抖动 (Floyd-Steinberg) 仅更新 p5.js 中的部分图形对象

Dithering (Floyd-Steinberg) only updates part of graphics object in p5.js

我正在尝试在 P5.js 草图中实现 Floyd-Steinberg 抖动,方法是在图形对象(在设置中)中预先抖动一堆圆圈,然后再绘制它们。

但是,我一直 运行 解决只有一部分圆圈抖动,其余看起来正常的问题。欢迎提出任何建议,因为我对发生的事情真的很困惑。

setup():

let circs;
function setup() {
  //...
  createCanvas(1000,1000);
  let size = 200;
  circs = [];
  circs.push({
    gfx: createGraphics(size, size),
    size: size,
    color: color(random(255))
  });
  for (let i = 0; i < circs.length; i++)
    dither(circs[i]);
  // ...
}

draw():

function draw() {
  if (!paused) {
    background(bg);
    drawShadow(4);  // just a call to the drawingContext shadow

    for (let i = 0; i < circs.length; i++) {
      push();
      translate(width / 2, height / 2);
      imageMode(CENTER);
      image(circs[i].gfx, 0, 0);
      pop();
    }
  }
}

floyd-steinberg - based on https://openprocessing.org/sketch/1192123

function index(x, y, g) {
  return (x + y * g.width) * 4;
}

function dither(g) {
  g.loadPixels();
  for (let y = 0; y < g.height - 1; y++) {
    for (let x = 1; x < g.width - 1; x++) {
      let oldr = g.pixels[index(x, y, g)];
      let oldg = g.pixels[index(x, y, g) + 1];
      let oldb = g.pixels[index(x, y, g) + 2];

      let factor = 1.0;
      let newr = round((factor * oldr) / 255) * (255 / factor);
      let newg = round((factor * oldg) / 255) * (255 / factor);
      let newb = round((factor * oldb) / 255) * (255 / factor);

      g.pixels[index(x, y, g)] = newr;
      g.pixels[index(x, y, g) + 1] = newg;
      g.pixels[index(x, y, g) + 2] = newb;

      g.pixels[index(x + 1, y, g)] += ((oldr - newr) * 7) / 16.0;
      g.pixels[index(x + 1, y, g) + 1] += ((oldr - newr) * 7) / 16.0;
      g.pixels[index(x + 1, y, g) + 2] += ((oldr - newr) * 7) / 16.0;

      g.pixels[index(x - 1, y + 1, g)] += ((oldr - newr) * 3) / 16.0;
      g.pixels[index(x - 1, y + 1, g) + 1] += ((oldr - newr) * 3) / 16.0;
      g.pixels[index(x - 1, y + 1, g) + 2] += ((oldr - newr) * 3) / 16.0;

      g.pixels[index(x, y + 1, g)] += ((oldr - newr) * 5) / 16.0;
      g.pixels[index(x, y + 1, g) + 1] += ((oldr - newr) * 5) / 16.0;
      g.pixels[index(x, y + 1, g) + 2] += ((oldr - newr) * 5) / 16.0;

      g.pixels[index(x + 1, y + 1, g)] += ((oldr - newr) * 1) / 16.0;
      g.pixels[index(x + 1, y + 1, g) + 1] += ((oldr - newr) * 1) / 16.0;
      g.pixels[index(x + 1, y + 1, g) + 2] += ((oldr - newr) * 1) / 16.0;
    }
  }
  g.updatePixels();
}

我不确定我遗漏了什么,因为抖动算法在高度和宽度上循环,然后 应该 更新,但我想我遗漏了什么。

p5.Graphics 对象具有从草图继承的 pixelDensity。当像素密度 > 1 时,对于高 DPI 显示器,您需要在计算像素索引时考虑到这一点:

function index(x, y, g) {
  const d = g.pixelDensity();
  return (x + y * g.width * d) * 4;
}

当您处理像素时,您需要将 x 和 y 的最大值加倍。

这里演示了 pixelDensity 的效果(以及你是否处理它):

let g;
function setup() {
  createCanvas(400, 400);
  g = createGraphics(width, height);
  redrawGraphics();
  noLoop();
  setInterval(
    () => {
      redrawGraphics(frameCount % 2);
      redraw();
    },
    2000
  );
}

function index(x, y, g, d) {
  return (x + y * g.width * d) * 4;
}

function redrawGraphics(hdpi) {
  const d = hdpi ? pixelDensity() : 1;
  
  g.background(0);
  g.loadPixels();
  for (let y = 0; y < height * 2; y++) {
    for (let x = 0; x < width * 2; x++) {
      let ix = index(x, y, g, d);
      let r = map(sin((x - y) / width * TWO_PI), -1, 1, 0, 255);
      
      g.pixels[ix] = r;
      g.pixels[ix + 1] = 0;
      g.pixels[ix + 2] = 0;
      g.pixels[ix + 3] = 255;
    }
  }
  g.updatePixels();
}

function draw() {
  image(g, 0, 0);
}
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