如何在Canvas中填充圆形颜色

3

我正在使用HTML5canvas技术。我已经画了一个2D圆形。现在我想用一种颜色来给圆形涂上阴影,使其看起来像一个3D圆形。在canvas中是否有这种可能?谢谢。


你正在使用WebGL吗? - Tyler Crompton
不要使用WebGL。这是否可能? - Gamsh
3个回答

10

虚假的烟雾和镜面

在球体上制造一个光源。我猜测你指的是球体,因为你说了圆形,但也可能是一个甜甜圈。这种技术同样适用于甜甜圈。

接下来是照明方面。

冯氏着色模型

最基本的照明模型是冯氏着色(从记忆中得知)。它使用入射光线和表面法线之间的角度(从表面垂直出去的一条线)。反射光的数量是该角度的余弦值乘以光强度。

球体很简单

由于球体是对称的,这使我们可以使用径向渐变来应用每个像素的值,并且对于一个正好在球体正上方的光源,这将产生一个完美的冯氏着色的球体,而且几乎不需要任何努力。

实现代码如下。x,y是球体的中心,r是半径。随着你从球体中心移动,入射光线和表面法线之间的角度很容易计算。它从零开始,到Math.PI/2(90度)结束。因此,反射值是该角度的余弦。

    var grd = ctx.createRadialGradient(x,y,0,x,y,r);
    var step = (Math.PI/2)/r;
    for(var i = 0; i < (Math.PI/2); i += step){
       var c = "" + Math.floor(Math.max(0,255 * Math.abs(Math.cos(i)));
       grd.addColorStop(i/(Math.PI/2),"rgba("+c+","+c+","+c+","1)");
    }

这段代码创建了一个渐变以适应圆形。

Homer食品修改

要制作甜甜圈,您需要修改i。甜甜圈有内半径和外半径(r1,r2),因此在for循环中修改i。

 var ii = (i/(Math.PI/2)); // normalise i
 ii *= r2; // scale to outer edge
 ii = ((r1+r2)/2)-ii; // get distance from center line
 ii = ii / ((r2-r1)/2); // normalise to half the width;
 ii = ii * Math.PI * (1/2); // scale to get the surface norm on the donut.
 // use ii as the surface normal to calculate refelected light
 var c = "" + Math.floor(Math.max(0,255 * Math.abs(Math.cos(ii)));

Phong Shading Sucks

Phong着色方法不好用,它不能处理偏离中心或部分在球体后面的光源。

我们需要添加偏离中心的光源功能。幸运的是,径向渐变可以进行偏移。

  var grd = ctx.createRadialGradient(x,y,0,x,y,r);

前3个数字是渐变的起始圆,可以放置在任何地方。问题是,当我们移动起始位置时,Phong着色模型会失效。为了解决这个问题,有一些花招可以让眼睛相信大脑想要的东西。
我们根据光源距中心的远近调整每个径向渐变上的颜色停止点的衰减、亮度、扩散和角度。
高光反射(突出部分)是照明的另一个重要组成部分。这取决于反射光和眼睛之间的角度。由于我们不想做所有这些(JavaScript运行速度较慢),因此我们将通过轻微修改Phong着色来进行修补。我们只需将表面法线乘以大于1的值即可。虽然不完美,但效果很好。
接下来是光源的颜色,球体具有依赖于频率的反射特性,并且还有环境光。我们不想对所有这些东西进行建模,因此需要一种方法来伪造它。
这可以通过合成完成(几乎用于所有3D电影制作)。我们逐层构建照明。2D API为我们提供了合成操作,因此我们可以创建多个渐变并将它们分层。
虽然还有很多数学问题,但我已经尽可能保持简单。
以下演示实时阴影球(适用于所有径向对称对象)。除了画布和鼠标的一些设置代码外,演示有两个部分:主循环通过分层“点灯”进行合成,而函数“createGradient”则创建渐变。
使用的灯光可以在对象“light”中找到,并具有各种属性以控制该图层。第一层应使用“comp = source-in”和“lum = 1”,否则您将看到背景显示出来。所有其他图层灯光都可以是任何你想要的。
标志“spec”告诉着色器光源是特殊的,并且必须包括“specPower> 1”,因为我没有检查它的存在。
光的颜色在数组col中,代表红、绿和蓝。这些值可以大于256,并且小于0,因为自然界中的光具有巨大的动态范围,有些效果需要将传入的光线增加到远高于RGB像素的255限制。
我在分层结果中添加了最后一个“乘法”。这是烟雾和镜子方法的神奇之处。
如果您喜欢这段代码,请玩弄值和图层。移动鼠标以更改光源位置。
这不是真正的照明,而是假的,但只要看起来可以,谁在乎呢?哈哈

发现了一个bug,所以修复了它,顺便在这里修改了代码,使得当你点击鼠标左键时可以随机改变灯光。这是为了让你看到在使用 ctx.globalCompositeOperation 与渐变结合时可以实现的照明范围。

var demo = function(){
/** fullScreenCanvas.js begin **/
var canvas = (function(){
    var canvas = document.getElementById("canv");
    if(canvas !== null){
        document.body.removeChild(canvas);
    }
    // creates a blank image with 2d context
    canvas = document.createElement("canvas"); 
    canvas.id = "canv";    
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight; 
    canvas.style.position = "absolute";
    canvas.style.top = "0px";
    canvas.style.left = "0px";
    canvas.style.zIndex = 1000;
    canvas.ctx = canvas.getContext("2d"); 
    document.body.appendChild(canvas);
    return canvas;
})();
var ctx = canvas.ctx;

/** fullScreenCanvas.js end **/


/** MouseFull.js begin **/
if(typeof mouse !== "undefined"){  // if the mouse exists 
    if( mouse.removeMouse !== undefined){
        mouse.removeMouse(); // remove prviouse events
    }
}else{
    var mouse;
}
var canvasMouseCallBack = undefined;  // if needed
mouse = (function(){
    var mouse = {
        x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
        interfaceId : 0, buttonLastRaw : 0,  buttonRaw : 0,
        over : false,  // mouse is over the element
        bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
        getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
        startMouse:undefined,
        mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
    };
    function mouseMove(e) {
        var t = e.type, m = mouse;
        m.x = e.offsetX; m.y = e.offsetY;
        if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
        m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
        if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
        } else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
        } else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
        } else if (t === "mouseover") { m.over = true;
        } else if (t === "mousewheel") { m.w = e.wheelDelta;
        } else if (t === "DOMMouseScroll") { m.w = -e.detail;}
        if (canvasMouseCallBack) { canvasMouseCallBack(mouse); }
        e.preventDefault();
    }
    function startMouse(element){
        if(element === undefined){
            element = document;
        }
        mouse.element = element;
        mouse.mouseEvents.forEach(
            function(n){
                element.addEventListener(n, mouseMove);
            }
        );
        element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
    }
    mouse.removeMouse = function(){
        if(mouse.element !== undefined){
            mouse.mouseEvents.forEach(
                function(n){
                    mouse.element.removeEventListener(n, mouseMove);
                }
            );
            canvasMouseCallBack = undefined;
        }
    }
    mouse.mouseStart = startMouse;
    return mouse;
})();
if(typeof canvas !== "undefined"){
    mouse.mouseStart(canvas);
}else{
    mouse.mouseStart();
}
/** MouseFull.js end **/

// draws the circle
function drawCircle(c){
    ctx.beginPath();
    ctx.arc(c.x,c.y,c.r,0,Math.PI*2);
    ctx.fill();
}
function drawCircle1(c){
    ctx.beginPath();
    var x  = c.x;
    var y  = c.y;
    var r = c.r * 0.95;
    ctx.moveTo(x,y - r);
    ctx.quadraticCurveTo(x + r * 0.8, y - r         , x + r *1, y - r / 10);
    ctx.quadraticCurveTo(x + r      , y + r/3       , x     , y + r/3);
    ctx.quadraticCurveTo(x - r      , y + r/3       , x - r , y - r /10  );
    ctx.quadraticCurveTo(x - r * 0.8, y - r         , x     , y- r );
    ctx.fill();
}
function drawShadowShadow(circle,light){
    var x = light.x; // get the light position as we will modify it
    var y = light.y;
    var r = circle.r * 1.1;
    var vX = x - circle.x; // get the vector to the light source
    var vY = y - circle.y;
    var dist = -Math.sqrt(vX*vX+vY*vY)*0.3;
    var dir = Math.atan2(vY,vX);
    lx = Math.cos(dir) * dist + circle.x;   // light canb not go past radius
    ly = Math.sin(dir) * dist + circle.y;
    var grd = ctx.createRadialGradient(lx,ly,r * 1/4 ,lx,ly,r);
    grd.addColorStop(0,"rgba(0,0,0,1)");
    grd.addColorStop(1,"rgba(0,0,0,0)");
    ctx.fillStyle = grd;
    drawCircle({x:lx,y:ly,r:r})
}

// 2D light simulation. This is just an approximation and does not match real world stuff
// based on Phong shading.
// x,y,r descript the imagined sphere
// light is the light source 
// ambient is the ambient lighting
// amount is the amount of this layers effect has on the finnal result
function createGradient(circle,light,ambient,amount){
    var r,g,b;  // colour channels
    var x = circle.x; // get lazy coder values
    var y = circle.y;
    var r = circle.r;
    var lx = light.x; // get the light position as we will modify it
    var ly = light.y;
    var vX = light.x - x; // get the vector to the light source
    var vY = light.y - y;
    // get the distance to the light source
    var dist = Math.sqrt(vX*vX+vY*vY);
    // id the light is a specular source then move it to half its position away
    dist *= light.spec ? 0.5 : 1;   
    // get the direction of the light source.
    var dir = Math.atan2(vY,vX);
    
    // fix light position     
    lx = Math.cos(dir)*dist+x;   // light canb not go past radius
    ly = Math.sin(dir)*dist+y;
    // add some dimming so that the light does not wash out.
    dim = 1 - Math.min(1,(dist / (r*4)));
    // add a bit of pretend rotation on the z axis. This will bring in a little backlighting
    var lightRotate = (1-dim) * (Math.PI/2); 
    // spread the light a bit when near the edges. Reduce a bit for spec light
    var spread = Math.sin(lightRotate) * r * (light.spec ? 0.5 : 1);
    
    // create a gradient 
    var grd = ctx.createRadialGradient(lx,ly,spread,x,y,r + dist);
    // use the radius to workout what step will cover a pixel (approx)
    var step = (Math.PI/2)/r;
    // for each pixel going out on the radius add the caclualte light value
    for(var i = 0; i < (Math.PI/2); i += step){
        if(light.spec){
            // fake spec light reduces dim fall off
            // light reflected has sharper falloff
            // do not include back light via Math.abs
            r = Math.max(0,light.col[0] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
            g = Math.max(0,light.col[1] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
            b = Math.max(0,light.col[2] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
        }else{
            // light value is the source lum * the cos of the angle to the light
            // Using the abs value of the refelected light to give fake back light.
            // add a bit of rotation with (lightRotate) 
            // dim to stop washing out 
            // then clamp so does not go below zero
            r = Math.max(0,light.col[0] * Math.abs(Math.cos(i + lightRotate)) * dim );
            g = Math.max(0,light.col[1] * Math.abs(Math.cos(i + lightRotate)) * dim );
            b = Math.max(0,light.col[2] * Math.abs(Math.cos(i + lightRotate)) * dim );
        }
        // add ambient light
        if(light.useAmbient){
        r += ambient[0];
        g += ambient[1];
        b += ambient[2];
        }
        

        // add the colour stop with the amount of the effect we want.
        grd.addColorStop(i/(Math.PI/2),"rgba("+Math.floor(r)+","+Math.floor(g)+","+Math.floor(b)+","+amount+")");
    }
    //return the gradient;
    return grd;
}

// define the circles
var circles = [
    {
        x: canvas.width * (1/2),
        y: canvas.height * (1/2),
        r: canvas.width * (1/8),
    }
]
function R(val){
    return val * Math.random();
}
var lights;
function getLights(){
    return {
        ambient : [10,30,50],
        sources : [
            {
                x: 0,    // position of light 
                y: 0,
                col : [R(255),R(255),R(255)], // RGB intensities can be any value 
                lum : 1,             // total lumanance for this light
                comp : "source-over",  // composite opperation
                spec : false,  // if true then use a pretend specular falloff
                draw : drawCircle,
                useAmbient : true,
            },{  // this light is for a little accent and is at 180 degree from the light
                x: 0,
                y: 0,
                col : [R(255),R(255),R(255)],
                lum : R(1),
                comp : "lighter",
                spec : true,  // if true then you MUST inclue spec power
                specPower : R(3.2),
                draw : drawCircle,
                useAmbient : false,
            },{
                x: canvas.width,
                y: canvas.height,
                col : [R(1255),R(1255),R(1255)],
                lum : R(0.5),
                comp : "lighter",
                spec : false,
                draw : drawCircle,
                useAmbient : false,
    
            },{
                x: canvas.width/2,
                y: canvas.height/2 + canvas.width /4,
                col : [R(155),R(155),R(155)],
                lum : R(1),
                comp : "lighter",
                spec : true,  // if true then you MUST inclue spec power
                specPower : 2.32,
                draw : drawCircle,
                useAmbient : false,
            },{
                x: canvas.width/3,
                y: canvas.height/3,
                col : [R(1255),R(1255),R(1255)],
                lum : R(0.2),
                comp : "multiply",
                spec : false,
                draw : drawCircle,
                useAmbient : false,
            },{
                x: canvas.width/2,
                y: -100,
                col : [R(2255),R(2555),R(2255)],
                lum : R(0.3),
                comp : "lighter",
                spec : false,
                draw : drawCircle1,
                useAmbient : false,
            }
        ]
    }
}
lights = getLights();
/** FrameUpdate.js begin **/
var w = canvas.width;
var h = canvas.height;
var cw = w / 2;
var ch = h / 2;
ctx.font = "20px Arial";
ctx.textAlign = "center";
function update(){
    ctx.setTransform(1,0,0,1,0,0);
    ctx.fillStyle = "#A74"
    ctx.fillRect(0,0,w,h);
    ctx.fillStyle = "black";
    ctx.fillText("Left click to change lights", canvas.width / 2, 20)
    // set the moving light source to that of the mouse
    if(mouse.buttonRaw === 1){
        mouse.buttonRaw = 0;
        lights = getLights();
    }
    lights.sources[0].x = mouse.x;
    lights.sources[0].y = mouse.y;
    if(lights.sources.length > 1){
        lights.sources[1].x = mouse.x;
        lights.sources[1].y = mouse.y;
    }
    drawShadowShadow(circles[0],lights.sources[0])
    //do each sphere 
    for(var i = 0; i < circles.length; i ++){
        // for each sphere do the each light
        var cir = circles[i];
        for(var j = 0; j < lights.sources.length; j ++){
            var light = lights.sources[j];
            ctx.fillStyle = createGradient(cir,light,lights.ambient,light.lum);
            ctx.globalCompositeOperation = light.comp;
            light.draw(circles[i]);
        }
    }
    ctx.globalCompositeOperation = "source-over";    
    
    
    if(!STOP && (mouse.buttonRaw & 4)!== 4){
        requestAnimationFrame(update);
    }else{
        if(typeof log === "function" ){
            log("DONE!")
        }
        STOP = false;
        var can = document.getElementById("canv");
        if(can !== null){
            document.body.removeChild(can);
        }        
        
    }
}

if(typeof clearLog === "function" ){
    clearLog();
}
update();
}
var STOP = false;  // flag to tell demo app to stop 
function resizeEvent(){
var waitForStopped = function(){
    if(!STOP){  // wait for stop to return to false
        demo();
        return;
    }
    setTimeout(waitForStopped,200);
}
STOP = true;
setTimeout(waitForStopped,100);
}
window.addEventListener("resize",resizeEvent);
demo();
/** FrameUpdate.js end **/


5

正如@danday74所说,您可以使用渐变来为圆形添加深度。

您还可以使用阴影效果为圆形添加深度。

这是一个概念验证,展示了一个3D甜甜圈:

enter image description here

我把设计理想的圆形交给你

var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");

var PI=Math.PI;

drawShadow(150,150,120,50);


function drawShadow(cx,cy,r,strokewidth){
  ctx.save();
  ctx.strokeStyle='white';
  ctx.lineWidth=5;
  ctx.shadowColor='black';
  ctx.shadowBlur=15;
  //
  ctx.beginPath();
  ctx.arc(cx,cy,r-5,0,PI*2);
  ctx.clip();
  //
  ctx.beginPath();
  ctx.arc(cx,cy,r,0,PI*2);
  ctx.stroke();
  //
  ctx.beginPath();
  ctx.arc(cx,cy,r-strokewidth,0,PI*2);
  ctx.stroke();
  ctx.shadowColor='rgba(0,0,0,0)';
  //
  ctx.beginPath();
  ctx.arc(cx,cy,r-strokewidth,0,PI*2);
  ctx.fillStyle='white'
  ctx.fill();
  //
  ctx.restore();
}
body{ background-color: white; }
canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=300 height=300></canvas>


1
是的。谢谢你的回答。非常有帮助。 - Gamsh

2

各种想法供您探究...

1 使用图像作为圆形的纹理

2 使用渐变填充圆形,可能是径向渐变

3 考虑使用图像蒙版,即定义透明度的黑/白蒙版(在这里可能不是正确的解决方案)


能否使用渐变色来确切地达到3D球的效果? - Gamsh
可能不是必须的,但值得考虑径向和锥形渐变。 - danday74

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