在加载Image时,getImageData会传递一些零

时间:2016-04-27 16:17:40

标签: javascript google-chrome three.js html5-canvas

我正在加载PNG并尝试检查它是否完全不透明,这意味着alpha通道在整个图像上接近100%。因此,我使用画布和2D上下文来获取像素数据并循环检查alpha值。

令我惊讶的是,我得到整个区域的零(RGBA = [0000]),显然不应该这样。

焦点浏览器:chrome 50.0.2661.87

这是我的代码,它嵌入在 ThreeJS 环境中:

var imageData = zipHandler.zip.file(src); // binary image data

var texture = new THREE.Texture();

var img = new Image();
img.addEventListener( 'load', function ( event ) {

    texture.imageHasTransparency = false; // extend THREEJS Texture by a flag

    if (img.src.substring(imgSrc.length-4).toLowerCase().indexOf("png") > -1 
        || img.src.substring(0, 15).toLowerCase().indexOf("image/png") > -1) {

        var canvas = document.createElement('canvas');
        var context = canvas.getContext('2d');
        context.drawImage(img, 0, 0, img.width, img.height );
        var pixDataContainer = context.getImageData(0, 0, img.width, img.height);
        var pixData = pixDataContainer.data;

        // search for pixel.alpha < 250
        for (var pix = 0, pixDataLen = pixData.length; pix < pixDataLen; pix += 4) {
            if (pixData[pix+3] < 250) {
                texture.imageHasTransparency = true;
                break;
            }
        }
    }

    texture.image = img;
    texture.needsUpdate = true;
    this.removeEventListener('load', arguments.callee, false);

}, false );

var fileExtension = src.substr(src.lastIndexOf(".") + 1);
img.src = "data:image/"+fileExtension+";base64,"+ btoa(imageData.asBinary());

顺序正确:首先定义新的Image(),然后定义onload函数,然后定义源。

1 个答案:

答案 0 :(得分:0)

解决。图像比画布大,因此当context.drawImage()启动时,只填充了部分区域。我根据图像大小设置了画布尺寸,所以现在它可以工作了,我们有

// ...
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = img.width; // !!!!!
canvas.height = img.height; // !!!!
context.drawImage(img, 0, 0, img.width, img.height );
var pixDataContainer = context.getImageData(0, 0, img.width, img.height);
var pixData = pixDataContainer.data;
// ...