我想像这样倾斜图像我需要为 context.setTransform 设置什么参数?
4 回答
您无法通过单个 2D 变换来实现这一点。
2D 变换允许您通过将第二个参数中的倾斜角的切线传递给 来“向上”或“向下”倾斜图像setTransform()
,但您希望以对称的方式执行这两种方式(导致“接近”和/或“远”变形)。你需要一个 3D 变换来做到这一点。
但是,您可以通过将图像切成几个水平“带”并在渲染每个带时应用不同的变换来模拟相同的结果。距离图像的一半更远的波段将应用更强的倾斜角。就像是:
var width = image.width,
height = image.height,
context = $("canvas")[0].getContext("2d");
for (var i = 0; i <= height / 2; ++i) {
context.setTransform(1, -0.4 * i / height, 0, 1, 0, 60);
context.drawImage(image,
0, height / 2 - i, width, 2,
0, height / 2 - i, width, 2);
context.setTransform(1, 0.4 * i / height, 0, 1, 0, 60);
context.drawImage(image,
0, height / 2 + i, width, 2,
0, height / 2 + i, width, 2);
}
请注意,条带是两个像素高而不是一个像素,以避免莫尔效应。
你可以在这个 fiddle中看到结果。
这是我在玩 JS 渲染伪 3d 透视图时编写的一个函数。
与基于条纹的转换函数不同(诚然,对于大多数标准用例来说,这已经足够好了),这个函数使用一个 4 个角的矩阵来定义一个自定义的四边形,原始矩形应该被转换成。这增加了一些灵活性,可用于渲染自定义梯形,用于“墙上绘画”水平透视和“地板地毯”垂直透视(以及不对称四边形以获得更多 3d 感觉)。
function drawImageInPerspective(
srcImg,
targetCanvas,
//Define where on the canvas the image should be drawn:
//coordinates of the 4 corners of the quadrilateral that the original rectangular image will be transformed onto:
topLeftX, topLeftY,
bottomLeftX, bottomLeftY,
topRightX, topRightY,
bottomRightX, bottomRightY,
//optionally flip the original image horizontally or vertically *before* transforming the original rectangular image to the custom quadrilateral:
flipHorizontally,
flipVertically
) {
var srcWidth=srcImg.naturalWidth;
var srcHeight=srcImg.naturalHeight;
var targetMarginX=Math.min(topLeftX, bottomLeftX, topRightX, bottomRightX);
var targetMarginY=Math.min(topLeftY, bottomLeftY, topRightY, bottomRightY);
var targetTopWidth=(topRightX-topLeftX);
var targetTopOffset=topLeftX-targetMarginX;
var targetBottomWidth=(bottomRightX-bottomLeftX);
var targetBottomOffset=bottomLeftX-targetMarginX;
var targetLeftHeight=(bottomLeftY-topLeftY);
var targetLeftOffset=topLeftY-targetMarginY;
var targetRightHeight=(bottomRightY-topRightY);
var targetRightOffset=topRightY-targetMarginY;
var tmpWidth=Math.max(targetTopWidth+targetTopOffset, targetBottomWidth+targetBottomOffset);
var tmpHeight=Math.max(targetLeftHeight+targetLeftOffset, targetRightHeight+targetRightOffset);
var tmpCanvas=document.createElement('canvas');
tmpCanvas.width=tmpWidth;
tmpCanvas.height=tmpHeight;
var tmpContext = tmpCanvas.getContext('2d');
tmpContext.translate(
flipHorizontally ? tmpWidth : 0,
flipVertically ? tmpHeight : 0
);
tmpContext.scale(
(flipHorizontally ? -1 : 1)*(tmpWidth/srcWidth),
(flipVertically? -1 : 1)*(tmpHeight/srcHeight)
);
tmpContext.drawImage(srcImg, 0, 0);
var tmpMap=tmpContext.getImageData(0,0,tmpWidth,tmpHeight);
var tmpImgData=tmpMap.data;
var targetContext=targetCanvas.getContext('2d');
var targetMap = targetContext.getImageData(targetMarginX,targetMarginY,tmpWidth,tmpHeight);
var targetImgData = targetMap.data;
var tmpX,tmpY,
targetX,targetY,
tmpPoint, targetPoint;
for(var tmpY = 0; tmpY < tmpHeight; tmpY++) {
for(var tmpX = 0; tmpX < tmpWidth; tmpX++) {
//Index in the context.getImageData(...).data array.
//This array is a one-dimensional array which reserves 4 values for each pixel [red,green,blue,alpha) stores all points in a single dimension, pixel after pixel, row after row:
tmpPoint=(tmpY*tmpWidth+tmpX)*4;
//calculate the coordinates of the point on the skewed image.
//
//Take the X coordinate of the original point and translate it onto target (skewed) coordinate:
//Calculate how big a % of srcWidth (unskewed x) tmpX is, then get the average this % of (skewed) targetTopWidth and targetBottomWidth, weighting the two using the point's Y coordinate, and taking the skewed offset into consideration (how far topLeft and bottomLeft of the transformation trapezium are from 0).
targetX=(
targetTopOffset
+targetTopWidth * tmpX/tmpWidth
)
* (1- tmpY/tmpHeight)
+ (
targetBottomOffset
+targetBottomWidth * tmpX/tmpWidth
)
* (tmpY/tmpHeight)
;
targetX=Math.round(targetX);
//Take the Y coordinate of the original point and translate it onto target (skewed) coordinate:
targetY=(
targetLeftOffset
+targetLeftHeight * tmpY/tmpHeight
)
* (1-tmpX/tmpWidth)
+ (
targetRightOffset
+targetRightHeight * tmpY/tmpHeight
)
* (tmpX/tmpWidth)
;
targetY=Math.round(targetY);
targetPoint=(targetY*tmpWidth+targetX)*4;
targetImgData[targetPoint]=tmpImgData[tmpPoint]; //red
targetImgData[targetPoint+1]=tmpImgData[tmpPoint+1]; //green
targetImgData[targetPoint+2]=tmpImgData[tmpPoint+2]; //blue
targetImgData[targetPoint+3]=tmpImgData[tmpPoint+3]; //alpha
}
}
targetContext.putImageData(targetMap,targetMarginX,targetMarginY);
}
以下是如何调用它:
function onLoad() {
var canvas = document.createElement("canvas");
canvas.id = 'canvas';
canvas.width=800;
canvas.height=800;
document.body.appendChild(canvas);
var img = new Image();
img.onload = function(){
//draw the original rectangular image as a 300x300 quadrilateral with its bottom-left and top-right corners skewed a bit:
drawImageInPerspective(
img, canvas,
//coordinates of the 4 corners of the quadrilateral that the original rectangular image will be transformed onto:
0, 0, //top left corner: x, y
50, 300, //bottom left corner: x, y - position it 50px more to the right than the top right corner
300, 50, //top right corner: x, y - position it 50px below the top left corner
300, 300, //bottom right corner: x,y
false, //don't flip the original image horizontally
false //don't flip the original image vertically
);
}
img.src="img/rectangle.png";
}
尽管进行了所有逐像素计算,但它实际上非常有效,并且可以完成工作:
...但可能有更优雅的方式来做到这一点。
有一种将矩形转换为梯形的方法,请参阅此堆栈溢出答案。但是,您需要在每个像素上使用它。
您还可以将图像切成 1 个像素宽的垂直条带,然后从其中心拉伸每个条带。
假设这会导致 w 个条带,并且您希望梯形的左手边是右手边的 80%,那么
对于条带 n,拉伸应为 1+n/(4w)
这仍然只是为了未来,但它太酷了,我已经忍不住要添加它了。
Chrome 团队正在努力向 2D API 添加非仿射变换。
这将向 2D API 添加一些方法,例如perspective()
、rotate3d()
、rotateAxis()
,并扩展其他方法以添加 z 轴,以及改进setTransform()
并transform()
最终接受 3D DOMMatrix。
这仍然是非常实验性的,可能还会改变,但你已经可以在 Chrome Canary 中尝试这个了chrome://flags/#enable-experimental-web-platform-features
。
if( CanvasRenderingContext2D.prototype.rotate3d ) {
onload = (evt) => {
const img = document.getElementById("img");
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.translate(0, canvas.height/2);
ctx.perspective(705); // yeah, magic numbers...
ctx.rotate3d(0, (Math.PI/180) * 321, 0); // and more
ctx.translate(0, -canvas.height/2);
const ratio = img.naturalHeight / canvas.height;
ctx.drawImage(img, 0, canvas.height/2 - img.naturalHeight/2);
};
}else {
console.error( "Your browser doesn't support affine transforms yet" );
}
body { margin: 0 }
canvas, img {
max-height: 100vh;
}
<canvas id="canvas" width="330" height="426"></canvas>
<img id="img" src="https://upload.wikimedia.org/wikipedia/en/f/f8/Only_By_the_Night_%28Kings_of_Leon_album_-_cover_art%29.jpg">
在当前的 Chrome Canary 中呈现为