像素化使用带有透明PNG的画布调整大小

时间:2017-06-09 13:52:20

标签: javascript image canvas pixel transparent

我想使用canvas选项imageSmoothingEnabled = false来完成像素化效果;所以滚动图像“unblurs”。

在使用透明图像即PNG之前,一切正常。投影的缩放图像保留在背景中。

在用户滚动几个像素之前,图像也不会加载。

我发现canvas.drawImage()函数拥有参数来设置偏移量。但是我还没有找到解决方案。

演示https://jsfiddle.net/aLjfemru/

var ctx = canvas.getContext('2d'),
  img = new Image(),
  play = false;

/// turn off image smoothing - this will give the pixelated effect
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;


/// wait until image is actually available
img.onload = function(){
                image1.src="nf.png";

                context.drawImage(image1, 50, 50, 10, 10);
                };

img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';

/// MAIN function
function pixelate(v) {
  document.getElementById("v").innerHTML = "(v): " + v;

  /// if in play mode use that value, else use slider value
  var size = v * 0.01;

  var w = canvas.width * size;
  var h = canvas.height * size;

  /// draw original image to the scaled size
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.drawImage(img, 0, 0, w, h);
  ctx.drawImage(canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}

function onScroll() {
  $(window).on('scroll', function() {
    var y = window.pageYOffset;
    if (y > 10) {
      y = Math.pow(y, 0.8);
      if (y >= 60) {
        y = 100;
      }
      pixelate(y);
    }
  });
}
onScroll();

1 个答案:

答案 0 :(得分:1)

实现目标的一些快速变化

使用第二个画布进行像素化

在渲染之前等待图像加载。

滚动前不会触发onscroll,因此当图像加载时调用渲染功能以显示图像。



canvas.width = innerWidth-20;
ctx = canvas.getContext("2d");
var ctxImage;
const img = new Image;
img.src = 'https://upload.wikimedia.org/wikipedia/commons/b/bb/Gorgosaurus_BW_transparent.png';
/// wait until image is actually available
img.onload = function(){
     // I dont knwo what this is for so removed the following two lines
    //image1.src="nf.png"; 
    //context.drawImage(image1, 50, 50, 10, 10);
    // Create a canvas to match the image
    var c = document.createElement("canvas");
    canvas.width = Math.min(canvas.width,(c.width = this.naturalWidth));
    canvas.height = c.height = this.naturalHeight;
    ctxImage = c.getContext("2d");
    // changing canvas size resets the state so need to set this again.
    ctx.imageSmoothingEnabled = false;
    onScroll();
    pixelate(100); // call first time
};

ctx.font = "32px arial";
ctx.textAlign = "center";
ctx.fillText("Loading please wait.",ctx.canvas.width /2, ctx.canvas.height / 4);
/// MAIN function
function pixelate(v) {
  document.getElementById("v").innerHTML = "(v): " + v;

  /// if in play mode use that value, else use slider value
  var size = Number(v) * 0.01;

  var w = img.width * size;
  var h = img.height * size;

 
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctxImage.clearRect(0, 0, ctxImage.canvas.width, ctxImage.canvas.height);
  ctxImage.drawImage(img, 0, 0, w, h);
  ctx.drawImage(ctxImage.canvas, 0, 0, w, h, 0, 0, canvas.width, canvas.height);
}

function onScroll() {
  addEventListener("scroll", function() {

    var y = window.pageYOffset;
    if (y > 10) {
      y = Math.pow(y, 0.65);
      if (y >= 100) {
        y = 100;
      }
      pixelate(y);
    }
  });
      
}

#fix {
      position: fixed;
    }

    html {
      height: 2000px;
    }

<div id="fix">
<p id="v" value="Animate">1</p><br />

<canvas id="canvas"></canvas>
</div>
&#13;
&#13;
&#13;

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