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Canvas is used to display images on web pages , and the content can be customized. Basically it is a bitmap that can be operated with JavaScript
Canvas API is used to generate images in real time on web pages, JavaScript. Manipulate image content through API. The advantages of this are: reducing the number of HTTP requests, reducing downloaded data, speeding up web page loading time, and enabling real-time processing of images.
Before use, you first need to build a Canvas. Web page element.
<canvas id="myCanvas" width="400" height="200"> 您的浏览器不支持canvas! </canvas>
If the browser does not support canvas, the text in the middle of the canvas tag will be displayed - "Your browser does not support canvas!"
Then, . Use JavaScript to get the DOM object of canvas.
var canvas = document.getElementById('myCanvas');
Next, check whether the browser supports the Canvas API by seeing if the getContext method is deployed. Use the getContext('2d') method to initialize the context of the flat image.
if (canvas.getContext) { //some code here}
Now the flat image is generated in the middle of the canvas.
( 1) Fill color
var ctx = canvas.getContext('2d');(2) Draw a rectangle ## Draw a solid rectangle. ##Draw a hollow rectangle
ctx.fillStyle = "#000000";//设置填充色为黑色ctx.strokeStyle = "#FF6600"; //设置笔触颜色
ctx.fillStyle = "#000000";//填充颜色,即矩形颜色ctx.fillRect(x, y, width, height);
(3) Draw a pathctx.strokeStyle = "#FF6600"; //笔触颜色,即矩形边框颜色ctx.strokeRect(x, y, width, height);
Methods for drawing sectors.
ctx.clearRect(x, y, width, height);
The x and y parameters of the arc method are the coordinates of the center of the circle, radius is the radius, and startAngle and endAngle are. It is the starting angle and ending angle of the sector (expressed in degrees). anticlockwise indicates whether the drawing should be drawn counterclockwise (true) or clockwise (false)
Draw a solid circle. #
ctx.beginPath(); //开始路径绘制 ctx.moveTo(20, 20); //设置路径起点 ctx.lineTo(200, 20); //绘制一条到200, 20的直线 ctx.lineWidth = 1.0; //设置线宽 ctx.strokeStyle = "#CC0000"; //设置线的颜色 ctx.stroke(); //进行线的着色,这时整条线才变得可见Draw a hollow circle
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
(5) Draw text
##The fillText method is used to add text, and the strokeText method is used. Before adding hollow words, you need to set the font, text direction, color and other
properties. The ctx.beginPath();
ctx.arc(60, 60, 50, 0, Math.PI*2, true);
ctx.fillStyle = "#000000";
ctx.fill();
fillText method does not support text line breaks, that is, all text appears in one line. So if you want to generate multiple lines of text, you can only call the fillText method multiple times.
2.1 GradientSet the gradient color.
ctx.beginPath(); ctx.arc(60, 60, 50, 0, Math.PI*2, true); ctx.lineWidth = 1.0; ctx.strokeStyle = "#000"; ctx.stroke();
The parameters of the addColorStop method are (offset, color), where offset is a floating point value ranging from 0.0 to 1.0, representing the part between the start point and the end point of the gradient, offset 0 corresponds to the starting point, offset is 1 corresponding to the end point, and color is a string representation of the CSS color value.
ctx.font = "Bold 20px Arial"; //设置字体 ctx.textAlign = "left"; //设置对齐方式 ctx.fillStyle = "#008600"; //设置填充颜色 ctx.fillText("Hello!", 10, 50); //设置字体内容,以及在画布上的位置 ctx.strokeText("Hello!", 10, 100); //绘制空心字
2.2 Shadow
var myGradient = ctx.createLinearGradient(0, 0, 0, 160); myGradient.addColorStop(0, "#BABABA"); myGradient.addColorStop(1, "#636363");
3, Image processingMethod
3.1 Insert image
canvas allows you to insert image files into the canvas. After reading the image, use the drawImage method to redraw it in the canvas.
ctx.fillStyle = myGradient; ctx.fillRect(10, 10, 200, 100);Since the loading of the image takes time, the drawImage method can only be called after the image is completely loaded, so the above code needs to be rewritten.
ctx.shadowOffsetX = 10; //设置水平位移 ctx.shadowOffsetY = 10; //设置垂直位移 ctx.shadowBlur = 5; //设置模糊度 ctx.shadowColor = "rgba(0, 0, 0, 0.5)"; //设置阴影颜色 ctx.fillStyle = "#CC0000"; ctx.fillRect(10, 10, 200, 100);
3.2 Read the contents of CanvasThe getImageData method can be used to read the contents of Canvas and return an object containing the information of each pixel.
var img = new Image(); img.src = "image.png"; ctx.drawImage(img, 0, 0); //设置对应的图像对象,以及它在画布上的位置
The imageData object has a data attribute, and its value is a one-dimensional array. The value of this array is the red, green, blue, and alpha channel values of each pixel in sequence. Therefore, the length of the array is equal to the pixel width of the image * the pixel height of the image * 4, and the range of each value is 0~255. This array is not only readable, but also writable, so by manipulating the values of this array, you can achieve the purpose of operating images. After modifying this array, use the putImageData method to rewrite the array contents back to the Canvas.
var image = new Image(); image.onload = function() { if (image.width != canvas.width) { canvas.width = image.width; } if (image.height != canvas.height) { canvas.height = image.height; } ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.drawImage(image, 0, 0); } image.src = "image.png";
Assuming that filter is a
function that processes pixels, then the entire Canvas processing process can be represented by the following code. var imageData = context.getImageData(0, 0, canvas.width, canvas.height);
The following are several common processing methods.
(1)灰度效果
灰度图(grayscale)就是取红、绿、蓝三个像素值的算术平均值,这实际上将图像转成了黑白形式。假定d[i]是像素数组中一个像素的红色值,则d[i+1]为绿色值,d[i+2]为蓝色值,d[i+3]就是alpha通道值。转成灰度的算法,就是将红、绿、蓝三个值相加后除以3,再将结果写回数组。
grayscale = function(pixels) { var d = pixels.data; for (var i = 0; i < d.length; i += 4) { var r = d[i]; var g = d[i + 1]; var b = d[i + 2]; d[i] = d[i + 1] = d[i + 2] = (r + g + b) / 3; } return pixels; }
(2)复古效果
复古效果(sepia)则是将红、绿、蓝三个像素,分别取这三个值的某种加权平均值,使得图像有一种古旧的效果。
sepia = function(pixels) { var d = pixels.data; for (var i = 0; i < d.length; i +=4) { var r = d[i]; var g = d[i + 1]; var b = d[i + 2]; d[i] = (r * 0.393) + (g * 0.769) + (b * 0.189); //red d[i + 1] = (r * 0.349) + (g * 0.686) + (b * 0.168); //green d[i + 2] = (r * 0.272) + (g * 0.534) + (b * 0.131); //blue } return pixels; }
(3)红色蒙版效果
红色蒙版指的是,让图像呈现一种偏红的效果。算法是将红色通道设为红、绿、蓝三个值的平均值,而将绿色通道和蓝色通道都设为0。
red = function(pixels) { var d = pixels.data; for (var i = 0; i < d.length; i += 4) { var r = d[i]; var g = d[i + 1]; var b = d[i + 2]; d[i] = (r + g + b) / 3; //红色通道取平均值 d[i + 1] = d[i + 2] = 0; } return pixels; }
(4)亮度效果
亮度效果(brightness)是指让图像变得更亮或更暗。算法将红色通道、绿色通道、蓝色通道,同时加上一个正值或负值。
brightness = function(pixels, delta) { var d = pixels.data; for (var i = 0; i < d.length; i += 4) { d[i] += delta; //red d[i + 1] += delta; //green d[i + 2] += delta; //blue } return pixels; }
(5)反转效果
反转效果(invert)是指图片呈现一种色彩颠倒的效果。算法为红、绿、蓝通道都取各自的相反值(255 - 原值)。
invert = function(pixels) { var d = pixels.data; for (var i = 0; i < d.length; i += 4) { d[i] = 255 - d[i]; d[i + 1] = 255 - d[i + 1]; d[i + 2] = 255 - d[i + 2]; } return pixels; }
对图像数据作出修改以后,可以使用toDataURL方法,将Canvas数据重新转化成一般的图像文件形式。
<p style="margin-bottom: 7px;">function convertCanvasToImage(canvas) { <br/>var image = new Image();<br/> image.src = canvas.toDataURL("image/png"); <br/> return image;<br/>}</p>
save方法用于保存上下文环境,restore方法用于恢复到上一次保存的上下文环境。
ctx.save(); ctx.shadowOffsetX = 10; ctx.shadowOffsetY = 10; ctx.shadowBlur = 5; ctx.shadowColor = "rgba(0, 0, 0, 0.5)"; ctx.fillStyle = "#CC0000"; ctx.fillRect(10, 10, 150, 150); ctx.restore(); ctx.fillStyle = "#000000"; ctx.fillRect(180, 10, 150, 100);
上面的代码一共绘制了两个矩形,前一个有阴影,后一个没有。
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