通过 Three.js 中的 getImageData 像素颜色数据循环制作多个立方体
Making Multiple Cubes from Looping Through getImageData pixel color data in Three.js
我使用一个简单的 3x3.png 文件从中检索 color/opacity 数据。 (9个像素中的每一个都是不同的color/opacity)。
.png 已加载并且应该位于屏幕外单独的 canvas 然后 9 个立方体应该以 3x3 的形式绘制。
我认为这真的很接近工作,但显然有些地方不对。
<!DOCTYPE html>
<head>
<title>a png made into cubes per pixel</title>
<style>body {margin: 0px;background-color: #99F;overflow: hidden;}</style>
<script src="js/three.min.js"></script>
</head>
<body>
<!-- the 3x3 png image pre-loading -->
<img id='image1' src='3x3.png' onload="javascript:loaded();">
<canvas id='canvas'></canvas>
<script>
function loaded(){
var img = new Image();
img.src = document.getElementById("image1").src;
var ctx = document.getElementById("canvas").getContext("2d");
ctx.drawImage(img, 0, 0);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
for (ix = 0; ix < img.width; ix++) {
for (iy = 0; iy < img.height; iy++) {
// get next pixel data
var data = ctx.getImageData( ix, iy, 1, 1 ).data;
var floats = data.slice( 0, 4 ).map( function( val ) { return val / 255; });
var computedcolor = THREE.Color( floats[0], floats[1], floats[2] );
var computedopacity = floats[4];
var material = new THREE.MeshBasicMaterial( { color: computedcolor, opacity: computedopacity, side: THREE.DoubleSide } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = ix; //move the cube positions to rebuild the image using cubes instead of pixels
cube.position.y = iy;
}
}
var render = function () {
requestAnimationFrame( render );
camera.position.z = camera.position.z + .01;
renderer.render(scene, camera);
}
render();
}
</script>
</body>
</html>
var computedopacity = floats[4]
应该是 var computedopacity = floats[3]
。
不过,我不知道这样能不能解决问题。我没有尝试找出问题所在,而是从头开始编写您要执行的操作:
function boxelizeImage( image ) {
// 2D
var canvas = document.createElement( 'canvas' );
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0 );
var data = context.getImageData( 0, 0, canvas.width, canvas.height ).data;
// 3D
var group = new THREE.Group();
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
for ( var i = 0, j = 0; i < data.length; i += 4, j ++ ) {
var color = new THREE.Color();
color.fromArray( data, i );
color.multiplyScalar( 1 / 255 );
if ( color.getHex() === 0 ) continue;
var material = new THREE.MeshBasicMaterial( {
color: color,
wireframe: true,
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = j % canvas.width;
mesh.position.y = - Math.floor( j / canvas.width );
group.add( mesh );
}
return group;
}
//
var camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 500 );
camera.position.x = 15;
camera.position.y = -10;
camera.position.z = 80;
var scene = new THREE.Scene();
var image = new Image();
image.addEventListener( 'load', function () {
var group = boxelizeImage( image );
scene.add( group );
renderer.render( scene, camera );
} );
image.src = '../img/logo.png';
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
我使用一个简单的 3x3.png 文件从中检索 color/opacity 数据。 (9个像素中的每一个都是不同的color/opacity)。
.png 已加载并且应该位于屏幕外单独的 canvas 然后 9 个立方体应该以 3x3 的形式绘制。
我认为这真的很接近工作,但显然有些地方不对。
<!DOCTYPE html>
<head>
<title>a png made into cubes per pixel</title>
<style>body {margin: 0px;background-color: #99F;overflow: hidden;}</style>
<script src="js/three.min.js"></script>
</head>
<body>
<!-- the 3x3 png image pre-loading -->
<img id='image1' src='3x3.png' onload="javascript:loaded();">
<canvas id='canvas'></canvas>
<script>
function loaded(){
var img = new Image();
img.src = document.getElementById("image1").src;
var ctx = document.getElementById("canvas").getContext("2d");
ctx.drawImage(img, 0, 0);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
for (ix = 0; ix < img.width; ix++) {
for (iy = 0; iy < img.height; iy++) {
// get next pixel data
var data = ctx.getImageData( ix, iy, 1, 1 ).data;
var floats = data.slice( 0, 4 ).map( function( val ) { return val / 255; });
var computedcolor = THREE.Color( floats[0], floats[1], floats[2] );
var computedopacity = floats[4];
var material = new THREE.MeshBasicMaterial( { color: computedcolor, opacity: computedopacity, side: THREE.DoubleSide } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = ix; //move the cube positions to rebuild the image using cubes instead of pixels
cube.position.y = iy;
}
}
var render = function () {
requestAnimationFrame( render );
camera.position.z = camera.position.z + .01;
renderer.render(scene, camera);
}
render();
}
</script>
</body>
</html>
var computedopacity = floats[4]
应该是 var computedopacity = floats[3]
。
不过,我不知道这样能不能解决问题。我没有尝试找出问题所在,而是从头开始编写您要执行的操作:
function boxelizeImage( image ) {
// 2D
var canvas = document.createElement( 'canvas' );
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0 );
var data = context.getImageData( 0, 0, canvas.width, canvas.height ).data;
// 3D
var group = new THREE.Group();
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
for ( var i = 0, j = 0; i < data.length; i += 4, j ++ ) {
var color = new THREE.Color();
color.fromArray( data, i );
color.multiplyScalar( 1 / 255 );
if ( color.getHex() === 0 ) continue;
var material = new THREE.MeshBasicMaterial( {
color: color,
wireframe: true,
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = j % canvas.width;
mesh.position.y = - Math.floor( j / canvas.width );
group.add( mesh );
}
return group;
}
//
var camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 500 );
camera.position.x = 15;
camera.position.y = -10;
camera.position.z = 80;
var scene = new THREE.Scene();
var image = new Image();
image.addEventListener( 'load', function () {
var group = boxelizeImage( image );
scene.add( group );
renderer.render( scene, camera );
} );
image.src = '../img/logo.png';
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );