HTML5画布JavaScript涂抹笔工具

3

我需要想法,如何制作可以涂色的画笔并能够擦拭颜色。

图片示例:右侧使用基本画笔,使用左侧的两种不同颜色进行绘画,同时使用了擦拭工具,结果应该类似于左侧

enter image description here

我需要建议,如何尝试实现它。


1
我认为你在寻找数学。我认为这里需要数学。 - undefined
2个回答

8

以下是一种尝试:

  1. 在mousedown事件中,将鼠标下方的区域复制到一个单独的画布中

  2. 在mousemove事件中,以50%的不透明度从先前的鼠标位置到当前鼠标位置逐个像素地绘制该复制品,在每次移动后重新复制

伪代码如下:

on mouse down
   grab copy of canvas at mouse position
   prevMousePos = currentMousePos

on mouse move
  for (pos = prevMousePos to currentMousePos step 1 pixel) 
    draw copy at pos with 50% alpha
    grab new copy of canvas at pos
  prevMousePos = currentMousePos

通过使用 globalCompositeOperation = 'destination-out',在笔刷上绘制从 rgba(0,0,0,0) 到 rgba(0,0,0,1) 的径向渐变来实现羽化效果。

const ctx = document.querySelector('#canvas').getContext('2d');
const brushDisplayCtx = document.querySelector('#brush-display').getContext('2d');

function reset() {
  const {width, height} = ctx.canvas;
  const wd2 = width / 2
  ctx.globalAlpha = 1;
  ctx.fillStyle = 'white';
  ctx.fillRect(wd2, 0, wd2, height);

  const gradient = ctx.createLinearGradient(0, 0, 0, height);
  gradient.addColorStop(0, 'red');
  gradient.addColorStop(0.5, 'yellow');
  gradient.addColorStop(1, 'blue');
  ctx.fillStyle = gradient;
  ctx.fillRect(0, 0, wd2, height);
}
reset();

function getCanvasRelativePosition(e, canvas) {
  const rect = canvas.getBoundingClientRect();
  return {
    x: (e.clientX - rect.left) / rect.width  * canvas.width,
    y: (e.clientY - rect.top ) / rect.height * canvas.height,
  };
}

function lerp(a, b, t) {
  return a + (b - a) * t;
}

function setupLine(x, y, targetX, targetY) {
  const deltaX = targetX - x;
  const deltaY = targetY - y;
  const deltaRow = Math.abs(deltaX);
  const deltaCol = Math.abs(deltaY);
  const counter = Math.max(deltaCol, deltaRow);
  const axis = counter == deltaCol ? 1 : 0;

  // setup a line draw.
  return {
    position: [x, y],
    delta: [deltaX, deltaY],
    deltaPerp: [deltaRow, deltaCol],
    inc: [Math.sign(deltaX), Math.sign(deltaY)],
    accum: Math.floor(counter / 2),
    counter: counter,
    endPnt: counter,
    axis: axis,
    u: 0,
  };
};

function advanceLine(line) {
  --line.counter;
  line.u = 1 - line.counter / line.endPnt;
  if (line.counter <= 0) {
    return false;
  }
  const axis = line.axis;
  const perp = 1 - axis;
  line.accum += line.deltaPerp[perp];
  if (line.accum >= line.endPnt) {
    line.accum -= line.endPnt;
    line.position[perp] += line.inc[perp];
  }
  line.position[axis] += line.inc[axis];
  return true;
}

let lastX;
let lastY;
let lastForce;
let drawing = false;
let alpha = 0.5;

const brushCtx = document.createElement('canvas').getContext('2d');
let featherGradient;

function createFeatherGradient(radius, hardness) {
  const innerRadius = Math.min(radius * hardness, radius - 1);
  const gradient = brushCtx.createRadialGradient(
    0, 0, innerRadius,
    0, 0, radius);
  gradient.addColorStop(0, 'rgba(0, 0, 0, 0)');
  gradient.addColorStop(1, 'rgba(0, 0, 0, 1)');
  return gradient;
}

const radiusElem = document.querySelector('#radius');
const hardnessElem = document.querySelector('#hardness');
const alphaElem = document.querySelector('#alpha');
radiusElem.addEventListener('input', updateBrushSettings);
hardnessElem.addEventListener('input', updateBrushSettings);
alphaElem.addEventListener('input', updateBrushSettings);
document.querySelector('#reset').addEventListener('click', reset);

function updateBrushSettings() {
  const radius = radiusElem.value;
  const hardness = hardnessElem.value;
  alpha = alphaElem.value;
  featherGradient = createFeatherGradient(radius, hardness);
  brushCtx.canvas.width = radius * 2;
  brushCtx.canvas.height = radius * 2;
  
  {
    const ctx = brushDisplayCtx;
    const {width, height} = ctx.canvas;
    ctx.clearRect(0, 0, width, height);
    ctx.fillStyle = `rgba(0, 0, 0, ${alpha})`;
    ctx.fillRect(width / 2 - radius, height / 2 - radius, radius * 2, radius * 2);
    feather(ctx);
  }
}
updateBrushSettings();
 
function feather(ctx) {
  // feather the brush
  ctx.save();
  ctx.fillStyle = featherGradient;
  ctx.globalCompositeOperation = 'destination-out';
  const {width, height} = ctx.canvas;
  ctx.translate(width / 2, height / 2);
  ctx.fillRect(-width / 2, -height / 2, width, height);  
  ctx.restore();
}
 
function updateBrush(x, y) {
  let width = brushCtx.canvas.width;
  let height = brushCtx.canvas.height;
  let srcX = x - width / 2;
  let srcY = y - height / 2;
  // draw it in the middle of the brush
  let dstX = (brushCtx.canvas.width - width) / 2;
  let dstY = (brushCtx.canvas.height - height) / 2;

  // clear the brush canvas
  brushCtx.clearRect(0, 0, brushCtx.canvas.width, brushCtx.canvas.height);

  // clip the rectangle to be
  // inside
  if (srcX < 0) {
    width += srcX;
    dstX -= srcX;
    srcX = 0;
  }
  const overX = srcX + width - ctx.canvas.width;
  if (overX > 0) {
    width -= overX;
  }

  if (srcY < 0) {
    dstY -= srcY;
    height += srcY;
    srcY = 0;
  }
  const overY = srcY + height - ctx.canvas.height;
  if (overY > 0) {
    height -= overY;
  }

  if (width <= 0 || height <= 0) {
    return;
  }

  brushCtx.drawImage(
    ctx.canvas,
    srcX, srcY, width, height,
    dstX, dstY, width, height);    
  
  feather(brushCtx);
}

function start(e) {
  const pos = getCanvasRelativePosition(e, ctx.canvas);
  lastX = pos.x;
  lastY = pos.y;
  lastForce = e.force || 1;
  drawing = true;
  updateBrush(pos.x, pos.y);
}

function draw(e) {
  if (!drawing) {
    return;
  }
  const pos = getCanvasRelativePosition(e, ctx.canvas);
  const force = e.force || 1;
  
  const line = setupLine(lastX, lastY, pos.x, pos.y);  
  for (let more = true; more;) {
    more = advanceLine(line);
    ctx.globalAlpha = alpha * lerp(lastForce, force, line.u);
    ctx.drawImage(
       brushCtx.canvas,
       line.position[0] - brushCtx.canvas.width / 2,
       line.position[1] - brushCtx.canvas.height / 2);
     updateBrush(line.position[0], line.position[1]);
  } 
  lastX = pos.x;
  lastY = pos.y;
  lastForce = force;
}

function stop() {
  drawing = false;
}

window.addEventListener('mousedown', start);
window.addEventListener('mousemove', draw);
window.addEventListener('mouseup', stop);
window.addEventListener('touchstart', e => {
  e.preventDefault();
  start(e.touches[0]);
}, {passive: false});
window.addEventListener('touchmove', e => {
  e.preventDefault();
  draw(e.touches[0]);
}, {passive: false});
#canvas { border: 1px solid black; }
.controls { margin-left: 5px; }
.split { display: flex; }
* { user-select: none; }
<div class="split">
  <canvas id="canvas"></canvas>
  <div>
    <div class="controls">
      <div>
        <div><input type="range" id="radius" min="2" max="40" value="16"><label for="radius">radius</label></div>
        <div><input type="range" id="hardness" min="0" max="1" step="0.01" value="0.5"><label for="radius">hardness</label></div>
        <div><input type="range" id="alpha" min="0" max="1" step="0.01" value="0.5"><label for="alpha">alpha</label></div>
        <button type="button" id="reset">reset</button>
      </div>
      <div style="text-align: right;">
        <canvas id="brush-display" width="80" height="80"></canvas>
      </div>
    </div>
  </div>
</div>


2
您需要操作像素才能实现模糊效果。
您可以使用context.getImageData从画布中获取像素信息。
当用户在现有像素上移动想象中的画笔时,您可以通过以下方式模拟真实画笔的涂抹效果:
1. 使用图像数据计算用户到目前为止所移动的平均颜色。 2. 将fillStyle设置为该平均颜色。 3. 将fillStyle的alpha设置为半透明值(例如25%)。 4. 当用户拖动画笔时,使用半透明的、颜色平均化的填充,在现有像素上绘制一系列重叠的圆。 5. 如果特定客户端设备具有更多处理能力,则可以通过添加阴影来增强效果。

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