在 canvas 上逐像素绘制文本
Draw text pixel by pixel on canvas
我有一个 canvas,其中我使用 "fillText" 和一个字符串,例如 "Whosebug"。然后我读取 canvas 的图像数据以挑选出该文本的每个像素。
我想从像素中选取以下内容:x 位置、y 位置及其颜色。然后我想用这些像素遍历该数组,这样我就可以逐个像素地拉回文本,这样我就可以完全控制每个像素,例如可以为它们设置动画。
然而,我并没有像我想要的那样顺利。查看我的附加图片,您会看到顶部文本与我为每个像素使用 fillRect 绘制的文本之间的差异。关于如何使新文本看起来像 "fillText" 文本的任何帮助?
谢谢
更新:添加了我的代码
var _particles = [];
var _canvas, _ctx, _width, _height;
(function(){
init();
})();
function init(){
setupParticles(getTextCanvasData());
}
function getTextCanvasData(){
// var w = 300, h = 150, ratio = 2;
_canvas = document.getElementById("textCanvas");
// _canvas.width = w * ratio;
// _canvas.height = h * ratio;
// _canvas.style.width = w + "px";
// _canvas.style.height = h + "px";
_ctx = _canvas.getContext("2d");
_ctx.fillStyle = "rgb(0, 154, 253)";
// _ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
var str = "Whosebug";
_ctx.font = "32px EB Garamond";
_ctx.fillText(str,0,23);
_width = _canvas.width;
_height = _canvas.height;
var data32 = new Uint32Array(_ctx.getImageData(0, 0, _width, _height).data.buffer);
var positions = [];
for(i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
positions.push({
x: (i % _width),
y: ((i / _width)|0),
});
}
}
return positions;
}
function setupParticles(positions){
var i = positions.length;
var particles = [];
while(i--){
var p = new Particle();
p.init(positions[i]);
_particles.push(p);
drawParticle(p);
}
}
function drawParticle(particle){
var x = particle.x;
var y = particle.y;
_ctx.beginPath();
_ctx.fillRect(x, y, 1, 1);
_ctx.fillStyle = 'green';
}
function Particle(){
this.init = function(pos){
this.x = pos.x;
this.y = pos.y + 30;
this.x0 = this.x;
this.y0 = this.y;
this.xDelta = 0;
this.yDelta = 0;
}
}
这是对您的代码的更新,它重用了每个像素的 alpha 分量。仍然会有一些细节丢失,因为我们没有保留像素的抗锯齿(这实际上改变了打印的实际颜色),但对于这个例子,alpha 就足够了。
var _particles = [];
var _canvas, _ctx, _width, _height;
(function(){
init();
})();
function init(){
setupParticles(getTextCanvasData());
}
function getTextCanvasData(){
// var w = 300, h = 150, ratio = 2;
_canvas = document.getElementById("textCanvas");
// _canvas.width = w * ratio;
// _canvas.height = h * ratio;
// _canvas.style.width = w + "px";
// _canvas.style.height = h + "px";
_ctx = _canvas.getContext("2d");
_ctx.imageSmoothingEnabled= false;
_ctx.fillStyle = "rgb(0, 154, 253)";
// _ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
var str = "Whosebug";
_ctx.font = "32px EB Garamond";
_ctx.fillText(str,0,23);
_width = _canvas.width;
_height = _canvas.height;
var pixels = _ctx.getImageData(0, 0, _width, _height).data;
var data32 = new Uint32Array(pixels.buffer);
var positions = [];
for(i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
positions.push({
x: (i % _width),
y: ((i / _width)|0),
a: pixels[i*4 + 3] / 255
});
}
}
return positions;
}
function setupParticles(positions){
var i = positions.length;
var particles = [];
while(i--){
var p = new Particle();
p.init(positions[i]);
_particles.push(p);
drawParticle(p);
}
}
function drawParticle(particle){
var x = particle.x;
var y = particle.y;
_ctx.beginPath();
_ctx.fillStyle = `rgba(0,128,0,${particle.alpha})`;
_ctx.fillRect(x, y, 1, 1);
}
function Particle(){
this.init = function(pos){
this.x = pos.x;
this.y = pos.y + 30;
this.x0 = this.x;
this.y0 = this.y;
this.xDelta = 0;
this.yDelta = 0;
this.alpha = pos.a;
}
}
<canvas id="textCanvas"></canvas>
我有一个 canvas,其中我使用 "fillText" 和一个字符串,例如 "Whosebug"。然后我读取 canvas 的图像数据以挑选出该文本的每个像素。
我想从像素中选取以下内容:x 位置、y 位置及其颜色。然后我想用这些像素遍历该数组,这样我就可以逐个像素地拉回文本,这样我就可以完全控制每个像素,例如可以为它们设置动画。
然而,我并没有像我想要的那样顺利。查看我的附加图片,您会看到顶部文本与我为每个像素使用 fillRect 绘制的文本之间的差异。关于如何使新文本看起来像 "fillText" 文本的任何帮助?
谢谢
更新:添加了我的代码
var _particles = [];
var _canvas, _ctx, _width, _height;
(function(){
init();
})();
function init(){
setupParticles(getTextCanvasData());
}
function getTextCanvasData(){
// var w = 300, h = 150, ratio = 2;
_canvas = document.getElementById("textCanvas");
// _canvas.width = w * ratio;
// _canvas.height = h * ratio;
// _canvas.style.width = w + "px";
// _canvas.style.height = h + "px";
_ctx = _canvas.getContext("2d");
_ctx.fillStyle = "rgb(0, 154, 253)";
// _ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
var str = "Whosebug";
_ctx.font = "32px EB Garamond";
_ctx.fillText(str,0,23);
_width = _canvas.width;
_height = _canvas.height;
var data32 = new Uint32Array(_ctx.getImageData(0, 0, _width, _height).data.buffer);
var positions = [];
for(i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
positions.push({
x: (i % _width),
y: ((i / _width)|0),
});
}
}
return positions;
}
function setupParticles(positions){
var i = positions.length;
var particles = [];
while(i--){
var p = new Particle();
p.init(positions[i]);
_particles.push(p);
drawParticle(p);
}
}
function drawParticle(particle){
var x = particle.x;
var y = particle.y;
_ctx.beginPath();
_ctx.fillRect(x, y, 1, 1);
_ctx.fillStyle = 'green';
}
function Particle(){
this.init = function(pos){
this.x = pos.x;
this.y = pos.y + 30;
this.x0 = this.x;
this.y0 = this.y;
this.xDelta = 0;
this.yDelta = 0;
}
}
这是对您的代码的更新,它重用了每个像素的 alpha 分量。仍然会有一些细节丢失,因为我们没有保留像素的抗锯齿(这实际上改变了打印的实际颜色),但对于这个例子,alpha 就足够了。
var _particles = [];
var _canvas, _ctx, _width, _height;
(function(){
init();
})();
function init(){
setupParticles(getTextCanvasData());
}
function getTextCanvasData(){
// var w = 300, h = 150, ratio = 2;
_canvas = document.getElementById("textCanvas");
// _canvas.width = w * ratio;
// _canvas.height = h * ratio;
// _canvas.style.width = w + "px";
// _canvas.style.height = h + "px";
_ctx = _canvas.getContext("2d");
_ctx.imageSmoothingEnabled= false;
_ctx.fillStyle = "rgb(0, 154, 253)";
// _ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
var str = "Whosebug";
_ctx.font = "32px EB Garamond";
_ctx.fillText(str,0,23);
_width = _canvas.width;
_height = _canvas.height;
var pixels = _ctx.getImageData(0, 0, _width, _height).data;
var data32 = new Uint32Array(pixels.buffer);
var positions = [];
for(i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
positions.push({
x: (i % _width),
y: ((i / _width)|0),
a: pixels[i*4 + 3] / 255
});
}
}
return positions;
}
function setupParticles(positions){
var i = positions.length;
var particles = [];
while(i--){
var p = new Particle();
p.init(positions[i]);
_particles.push(p);
drawParticle(p);
}
}
function drawParticle(particle){
var x = particle.x;
var y = particle.y;
_ctx.beginPath();
_ctx.fillStyle = `rgba(0,128,0,${particle.alpha})`;
_ctx.fillRect(x, y, 1, 1);
}
function Particle(){
this.init = function(pos){
this.x = pos.x;
this.y = pos.y + 30;
this.x0 = this.x;
this.y0 = this.y;
this.xDelta = 0;
this.yDelta = 0;
this.alpha = pos.a;
}
}
<canvas id="textCanvas"></canvas>