如何解决我想更改 html5-canvas 中图像内图像的颜色
我正在使用画布制作徽章。 要绘制图像,我使用了代码:
let image = new Image()
image.src = 'imageSource'
image.onload = () => {
ctx.drawImage(image,xOffset,yOffset,newWidth,newHeight)
// to color the image at the back (works properly)
ctx.globalCompositeOperation = 'source-in'
ctx.fillStyle = 'someColour'
ctx.fillRect(0,this.canvas.width,this.canvas.height)
ctx.globalCompositeOperation = 'source-over'
// icon in the middle
let iconImage = new Image()
iconImage.src = 'iconSource'
iconImage.onload = () => {
ctx.drawImage(iconImage,width,height)
// i need to be able to fill color in this iconImage only
}
预览是这样的。
现在,为了给图像着色,我尝试使用不同的混合模式。当我为 image
的背景工作时,它工作正常。我尝试以相同的方式为 iconImage
执行此操作,但没有奏效。我想为中间的图标着色而不改变任何其他东西。
解决方法
早上很无聊,给你做了这个例子在这个例子中你可以看到画布中的所有元素都可以修改。
注意:由于 CORS 问题 (Tainted canvases may not be exported),无法在此处编辑外部图像的颜色,因此请使用选择文件导入您的图像,然后更改图像颜色!
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d")
const inputs = document.querySelectorAll("input");
const xOffset = 30,yOffset = 10,width = canvas.width-60,height = canvas.height-20;
var inputValues = {stroke:"#8db5c2",fill:"white",text:"Text",image:"https://i.stack.imgur.com/8eLMW.png",imageColor:"grey"}
inputs.forEach(input => {
input.addEventListener("input",function() {
if(this.id === "image") {
if (!input.files || !input.files[0]) return;
const FR = new FileReader();
FR.onloadend = (evt) => {
inputValues = {...inputValues,[this.id]:FR.result};
DrawBadge(inputValues)
};
FR.readAsDataURL(input.files[0]);
} else {
inputValues = {...inputValues,[this.id]:this.value};
DrawBadge(inputValues)
}
})
})
DrawBadge(inputValues)
function DrawBadge ({stroke,fill,text,image,imageColor}) {
//Draw Badge
ctx.strokeStyle = stroke;
ctx.lineWidth = 15;
ctx.fillStyle = fill;
roundRect(ctx,xOffset,yOffset,width,height,{
tl: 1,tr: 1,bl: width/2,br: width/2,});
//Draw Text
ctx.font = "20px Arial";
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillStyle = "black";
ctx.fillText(text,width/2+xOffset,height*0.8);
//Draw Image
const firstImage = new Image();
const insideWidth = 80,insideHeight = 80;
firstImage.src = image;
// Because of the CORS issue just show image as it is
if(image === "https://i.stack.imgur.com/8eLMW.png") {
firstImage.onload = () => {
ctx.drawImage(firstImage,(width/2)-(insideWidth/2)+xOffset,height*0.2,insideWidth,insideHeight);
}
// you should use this function for changing image color
} else {
firstImage.onload = () => {
//Make new canvas for image
const imageCtx = document.createElement("canvas").getContext("2d");
const insideImage = new Image();
imageCtx.canvas.width = insideWidth;
imageCtx.canvas.height = insideHeight;
imageCtx.save();
imageCtx.fillStyle = imageColor;
imageCtx.fillRect(0,insideHeight);
//Here magic happend
imageCtx.globalCompositeOperation = "destination-in";
imageCtx.drawImage(firstImage,insideHeight);
//Then export our canvas to png image
insideImage.src = imageCtx.canvas.toDataURL("image/png");
insideImage.onload = () => {
ctx.drawImage(insideImage,insideHeight);
}
}
}
}
function roundRect(ctx,x,y,radius,stroke){
ctx.beginPath();
ctx.moveTo(x + radius.tl,y);
ctx.lineTo(x + width - radius.tr,y);
ctx.quadraticCurveTo(x + width,x + width,y + radius.tr);
ctx.lineTo(x + width,y + height - radius.br);
ctx.quadraticCurveTo(x + width,y + height,x + width - radius.br,y + height);
ctx.lineTo(x + radius.bl,y + height);
ctx.quadraticCurveTo(x,y + height - radius.bl);
ctx.lineTo(x,y + radius.tl);
ctx.quadraticCurveTo(x,x + radius.tl,y);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
body {
display: flex;
}
#inputs {
display: flex;
flex-direction: column;
}
canvas {
border: 1px solid;
}
<body>
<div id="inputs">
Stroke Color: <input id="stroke" type="color" value="#8db5c2">
Fill Color: <input id="fill" type="color" value="#ffffff">
Text: <input id="text" type="text" value="Text">
<lable>
Image:<input id="image" type="file"accept="image/png,image/jpeg">
ImageColor: <input id="imageColor" type="color" value="#808080">
</lable>
</div>
<canvas width="220" height="190"></canvas>
</body>
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