div style="text-align: center; margin-top:50px;font-size:20px;"> <a href = "javascript:greyEffect()" >Grey Effect</a> <a href = "javascript:blackEffect()" >Black and White Effect</a> <a href = "javascript:reverseEffect()" >Reverse Effect</a> <a href = "javascript:blurEffect()" >Blur Effect</a> <a href = "javascript:mosaicEffect()" >Mosaic Effect</a> </div> <script> var canvasa = document.getElementById("canvasa") var contexta = canvasa.getContext("2d") var canvasb = document.getElementById("canvasb") var contextb = canvasb.getContext("2d") var image = new Image() window.onload = function(){ image.src = "autumn.jpg" image.onload = function(){ contexta.drawImage( image , 0 , 0 , canvasa.width , canvasa.height ) } } function greyEffect(){ var imageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var pixelData = imageData.data for( var i = 0 ; i < canvasb.width * canvasb.height ; i ++ ){ var r = pixelData[i*4+0] var g = pixelData[i*4+1] var b = pixelData[i*4+2] var grey = r*0.3+g*0.59+b*0.11 pixelData[i*4+0] = grey pixelData[i*4+1] = grey pixelData[i*4+2] = grey } contextb.putImageData( imageData , 0 , 0 , 0 , 0 , canvasb.width , canvasb.height ) context.putImageData() } function blackEffect(){ var imageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var pixelData = imageData.data for( var i = 0 ; i < canvasb.width * canvasb.height ; i ++ ){ var r = pixelData[i*4+0] var g = pixelData[i*4+1] var b = pixelData[i*4+2] var grey = r*0.3+g*0.59+b*0.11 if(grey > 125){ pv = 255 } else{ pv = 0 } pixelData[i*4+0] = pv pixelData[i*4+1] = pv pixelData[i*4+2] = pv } contextb.putImageData( imageData , 0 , 0 , 0 , 0 , canvasa.width , canvasa.height ) } function reverseEffect(){ var imageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var pixelData = imageData.data for( var i = 0 ; i < canvasb.width * canvasb.height ; i ++ ){ var r = pixelData[i*4+0] var g = pixelData[i*4+1] var b = pixelData[i*4+2] pixelData[i*4+0] = 255 - r pixelData[i*4+1] = 255 - g pixelData[i*4+2] = 255 - b } contextb.putImageData( imageData , 0 , 0 , 0 , 0 , canvasb.width , canvasb.height ) } function blurEffect(){ var tmpImageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var tmpPixelData = tmpImageData.data var imageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var pixelData = imageData.data var blurR = 3 var totalnum = (2*blurR + 1)*(2*blurR + 1) for( var i = blurR ; i < canvasb.height - blurR ; i ++ ) for( var j = blurR ; j < canvasb.width - blurR ; j ++ ){ var totalr = 0 , totalg = 0 , totalb = 0 for( var dx = -blurR ; dx <= blurR ; dx ++ ) for( var dy = -blurR ; dy <= blurR ; dy ++ ){ var x = i + dx var y = j + dy var p = x*canvasb.width + y totalr += tmpPixelData[p*4+0] totalg += tmpPixelData[p*4+1] totalb += tmpPixelData[p*4+2] } var p = i*canvasb.width + j pixelData[p*4+0] = totalr / totalnum pixelData[p*4+1] = totalg / totalnum pixelData[p*4+2] = totalb / totalnum } contextb.putImageData( imageData , 0 , 0 , 0 , 0 , canvasb.width , canvasb.height ) } function mosaicEffect(){ var tmpImageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var tmpPixelData = tmpImageData.data var imageData = contexta.getImageData( 0 , 0 , canvasa.width , canvasa.height ) var pixelData = imageData.data var size = 16 var totalnum = size*size for( var i = 0 ; i < canvasb.height ; i += size ) for( var j = 0 ; j < canvasb.width ; j += size ){ var totalr = 0 , totalg = 0 , totalb = 0 for( var dx = 0 ; dx < size ; dx ++ ) for( var dy = 0 ; dy < size ; dy ++ ){ var x = i + dx var y = j + dy var p = x*canvasb.width + y totalr += tmpPixelData[p*4+0] totalg += tmpPixelData[p*4+1] totalb += tmpPixelData[p*4+2] } var p = i*canvasb.width+j var resr = totalr / totalnum var resg = totalg / totalnum var resb = totalb / totalnum for( var dx = 0 ; dx < size ; dx ++ ) for( var dy = 0 ; dy < size ; dy ++ ){ var x = i + dx var y = j + dy var p = x*canvasb.width + y pixelData[p*4+0] = resr pixelData[p*4+1] = resg pixelData[p*4+2] = resb } } contextb.putImageData( imageData , 0 , 0 , 0 , 0 , canvasb.width, canvasb.height ) } </script> </body> </html>
在使用上面的代码的时候会有跨域问题,解决方法如下:
npm install http-server -g
http-server -p 8081
canvas应用的场景有很多,写这篇文章参考了很多别人的总结,链接放在下面大家去看看:
炫丽的倒计时效果Canvas绘图与动画基础: https://www.imooc.com/learn/133
Canvas绘图详解: https://www.imooc.com/learn/185
Canvas玩转图像处理: https://www.imooc.com/learn/476
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Foundation Web Standards
Jonathan Lane、Steve Smith / Friends of ED / 21st July 2008 / $34.99
Foundation Web Standards explores the process of constructing a web site from start to finish. There is more to the process than just knowing HTML! Designers and developers must follow a proper proces......一起来看看 《Foundation Web Standards》 这本书的介绍吧!