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I tried my best to render just 1 pixel form a 3D Array in a HTML5 Canvas unsuccessfully.

(I know this has been done before but not with a 3D Array). But converting a 3D array to an Uint8ClampedArray and pushing to an Uint8ClampedArray isn't easy.

HTML5 also doesn't have another way to display a pixel manipulatable image.

Is it correct that putImageData() is for rendering vertical strings of pixels?

Here is my code, the problem is marked with: "WHAT DO I GOTTA DO HERE":

<!DOCTYPE html>
<html lang="en" + dir="ltr">
  <head>
    <meta charset="UTF-8">
    <title>
      Index.html
    </title>
  </head>
  <body style="margin: 0px; padding: 0px;">
    <canvas id="canvas">
    </canvas>
    <script>
      let a = new Array();
      a.push([]);
      a[x.length - 1].push([]);
      a[x.length - 1][a[a.length - 1].length - 1].push(0);
      a[x.length - 1][a[a.length - 1].length - 1].push(0);
      a[x.length - 1][a[a.length - 1].length - 1].push(0);
      a[x.length - 1][a[a.length - 1].length - 1].push(255);
      document.getElementById("canvas").getContext("2d").putImageData(new 
      ImageData(new Uint8ClampedArray("WHAT DO I GOTTA DO HERE"), 1, 1), 1, 
      1);
    </script>
  </body>    
</html>

To test it you can use:

console.log(a);
console.log(a[0]);
console.log(a[0][0]);
console.log(a[0][0][0]);
4

3 回答 3

1

在画布上绘制 200 x 200 的红色块。需要<canvas></canvas>

我建议不要使用 3D 数组,因为它看起来不必要地复杂

const width = 200;
const height = 200;

const canvas = document.getElementsByTagName('canvas')[0];
const context = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
const destData = new ImageData(width, height);
const dData = destData.data;

for (let y = 0; y < height; y++) {
  for (let x = 0; x < width; x++) {
    const o = 4 * (y * width + x);
    dData[o] = 255; // R
    dData[o + 1] = 0; // G
    dData[o + 2] = 0; // B
    dData[o + 3] = 255; // A
  }
}

context.putImageData(destData, 0, 0);
于 2019-01-31T18:37:56.107 回答
1

您已经创建了一个普通的 Javascript 数组 - 您只需要将它转换为一个固定数组。在我的头顶上,类似:

document.getElementById("canvas").getContext("2d").putImageData(new 
  ImageData(Uint8ClampedArray.from(x), 1, 1), 1, 1);

(或者将您的数据写入新的 Uint8ClampedArray )

于 2019-01-31T17:36:48.160 回答
0

我有解决方案并且它有效,我想发帖为 Stack Overflow 社区做出贡献,所以下一个有这个问题的人可以很容易地自己解决。

就像上面一样,它是一个简化版本:

<!DOCTYPE html>
<html lang="en" + dir="ltr">
  <head>
    <meta charset="utf-8">
    <title>
      Google Chrome, I suppose
    </title>
  </head>
  <body style="background-color: black; margin: 0px; margin-bottom: 0px; padding: 0px;">
    <canvas style="image-rendering: pixelated" id="canvas">
    </canvas>
    <script>
      var t =
      [
        240,
        128
      ];
      document.getElementById('canvas').width = t[0];
      document.getElementById('canvas').height = t[1];
      var a = new Array()
      {
        a.push([]);
        a[a.length - 1].push([]);
        a[a.length - 1][a[a.length - 1].length - 1].push(127, 127, 127, 255);
      }
      var i = 0;
      document.getElementById('canvas').getContext('2d').putImageData(new ImageData(Uint8ClampedArray.from
      (
        [].concat.apply
        ([],
          a[i]
        )
      ), 1), i, 0);
      i = i + 1;
      i = 0;
    </script>
  </body>
</html>

如您所见,我已将变量 x 替换为 a。

我希望这也可以帮助其他人,并感谢大家的建议!

于 2019-04-13T13:36:02.277 回答