问题
How can I pinch/pucker some area of an image in canvas?
I've made a solar system animation some time ago, and I started rewriting it. Now, I want to add gravity effect to masses. To make the effect visible, I turned the background into a grid and I'll be modifying it.
Desired effect is something like this (made in PS)
context.background("rgb(120,130,145)");
context.grid(25, "rgba(255,255,255,.1)");
var sun = {
fill : "rgb(220,210,120)",
radius : 30,
boundingBox : 30*2 + 3*2,
position : {
x : 200,
y : 200,
},
};
sun.img = saveToImage(sun);
context.drawImage(sun.img, sun.position.x - sun.boundingBox/2, sun.position.y - sun.boundingBox/2);
jsFiddle
Update: I've done some googling and found some resources, but since I've never done pixel manipulation before, I can't put these together.
Pixel Distortions with Bilinear Filtration in HTML5 Canvas | Splashnology.com (functions only)
glfx.js (WebGL library with demos)
jsFiddle (spherize, zoom, twirl examples)
The spherize effect in inverted form would be good for the job, I guess.
回答1:
UPDATED answer I have improved the performance significantly but reduced the flexibility.
To get a pinch effect you need to use a mask and then redraw the image with the mask. In this case you use a circular mask that you shrink as you draw zoomed in or out copies of the original. The effect is a buldge or pinch.
There is a quality setting that will give you from sub pixel rendering up to very rough. As with these things you sacrifice speed for quality.
I would not recommend this as a final solution to your requirements because of the inconsistent rendering speed between hardware and browsers.
For consistent results you need to use webGL. If I get time I will write a shader to do that if there is not already on on ShaderToy
So this is a pure canvas 2d solution. Canvas 2d can do anything, it just cant do it as quickly as webGL but it can come close.
UPDATE: Have re written example to improve the speed. Now runs a lot faster using clip rather than a pixel mask. Though new version is limited to pinch bulge on both axis at the same time.
See code comments for more info. I have tried to explain it best I can, if you have question do ask. I wish I could have given you a perfect answer but canvas 2d API needs to grow up some more before things like this can be more reliable.
var canvas = document.getElementById("canV");
var ctx = canvas.getContext("2d");
var createImage= function(w,h){ // create a image of requier size
var image = document.createElement("canvas");
image.width = w;
image.height =h;
image.ctx = image.getContext("2d"); // tack the context onto the image
return image;
}
// amountX amountY the amount of the effect
// centerX,centerY the center of the effect
// quality the quality of the effect. The smaller the vall the higher the quallity but the slower the processing
// image, the input image
// mask an image to hold the mask. Can be a different size but that will effect quality
// result, the image onto which the effect is rendered
var pinchBuldge = function(amountX,quality,image,result){
var w = image.width;
var h = image.height;
var easeW = (amountX/w)*4; // down unit 0 to 4 top to bottom
var wh = w/2; // half size for lazy coder
var hh = h/2;
var stepUnit = (0.5/(wh))*quality;
result.ctx.drawImage(image,0,0);
for(i = 0; i < 0.5; i += stepUnit){ // all done in normalised size
var r = i*2; // normalise i
var x = r*wh; // get the clip x destination pos relative to center
var y = r*hh; // get the clip x destination pos relative to center
var xw = w-(x*2); // get the clip destination width
var rx = (x)*easeW; // get the image source pos
var ry = (y)*easeW;
var rw = w-(rx*2); // get the image source size
var rh = h-(ry*2);
result.ctx.save();
result.ctx.beginPath();
result.ctx.arc(wh,hh,xw/2,0,Math.PI*2);
result.ctx.clip();
result.ctx.drawImage(image,rx,ry,rw,rh,0,0,w,h);
result.ctx.restore();
}
// all done;
}
// create the requiered images
var imageSize = 256; // size of image
var image = createImage(imageSize,imageSize); // the original image
var result = createImage(imageSize,imageSize); // the result image
image.ctx.fillStyle = "#888"; // add some stuff to the image
image.ctx.fillRect(0,0,imageSize,imageSize); // fil the background
// draw a grid Dont need to comment this I hope it is self evident
var gridCount = 16;
var grid = imageSize/gridCount;
var styles = [["black",8],["white",2]];
styles.forEach(function(st){
image.ctx.strokeStyle = st[0];
image.ctx.lineWidth = st[1];
for(var i = 0; i < 16; i++){
image.ctx.moveTo(i*grid,0);
image.ctx.lineTo(i*grid,imageSize)
image.ctx.moveTo(0,i*grid);
image.ctx.lineTo(imageSize,i*grid)
}
image.ctx.moveTo(0,imageSize-1);
image.ctx.lineTo(imageSize,imageSize-1)
image.ctx.moveTo(imageSize-1,0);
image.ctx.lineTo(imageSize-1,imageSize)
image.ctx.stroke()
});
var timer = 0;
var rate = 0.05
// Quality 0.5 is sub pixel high quality
// 1 is pixel quality
// 2 is every 2 pixels
var quality = 1.5; // quality at OK
function update(){
timer += rate;
var effectX = Math.sin(timer)*(imageSize/4);
pinchBuldge(effectX,quality,image,result);
ctx.drawImage(result,0,0);
setTimeout(update,10); // do the next one in 100 milliseconds
}
update();
.canC {
width:256px;
height:256px;
}
<canvas class="canC" id="canV" width=256 height=256></canvas>
回答2:
I've had time to revisit this problem and came up with a solution. Instead of solving the problem directly, first, I needed to understand how the math behind the calculation and pixel manipulation works.
So, instead of using an image/pixels, I decided to use particles
. A JavaScript object is something I'm much more familiar with, so it was easy to manipulate.
I'll not try to explain the method because I think it's self-explanatory, and I tried to keep it as simple as it can get.
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
var particles = [];
function Particle() {
this.position = {
actual : {
x : 0,
y : 0
},
affected : {
x : 0,
y : 0
},
};
}
// space between particles
var gridSize = 25;
var columns = canvas.width / gridSize;
var rows = canvas.height / gridSize;
// create grid using particles
for (var i = 0; i < rows+1; i++) {
for (var j = 0; j < canvas.width; j += 2) {
var p = new Particle();
p.position.actual.x = j;
p.position.actual.y = i * gridSize;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
for (var i = 0; i < columns+1; i++) {
for (var j = 0; j < canvas.height; j += 2) {
var p = new Particle();
p.position.actual.x = i * gridSize;
p.position.actual.y = j;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
// track mouse coordinates as it is the source of mass/gravity
var mouse = {
x : -100,
y : -100,
};
var effectRadius = 75;
var effectStrength = 50;
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach(function (particle) {
// move the particle to its original position
particle.position.affected = Object.create(particle.position.actual);
// calculate the effect area
var a = mouse.y - particle.position.actual.y;
var b = mouse.x - particle.position.actual.x;
var dist = Math.sqrt(a*a + b*b);
// check if the particle is in the affected area
if (dist < effectRadius) {
// angle of the mouse relative to the particle
var a = angle(particle.position.actual.x, particle.position.actual.y, mouse.x, mouse.y);
// pull is stronger on the closest particle
var strength = dist.map(0, effectRadius, effectStrength, 0);
if (strength > dist) {
strength = dist;
}
// new position for the particle that's affected by gravity
var p = pos(particle.position.actual.x, particle.position.actual.y, a, strength);
particle.position.affected.x = p.x;
particle.position.affected.y = p.y;
}
context.beginPath();
context.rect(particle.position.affected.x -1, particle.position.affected.y -1, 2, 2);
context.fill();
});
}
draw();
window.addEventListener("mousemove", function (e) {
mouse.x = e.x - canvas.offsetLeft;
mouse.y = e.y - canvas.offsetTop;
requestAnimationFrame(draw);
});
function angle(originX, originY, targetX, targetY) {
var dx = targetX - originX;
var dy = targetY - originY;
var theta = Math.atan2(dy, dx) * (180 / Math.PI);
if (theta < 0) theta = 360 + theta;
return theta;
}
Number.prototype.map = function (in_min, in_max, out_min, out_max) {
return (this - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
};
function pos(x, y, angle, length) {
angle *= Math.PI / 180;
return {
x : Math.round(x + length * Math.cos(angle)),
y : Math.round(y + length * Math.sin(angle)),
};
}
* {
margin: 0;
padding: 0;
box-sizing: inherit;
line-height: inherit;
font-size: inherit;
font-family: inherit;
}
body {
font-family: sans-serif;
box-sizing: border-box;
background-color: hsl(0, 0%, 90%);
}
canvas {
display: block;
background: white;
box-shadow: 0 0 2px rgba(0, 0, 0, .2), 0 1px 1px rgba(0, 0, 0, .1);
margin: 20px auto;
}
canvas:hover {
cursor: none;
}
<canvas id="canvas"></canvas>
I might try to create twirl effect some other time, and move these into WebGL for better performance.
Update:
Now, I'm working on the twirl effect, and I've made it work to some degree.
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
var particles = [];
function Particle() {
this.position = {
actual : {
x : 0,
y : 0
},
affected : {
x : 0,
y : 0
},
};
}
// space between particles
var gridSize = 25;
var columns = canvas.width / gridSize;
var rows = canvas.height / gridSize;
// create grid using particles
for (var i = 0; i < rows+1; i++) {
for (var j = 0; j < canvas.width; j += 2) {
var p = new Particle();
p.position.actual.x = j;
p.position.actual.y = i * gridSize;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
for (var i = 0; i < columns+1; i++) {
for (var j = 0; j < canvas.height; j += 2) {
var p = new Particle();
p.position.actual.x = i * gridSize;
p.position.actual.y = j;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
// track mouse coordinates as it is the source of mass/gravity
var mouse = {
x : -100,
y : -100,
};
var effectRadius = 75;
var twirlAngle = 90;
function draw(e) {
context.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach(function (particle) {
// move the particle to its original position
particle.position.affected = Object.create(particle.position.actual);
// calculate the effect area
var a = mouse.y - particle.position.actual.y;
var b = mouse.x - particle.position.actual.x;
var dist = Math.sqrt(a*a + b*b);
// check if the particle is in the affected area
if (dist < effectRadius) {
// angle of the particle relative to the mouse
var a = angle(mouse.x, mouse.y, particle.position.actual.x, particle.position.actual.y);
var strength = dist.map(0, effectRadius, twirlAngle, 0);
// twirl
a += strength;
// new position for the particle that's affected by gravity
var p = rotate(a, dist, mouse.x, mouse.y);
particle.position.affected.x = p.x;
particle.position.affected.y = p.y;
}
context.beginPath();
context.rect(particle.position.affected.x -1, particle.position.affected.y -1, 2, 2);
context.fillStyle = "black";
context.fill();
});
}
draw();
window.addEventListener("mousemove", function (e) {
mouse.x = e.x - canvas.offsetLeft;
mouse.y = e.y - canvas.offsetTop;
requestAnimationFrame(draw);
});
function angle(originX, originY, targetX, targetY) {
var dx = targetX - originX;
var dy = targetY - originY;
var theta = Math.atan2(dy, dx) * (180 / Math.PI);
if (theta < 0) theta = 360 + theta;
return theta;
}
Number.prototype.map = function (in_min, in_max, out_min, out_max) {
return (this - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
};
function pos(x, y, angle, length) {
angle *= Math.PI / 180;
return {
x : Math.round(x + length * Math.cos(angle)),
y : Math.round(y + length * Math.sin(angle)),
};
}
function rotate(angle, distance, originX, originY) {
return {
x : originX + Math.cos(angle * Math.PI/180) * distance,
y : originY + Math.sin(angle * Math.PI/180) * distance,
}
}
* {
margin: 0;
padding: 0;
box-sizing: inherit;
line-height: inherit;
font-size: inherit;
font-family: inherit;
}
body {
font-family: sans-serif;
box-sizing: border-box;
background-color: hsl(0, 0%, 90%);
}
canvas {
display: block;
background: white;
box-shadow: 0 0 2px rgba(0, 0, 0, .2), 0 1px 1px rgba(0, 0, 0, .1);
margin: 20px auto;
}
<canvas id="canvas"></canvas>
There is a slight issue with the mapping of strength of the twirl. I've used the same function map
that I've used with pinch effect, but I think twirl doesn't use linear mapping, but eased mapping. Compare the JS version with the PS filter. PS filter is smoother. I need to rewrite the map
function.
Update 2:
I've managed to make it work the same way PS filter does. Using an ease function, i.e., easeOutQuad
solved the problem. Enjoy :)
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
var particles = [];
function Particle() {
this.position = {
actual : {
x : 0,
y : 0
},
affected : {
x : 0,
y : 0
},
};
}
// space between particles
var gridSize = 25;
var columns = canvas.width / gridSize;
var rows = canvas.height / gridSize;
// create grid using particles
for (var i = 0; i < rows+1; i++) {
for (var j = 0; j < canvas.width; j+=2) {
var p = new Particle();
p.position.actual.x = j;
p.position.actual.y = i * gridSize;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
for (var i = 0; i < columns+1; i++) {
for (var j = 0; j < canvas.height; j+=2) {
var p = new Particle();
p.position.actual.x = i * gridSize;
p.position.actual.y = j;
p.position.affected = Object.create(p.position.actual);
particles.push(p);
}
}
// track mouse coordinates as it is the source of mass/gravity
var mouse = {
x : -100,
y : -100,
};
var effectRadius = 75;
var twirlAngle = 90;
function draw(e) {
context.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach(function (particle) {
// move the particle to its original position
particle.position.affected = Object.create(particle.position.actual);
// calculate the effect area
var a = mouse.y - particle.position.actual.y;
var b = mouse.x - particle.position.actual.x;
var dist = Math.sqrt(a*a + b*b);
// check if the particle is in the affected area
if (dist < effectRadius) {
// angle of the particle relative to the mouse
var a = angle(mouse.x, mouse.y, particle.position.actual.x, particle.position.actual.y);
var strength = twirlAngle - easeOutQuad(dist, 0, twirlAngle, effectRadius);
// twirl
a += strength;
// new position for the particle that's affected by gravity
var p = rotate(a, dist, mouse.x, mouse.y);
particle.position.affected.x = p.x;
particle.position.affected.y = p.y;
}
context.beginPath();
context.rect(particle.position.affected.x-1, particle.position.affected.y-1, 2, 2);
context.fillStyle = "black";
context.fill();
});
}
draw();
window.addEventListener("mousemove", function (e) {
mouse.x = e.x - canvas.offsetLeft;
mouse.y = e.y - canvas.offsetTop;
requestAnimationFrame(draw);
});
function easeOutQuad(t, b, c, d) {
t /= d;
return -c * t*(t-2) + b;
};
function angle(originX, originY, targetX, targetY) {
var dx = targetX - originX;
var dy = targetY - originY;
var theta = Math.atan2(dy, dx) * (180 / Math.PI);
if (theta < 0) theta = 360 + theta;
return theta;
}
Number.prototype.map = function (in_min, in_max, out_min, out_max) {
return (this - in_min) / (in_max - in_min) * (out_max - out_min) + out_min;
};
function pos(x, y, angle, length) {
angle *= Math.PI / 180;
return {
x : Math.round(x + length * Math.cos(angle)),
y : Math.round(y + length * Math.sin(angle)),
};
}
function rotate(angle, distance, originX, originY) {
return {
x : originX + Math.cos(angle * Math.PI/180) * distance,
y : originY + Math.sin(angle * Math.PI/180) * distance,
}
}
* {
margin: 0;
padding: 0;
box-sizing: inherit;
line-height: inherit;
font-size: inherit;
font-family: inherit;
}
body {
font-family: sans-serif;
box-sizing: border-box;
background-color: hsl(0, 0%, 90%);
}
canvas {
display: block;
background: white;
box-shadow: 0 0 2px rgba(0, 0, 0, .2), 0 1px 1px rgba(0, 0, 0, .1);
margin: 20px auto;
}
<canvas id="canvas"></canvas>
来源:https://stackoverflow.com/questions/33402497/pinch-pucker-an-image-in-canvas