利用
canvas
除了可以实现滤镜,还可以利用离屏技术放大镜功能。
为了方便讲解,本文分为 2 个应用部分:
canvas 学习和滤镜实现介绍过drawImage
接口。除了绘制图像,这个接口还可以:将一个canvas
对象绘制到另一个canvas
对象上。这就是离屏技术。
在代码中,有两个 canvas 标签。分别是可见与不可见。不可见的 canvas 对象上的 Context 对象,就是我们放置图像水印的地方。
更多详解,请看代码注释:
<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8" /><title>Learn Canvas</title><style>canvas {display: block;margin: 0 auto;border: 1px solid #222;}input {display: block;margin: 20px auto;width: 800px;}</style></head><body><div id="app"><canvas id="my-canvas"></canvas><input type="range" value="1.0" min="0.5" max="3.0" step="0.1" /><canvas id="watermark-canvas" style="display: none;"></canvas></div><script type="text/javascript">window.onload = function() {var canvas = document.querySelector("#my-canvas");var watermarkCanvas = document.querySelector("#watermark-canvas");var slider = document.querySelector("input");var scale = slider.value;var ctx = canvas.getContext("2d");var watermarkCtx = watermarkCanvas.getContext("2d");/* 给第二个canvas获取的Context对象添加水印 */watermarkCanvas.width = 300;watermarkCanvas.height = 100;watermarkCtx.font = "bold 20px Arial";watermarkCtx.lineWidth = "1";watermarkCtx.fillStyle = "rgba(255 , 255 , 255, 0.5)";watermarkCtx.fillText("=== yuanxin.me ===", 50, 50);/****************************************/var img = new Image();img.src = "./img/photo.jpg";/* 加载图片后执行操作 */img.onload = function() {canvas.width = img.width;canvas.height = img.height;drawImageByScale(canvas, ctx, img, scale, watermarkCanvas);// 监听input标签的mousemove事件// 注意:mousemove实时监听值的变化,内存消耗较大slider.onmousemove = function() {scale = slider.value;drawImageByScale(canvas, ctx, img, scale, watermarkCanvas);};};/******************/};/**** @param {Object} canvas 画布对象* @param {Object} ctx* @param {Object} img* @param {Number} scale 缩放比例* @param {Object} watermark 水印对象*/function drawImageByScale(canvas, ctx, img, scale, watermark) {// 图像按照比例进行缩放var width = img.width * scale,height = img.height * scale;// (dx, dy): 画布上绘制img的起始坐标var dx = canvas.width / 2 - width / 2,dy = canvas.height / 2 - height / 2;ctx.clearRect(0, 0, canvas.width, canvas.height); // No1 清空画布ctx.drawImage(img, dx, dy, width, height); // No2 重新绘制图像if (watermark) {// No3 判断是否有水印: 有, 绘制水印ctx.drawImage(watermark,canvas.width - watermark.width,canvas.height - watermark.height);}}</script></body></html>
实现效果如下图所示:
拖动滑竿,即可放大和缩小图像。然后右键保存图像。保存后的图像,就有已经有了水印,如下图所示:
在上述中心缩放的基础上,实现放大镜主需要注意以下 2 个部分:
canvas
的鼠标响应事件:滑入、滑出、点击和松开代码如下:
<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8" /><title>Document</title><style>canvas {display: block;margin: 0 auto;border: 1px solid #222;}</style></head><body><canvas id="my-canvas"></canvas><canvas id="off-canvas" style="display: none;"></canvas><script>var isMouseDown = false,scale = 1.0;var canvas = document.querySelector("#my-canvas");var offCanvas = document.querySelector("#off-canvas"); // 离屏 canvasvar ctx = canvas.getContext("2d");var offCtx = offCanvas.getContext("2d"); // 离屏 canvas 的 Context对象var img = new Image();window.onload = function() {img.src = "./img/photo.jpg";img.onload = function() {canvas.width = img.width;canvas.height = img.height;offCanvas.width = img.width;offCanvas.height = img.height;// 计算缩放比例scale = offCanvas.width / canvas.width;// 初识状态下, 两个canvas均绘制Imagectx.drawImage(img, 0, 0, canvas.width, canvas.height);offCtx.drawImage(img, 0, 0, canvas.width, canvas.height);};// 鼠标按下canvas.onmousedown = function(event) {event.preventDefault(); // 禁用默认事件var point = windowToCanvas(event.clientX, event.clientY); // 获取鼠标相对于 canvas 标签的坐标isMouseDown = true;drawCanvasWithMagnifier(true, point); // 绘制在离屏canvas上绘制放大后的图像};// 鼠标移动canvas.onmousemove = function(event) {event.preventDefault(); // 禁用默认事件if (isMouseDown === true) {var point = windowToCanvas(event.clientX, event.clientY);drawCanvasWithMagnifier(true, point);}};// 鼠标松开canvas.onmouseup = function(event) {event.preventDefault(); // 禁用默认事件isMouseDown = false;drawCanvasWithMagnifier(false); // 不绘制离屏放大镜};// 鼠标移出canvas标签canvas.onmouseout = function(event) {event.preventDefault(); // 禁用默认事件isMouseDown = false;drawCanvasWithMagnifier(false); // 不绘制离屏放大镜};};/*** 返回鼠标相对于canvas左上角的坐标* @param {Number} x 鼠标的屏幕坐标x* @param {Number} y 鼠标的屏幕坐标y*/function windowToCanvas(x, y) {var bbox = canvas.getBoundingClientRect(); // bbox中存储的是canvas相对于屏幕的坐标return {x: x - bbox.x,y: y - bbox.y};}function drawCanvasWithMagnifier(isShow, point) {ctx.clearRect(0, 0, canvas.width, canvas.height); // 清空画布ctx.drawImage(img, 0, 0, canvas.width, canvas.height); // 在画布上绘制图像/* 利用离屏,绘制放大镜 */if (isShow) {var { x, y } = point;var mr = 50; // 正方形放大镜边长// (sx, sy): 待放大图像的开始坐标var sx = x - mr / 2,sy = y - mr / 2;// (dx, dy): 已放大图像的开始坐标var dx = x - mr,dy = y - mr;// 将offCanvas上的(sx,sy)开始的长宽均为mr的正方形区域// 放大到// canvas上的(dx,dy)开始的长宽均为 2 * mr 的正方形可视区域// 由此实现放大效果ctx.drawImage(offCanvas, sx, sy, mr, mr, dx, dy, 2 * mr, 2 * mr);}/*********************/}</script></body></html>
放大镜效果如下图所示(被红笔标出的区域就是我们的正方形放大镜):