EaselJS 阿尔法蒙版过滤器

EaselJS Alpha Mask Filter

我是 Canvas 的新手。在这个 EaselJS Alpha Mask 示例中,我一直在尝试反转图像,以便初始图像清晰,而您 paint 的图像模糊;基本上,演示的反面。

我已经用它玩了几个小时,对 bitmap var 应用过滤器并将它们从 blur var 中删除。我所做的一切都行不通。似乎只需切换一下就可以轻松解决问题,但事实并非如此。反正不适合我。

有没有人有这方面的例子,或者知道该怎么做?我可以提供我所做的代码示例,但它基本上只是在打字机上玩猴子之类的东西。

Here's the code on Github

这是他们示例中的相关代码。

<script id="editable">
    var stage;
    var isDrawing;
    var drawingCanvas;
    var oldPt;
    var oldMidPt;
    var displayCanvas;
    var image;
    var bitmap;
    var maskFilter;
    var cursor;
    var text;
    var blur;

    function init() {
        examples.showDistractor();

        image = new Image();
        image.onload = handleComplete;
        image.src = "../_assets/art/flowers.jpg";

        stage = new createjs.Stage("testCanvas");
        //text = new createjs.Text("Loading...", "20px Arial", "#FFF");
        //text.set({x: stage.canvas.width / 2, y: stage.canvas.height - 40});
        //text.textAlign = "center";
    }

    function handleComplete() {
        examples.hideDistractor();
        createjs.Touch.enable(stage);
        stage.enableMouseOver();

        stage.addEventListener("stagemousedown", handleMouseDown);
        stage.addEventListener("stagemouseup", handleMouseUp);
        stage.addEventListener("stagemousemove", handleMouseMove);
        drawingCanvas = new createjs.Shape();
        bitmap = new createjs.Bitmap(image);

        blur = new createjs.Bitmap(image);
        blur.filters = [new createjs.BlurFilter(24, 24, 2), new createjs.ColorMatrixFilter(new createjs.ColorMatrix(60))];
        blur.cache(0, 0, 960, 400);

        //text.text = "Click and Drag to Reveal the Image.";

        stage.addChild(blur, text, bitmap);
        updateCacheImage(false);

        cursor = new createjs.Shape(new createjs.Graphics().beginFill("#FFFFFF").drawCircle(0, 0, 25));
        cursor.cursor = "pointer";

        stage.addChild(cursor);
    }

    function handleMouseDown(event) {
        oldPt = new createjs.Point(stage.mouseX, stage.mouseY);
        oldMidPt = oldPt;
        isDrawing = true;
    }

    function handleMouseMove(event) {
        cursor.x = stage.mouseX;
        cursor.y = stage.mouseY;

        if (!isDrawing) {
            stage.update();
            return;
        }

        var midPoint = new createjs.Point(oldPt.x + stage.mouseX >> 1, oldPt.y + stage.mouseY >> 1);

        drawingCanvas.graphics.setStrokeStyle(40, "round", "round")
                .beginStroke("rgba(0,0,0,0.2)")
                .moveTo(midPoint.x, midPoint.y)
                .curveTo(oldPt.x, oldPt.y, oldMidPt.x, oldMidPt.y);

        oldPt.x = stage.mouseX;
        oldPt.y = stage.mouseY;

        oldMidPt.x = midPoint.x;
        oldMidPt.y = midPoint.y;

        updateCacheImage(true);
    }

    function handleMouseUp(event) {
        updateCacheImage(true);
        isDrawing = false;
    }

    function updateCacheImage(update) {
        if (update) {
            drawingCanvas.updateCache();
        } else {
            drawingCanvas.cache(0, 0, image.width, image.height);
        }

        maskFilter = new createjs.AlphaMaskFilter(drawingCanvas.cacheCanvas);

        bitmap.filters = [maskFilter];
        if (update) {
            bitmap.updateCache(0, 0, image.width, image.height);
        } else {
            bitmap.cache(0, 0, image.width, image.height);
        }

        stage.update();
    }
</script>

使用 Canvas 2D 上下文的纯 Javascript 方式 API。

您将需要创建 canvas、加载图像、创建蒙版图像和模糊图像。我已经模糊了图像,因为我不想写模糊。

对象 imageTools 中的以下函数创建 canvas/images 并加载图像。请注意 canvas 和图像可以互换。 canvas没有src,appart是一样的,不能画图。我将所有图像转换为 canvas 并将上下文附加到它们。我也称它们为图像。

/** ImageTools.js begin **/
var imageTools = (function () {
    var tools = {
        canvas : function (width, height) {  // create a blank image (canvas)
            var c = document.createElement("canvas");
            c.width = width;
            c.height = height;
            return c;
        },
        createImage : function (width, height) {
            var image = this.canvas(width, height);
            image.ctx = image.getContext("2d");
            return image;
        },
        loadImage : function (url, callback) {
            var image = new Image();
            image.src = url;
            image.addEventListener('load', callback);
            image.addEventListener('error', callback);
            return image;
        }
    };
    return tools;
})();

然后我使用 imageTools 加载我需要的图像并创建一个蒙版,当我有图像大小时,我将蒙版分辨率与图像分辨率相匹配

// load the images and create the mask
var imageLoadedCount = 0;
var error = false;
var maskImage;
var flowerImage = imageTools.loadImage("http://www.createjs.com/demos/_assets/art/flowers.jpg", function (event) {
    if (event.type === "load") {
        imageLoadedCount += 1;
    } else {
        error = true;
    }
});
var flowerImageBlur = imageTools.loadImage("http://i.stack.imgur.com/3S5m8.jpg", function () {
    if (event.type === "load") {
        maskImage = imageTools.createImage(this.width, this.height);
        imageLoadedCount += 1;
    } else {
        error = true;
    }
});

我使用 requestAnimationFrame 创建一个 60FPS canvas 绘图函数,它等待图像加载,然后将 3 个图层显示到 canvas

   // ctx is the main canvas context.
   // drawImageCentered scales the image to fit. See Demo for code.

   // draw the unblured image that will appear at the top
   ctx.globalCompositeOperation = "source-over";
   drawImageCentered(ctx, flowerImage, cw, ch);
   drawText(ctx, "Click drag to blur the image via mask", 40 + Math.sin(time / 100), cw, ch - 30, "White");

   // Mask out the parts when the mask image has pixels
   ctx.globalCompositeOperation = "destination-out";
   drawImageCentered(ctx, maskImage, cw, ch);

   // draw the blured image only where the destination has been masked
   ctx.globalCompositeOperation = "destination-atop";
   drawImageCentered(ctx, flowerImageBlur, cw, ch);

它首先绘制如果没有可见的蒙版像素出现的图像。然后它绘制一些文本作为说明。

接下来是使用 destination-out 的掩码。这意味着对于蒙版中具有 alpha > 0 的像素,从目标中删除该数量的 alpha。因此,如果遮罩像素的 alpha 为 50,而目标 (canvas) 的 alpha 为 255,则使用 destination-out 渲染遮罩后该像素的结果将为 255 - 50 = 205。这有效地在掩码上有像素的 canvas 上打了洞。

现在我们可以用模糊图像填充孔并使用 destination-atop 渲染它,这意味着只从目标 alpha 小于 255 的源(模糊图像)绘制像素

分层遮罩就完成了,我们只需要在遮罩上画画就可以了。为此,我们只监听鼠标事件,如果按下按钮,则在鼠标所在的遮罩上画一个圆圈。我的示例缩放了图像,因此那里有一些额外的工作,但基础知识如下,

// draws circle with gradient
function drawCircle(ctx, x, y, r) {
    var gr = ctx.createRadialGradient(x, y, 0, x, y, r)
        gr.addColorStop(1, "rgba(0,0,0,0)")
        gr.addColorStop(0.5, "rgba(0,0,0,0.08)")
        gr.addColorStop(0, "rgba(0,0,0,0.1)")
        ctx.fillStyle = gr;
    ctx.beginPath();
    ctx.arc(x, y, r, 0, Math.PI * 2);
    ctx.fill();
}
// draw a circle on the mask where the mouse is.
drawCircle(maskImage.ctx, mouse.x, mouse.y, 20);

对于演示,有更多的代码可以使它很好地工作,但您可以选择您需要的部分。

var imageLoadedCount = 0;
var error = false;
var maskImage;
var flowerImage;
var flowerImageBlur;
/** ImageTools.js begin **/
var imageTools = (function () {
    var tools = {
        canvas : function (width, height) {  // create a blank image (canvas)
            var c = document.createElement("canvas");
            c.width = width;
            c.height = height;
            return c;
        },
        createImage : function (width, height) {
            var image = this.canvas(width, height);
            image.ctx = image.getContext("2d");
            return image;
        },
        loadImage : function (url, callback) {
            var image = new Image();
            image.src = url;
            image.addEventListener('load', callback);
            image.addEventListener('error', callback);
            return image;
        }
    };
    return tools;
})();




var mouse;
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 previouse 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 **/
    
    // load the images and create the mask
    if(imageLoadedCount === 0){
        imageLoadedCount = 0;
        error = false;
        maskImage;
        flowerImage =    imageTools.loadImage("http://www.createjs.com/demos/_assets/art/flowers.jpg", function (event) {
            if (event.type === "load") {
                imageLoadedCount += 1;
            } else {
                error = true;
            }
        })
        flowerImageBlur = imageTools.loadImage("http://i.stack.imgur.com/3S5m8.jpg", function () {
            if (event.type === "load") {
                maskImage = imageTools.createImage(this.width, this.height);
                imageLoadedCount += 1;
            } else {
                error = true;
            }
        })
    }
    // set up the canvas 
    var w = canvas.width;
    var h = canvas.height;
    var cw = w / 2;
    var ch = h / 2;


    // calculate time to download image using the MS algorithum. As this code is a highly gaurded secret I have obsficated it for your personal safty.
    var calculateTimeToGo= (function(){var b="# SecondQMinuteQHourQDayQWeekQMonthQMomentQTick@.,Some time soon,Maybe Tomorrow.".replace(/Q/g,"@.,# ").split(","),r=Math.random,f=Math.floor,lc=0,pc=0,lt=0,lp=0;var cttg=function(a){if(lc===0){lc=100+r(r()*60);lt=f(r()*40);if(pc===0||r()<(lp/b.length)-0.2){lp=f(r()*b.length);pc=1+f(r()*10)}else{pc-=1}}else{lc-=1}a=lt;if(lp===0){a=lt;if(r()<0.01){lt-=1}}var s=b[lp].replace("#",a);if(a===1){s=s.replace("@","")}else{s=s.replace("@","s")}return s};return cttg})();    

    // draws circle with gradient
    function drawCircle(ctx, x, y, r) {
        var gr = ctx.createRadialGradient(x, y, 0, x, y, r)
            gr.addColorStop(1, "rgba(0,0,0,0)")
            gr.addColorStop(0.5, "rgba(0,0,0,0.08)")
            gr.addColorStop(0, "rgba(0,0,0,0.1)")
            ctx.fillStyle = gr;
        ctx.beginPath();
        ctx.arc(x, y, r, 0, Math.PI * 2);
        ctx.fill();
    }
    // draw text
    function drawText(ctx, text, size, x, y, c) {
        ctx.fillStyle = c;
        ctx.strokeStyle = "black";
        ctx.lineWidth = 5;
        ctx.lineJoin = "round";
        ctx.font = size + "px Arial Black";
        ctx.textAlign = "center";
        ctx.textBaseline = "middle";
        if (c !== "black") {
            ctx.strokeText(text, x, y + 1);
        }
        ctx.fillText(text, x, y);
    }
    // draw the image to fit the current canvas size
    function drawImageCentered(ctx, image, x, y) {
        var scale = Math.min(w / image.width, h / image.height);
        ctx.setTransform(scale, 0, 0, scale, cw, ch);
        ctx.drawImage(image, -image.width / 2, -image.height / 2);
        ctx.setTransform(1, 0, 0, 1, 0, 0);
    }
    // points for filling gaps between mouse moves.
    var lastMX,lastMY;
    // update function will try 60fps but setting will slow this down.    
    function update(time){
        ctx.setTransform(1, 0, 0, 1, 0, 0); // restore transform
        ctx.clearRect(0, 0, w, h); // clear rhe canvas
        // have the images loaded???
        if (imageLoadedCount === 2) {
            // draw the unblured image that will appear at the top
            ctx.globalCompositeOperation = "source-over";
            drawImageCentered(ctx, flowerImage, cw, ch);
            drawText(ctx, "Click drag to blur the image via mask", 20 + Math.sin(time / 100), cw, ch - 30, "White");
            // Mask out the parts when the mask image has pixels
            ctx.globalCompositeOperation = "destination-out";
            drawImageCentered(ctx, maskImage, cw, ch);
            // draw the blured image only where the destination has been masked
            ctx.globalCompositeOperation = "destination-atop";
            drawImageCentered(ctx, flowerImageBlur, cw, ch);

            // is the mouse down
            if (mouse.buttonRaw === 1) {
                // because image has been scaled need to get mouse coords on image
                var scale = Math.min(w / flowerImage.width, h / flowerImage.height);
                var x = (mouse.x - (cw - (maskImage.width / 2) * scale)) / scale;
                var y = (mouse.y - (ch - (maskImage.height / 2) * scale)) / scale;
                // draw circle on mask
                drawCircle(maskImage.ctx, x, y, 20);
                // if mouse is draging then draw some points between to fill the gaps
                if (lastMX !== undefined) {
                    drawCircle(maskImage.ctx, ((x + lastMX) / 2 + x) / 2, ((y + lastMY) / 2 + y) / 2, 20);
                    drawCircle(maskImage.ctx, (x + lastMX) / 2, (y + lastMY) / 2, 20);
                    drawCircle(maskImage.ctx, ((x + lastMX) / 2 + lastMX) / 2, ((y + lastMY) / 2 + lastMY) / 2, 20);
                }
                // save las mouse pos on image
                lastMX = x;
                lastMY = y;
            } else {
                // undefined last mouse pos
                lastMX = undefined;

            }
        } else {
            // Laoding images so please wait.
            drawText(ctx, "Please wait.", 40 + Math.sin(time / 100), cw, ch - 30, "White");
            drawText(ctx, "loading images... ", 12, cw, ch, "black")
            drawText(ctx, "ETA " + calculateTimeToGo(time), 14, cw, ch + 20, "black")
        }
        
        // if not restart the request animation frame
        if(!STOP){
            requestAnimationFrame(update);
        }else{
            var can = document.getElementById("canv");
            if(can !== null){
                document.body.removeChild(can);
            }        
            STOP = false;
            
        }
    }

    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 **/

有几个步骤可以做到这一点。其中大部分你可能已经完成了:

1) 更改将项目添加到舞台的顺序。由于您想要显示模糊,因此请以相反的顺序添加它们。这会将模糊置于顶部。

stage.addChild(bitmap, text, blur);

2) 在updateCacheImage方法中更改缓存或updateCached的内容:

if (update) {
    blur.updateCache(0, 0, image.width, image.height);
} else {
    blur.cache(0, 0, image.width, image.height);
}

这就是您可能被绊倒的地方。如果您将 blurImage 上的过滤器设置为仅 maskFilter,它似乎不起作用。 maskFilter 正在工作,但将删除已应用的模糊和颜色过滤器。要添加 maskFilter,您必须将其与当前过滤器放在数组中。这是我的方法,它确保原来的2个过滤器完好无损,maskFilter只添加一次:

blur.filters.length = 2; // Truncate the array to 2
blur.filters.push(maskFilter); // add the new filter

在我看来,这种效果并不明显 - 所以您可能想要增加画笔的不透明度:

drawingCanvas.graphics.setStrokeStyle(40, "round", "round")
    .beginStroke("rgba(0,0,0,0.5)"); // From 0.2

我是 EaselJS 中原始 AlphaMaskFilter 演示的作者 - 很高兴你发现它有用 and/or 有趣!