91

是否可以在鼠标下获取RGB值像素?有没有完整的例子?这是我到目前为止所拥有的:

function draw() {
      var ctx = document.getElementById('canvas').getContext('2d');
      var img = new Image();
      img.src = 'Your URL';

      img.onload = function(){
        ctx.drawImage(img,0,0);


      };

      canvas.onmousemove = function(e) {
            var mouseX, mouseY;

            if(e.offsetX) {
                mouseX = e.offsetX;
                mouseY = e.offsetY;
            }
            else if(e.layerX) {
                mouseX = e.layerX;
                mouseY = e.layerY;
            }
            var c = ctx.getImageData(mouseX, mouseY, 1, 1).data;
            
            $('#ttip').css({'left':mouseX+20, 'top':mouseY+20}).html(c[0]+'-'+c[1]+'-'+c[2]);
      };
    }
4

9 回答 9

162

这是一个完整的、独立的示例。首先,使用以下 HTML:

<canvas id="example" width="200" height="60"></canvas>
<div id="status"></div>

然后在画布上放置一些具有随机背景颜色的方块:

var example = document.getElementById('example');
var context = example.getContext('2d');
context.fillStyle = randomColor();
context.fillRect(0, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(55, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(110, 0, 50, 50);

并在鼠标悬停时打印每种颜色:

$('#example').mousemove(function(e) {
    var pos = findPos(this);
    var x = e.pageX - pos.x;
    var y = e.pageY - pos.y;
    var coord = "x=" + x + ", y=" + y;
    var c = this.getContext('2d');
    var p = c.getImageData(x, y, 1, 1).data; 
    var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
    $('#status').html(coord + "<br>" + hex);
});

上面的代码假定存在 jQuery 和以下实用程序函数:

function findPos(obj) {
    var curleft = 0, curtop = 0;
    if (obj.offsetParent) {
        do {
            curleft += obj.offsetLeft;
            curtop += obj.offsetTop;
        } while (obj = obj.offsetParent);
        return { x: curleft, y: curtop };
    }
    return undefined;
}

function rgbToHex(r, g, b) {
    if (r > 255 || g > 255 || b > 255)
        throw "Invalid color component";
    return ((r << 16) | (g << 8) | b).toString(16);
}

function randomInt(max) {
  return Math.floor(Math.random() * max);
}

function randomColor() {
    return `rgb(${randomInt(256)}, ${randomInt(256)}, ${randomInt(256)})`
}

在这里查看它的实际效果:

// set up some sample squares with random colors
var example = document.getElementById('example');
var context = example.getContext('2d');
context.fillStyle = randomColor();
context.fillRect(0, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(55, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(110, 0, 50, 50);

$('#example').mousemove(function(e) {
    var pos = findPos(this);
    var x = e.pageX - pos.x;
    var y = e.pageY - pos.y;
    var coord = "x=" + x + ", y=" + y;
    var c = this.getContext('2d');
    var p = c.getImageData(x, y, 1, 1).data; 
    var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
    $('#status').html(coord + "<br>" + hex);
});

function findPos(obj) {
    var curleft = 0, curtop = 0;
    if (obj.offsetParent) {
        do {
            curleft += obj.offsetLeft;
            curtop += obj.offsetTop;
        } while (obj = obj.offsetParent);
        return { x: curleft, y: curtop };
    }
    return undefined;
}

function rgbToHex(r, g, b) {
    if (r > 255 || g > 255 || b > 255)
        throw "Invalid color component";
    return ((r << 16) | (g << 8) | b).toString(16);
}

function randomInt(max) {
  return Math.floor(Math.random() * max);
}

function randomColor() {
    return `rgb(${randomInt(256)}, ${randomInt(256)}, ${randomInt(256)})`
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="example" width="200" height="60"></canvas>
<div id="status"></div>

    

于 2011-07-18T16:29:33.210 回答
12

我知道这是一个老问题,但这里有一个替代方案。我将该图像数据存储在一个数组中,然后在画布上的鼠标移动事件中:

var index = (Math.floor(y) * canvasWidth + Math.floor(x)) * 4
var r = data[index]
var g = data[index + 1]
var b = data[index + 2]
var a = data[index + 3]

比每次获取 imageData 要容易得多。

于 2014-08-19T20:25:54.923 回答
7

合并 StackOverflow(包括上面的文章)和其他站点中的各种参考资料,我使用 javascript 和 JQuery 进行了合并:

<html>
<body>
<canvas id="myCanvas" width="400" height="400" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script src="jquery.js"></script>
<script type="text/javascript">
    window.onload = function(){
        var canvas = document.getElementById('myCanvas');
        var context = canvas.getContext('2d');
        var img = new Image();
        img.src = 'photo_apple.jpg';
        context.drawImage(img, 0, 0);
    };

    function findPos(obj){
    var current_left = 0, current_top = 0;
    if (obj.offsetParent){
        do{
            current_left += obj.offsetLeft;
            current_top += obj.offsetTop;
        }while(obj = obj.offsetParent);
        return {x: current_left, y: current_top};
    }
    return undefined;
    }

    function rgbToHex(r, g, b){
    if (r > 255 || g > 255 || b > 255)
        throw "Invalid color component";
    return ((r << 16) | (g << 8) | b).toString(16);
    }

$('#myCanvas').click(function(e){
    var position = findPos(this);
    var x = e.pageX - position.x;
    var y = e.pageY - position.y;
    var coordinate = "x=" + x + ", y=" + y;
    var canvas = this.getContext('2d');
    var p = canvas.getImageData(x, y, 1, 1).data;
    var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
    alert("HEX: " + hex);
});
</script>
<img src="photo_apple.jpg"/>
</body>
</html>

这是我的完整解决方案。这里我只使用了画布和一张图片,但如果你需要<map>在图片上使用,也可以。

于 2012-01-10T00:13:30.010 回答
5

每次调用 getImageData 都会减慢处理速度……为了加快速度,我建议存储图像数据,然后您可以轻松快速地获得 pix 值,因此请执行此类操作以获得更好的性能

// keep it global
let imgData = false;  // initially no image data we have

// create some function block 
if(imgData === false){   
  // fetch once canvas data     
  var ctx = canvas.getContext("2d");
  imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
}
    // Prepare your X Y coordinates which you will be fetching from your mouse loc
    let x = 100;   // 
    let y = 100;
    // locate index of current pixel
    let index = (y * imgData.width + x) * 4;

        let red = imgData.data[index];
        let green = imgData.data[index+1];
        let blue = imgData.data[index+2];
        let alpha = imgData.data[index+3];
   // Output
   console.log('pix x ' + x +' y '+y+ ' index '+index +' COLOR '+red+','+green+','+blue+','+alpha);
于 2017-01-30T06:53:36.993 回答
5

如果您需要获取矩形区域的平均颜色,而不是单个像素的颜色,请查看另一个问题:

JavaScript - 从图像的某个区域获取平均颜色

无论如何,两者都以非常相似的方式完成:

从图像或画布中获取单个像素的颜色/值

要获取单个像素的颜色,您首先将该图像绘制到画布上,您已经完成了:

const image = document.getElementById('image');
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
const width = image.width;
const height = image.height;

canvas.width = width;
canvas.height = height;

context.drawImage(image, 0, 0, width, height);

然后像这样获取单个像素的值:

const data = context.getImageData(X, Y, 1, 1).data;

// RED   = data[0]
// GREEN = data[1]
// BLUE  = data[2]
// ALPHA = data[3]

通过一次获取所有 ImageData 来加速变薄

您需要使用相同的CanvasRenderingContext2D.getImageData()来获取整个图像的值,您可以通过更改其第三个和第四个参数来做到这一点。该函数的签名是:

ImageData ctx.getImageData(sx, sy, sw, sh);
  • sx: 从中提取 ImageData 的矩形左上角的 x 坐标。
  • sy: 从中提取 ImageData 的矩形左上角的 y 坐标。
  • sw:从中提取 ImageData 的矩形的宽度。
  • sh:从中提取 ImageData 的矩形的高度。

你可以看到它返回一个ImageData对象,不管它是什么。这里重要的部分是该对象具有.data包含我们所有像素值的属性。

但是,请注意该.data属性是一维的Uint8ClampedArray,这意味着所有像素的组件都已被展平,因此您将得到如下所示的内容:

假设您有一个像这样的 2x2 图像:

 RED PIXEL |       GREEN PIXEL
BLUE PIXEL | TRANSPARENT PIXEL

然后,你会像这样得到它们:

[ 255, 0, 0, 255,    0, 255, 0, 255,    0, 0, 255, 255,    0, 0, 0, 0          ]
|   RED PIXEL   |    GREEN PIXEL   |     BLUE PIXEL   |    TRANSPAERENT  PIXEL |
|   1ST PIXEL   |      2ND PIXEL   |      3RD PIXEL   |             4TH  PIXEL | 

由于调用getImageData是一个缓慢的操作,你可以只调用一次来获取所有图像的数据(sw=图像宽度,sh=图像高度)。

然后,在上面的例子中,如果你想访问 的组件TRANSPARENT PIXEL,即x = 1, y = 1这个假想图像的位置,你会i在它ImageDatadata属性中找到它的第一个索引:

const i = (y * imageData.width + x) * 4;

✨ 让我们看看它的实际应用

const solidColor = document.getElementById('solidColor');
const alphaColor = document.getElementById('alphaColor');
const solidWeighted = document.getElementById('solidWeighted');

const solidColorCode = document.getElementById('solidColorCode');
const alphaColorCode = document.getElementById('alphaColorCode');
const solidWeightedCOde = document.getElementById('solidWeightedCode');

const brush = document.getElementById('brush');
const image = document.getElementById('image');
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
const width = image.width;
const height = image.height;

const BRUSH_SIZE = brush.offsetWidth;
const BRUSH_CENTER = BRUSH_SIZE / 2;
const MIN_X = image.offsetLeft + 4;
const MAX_X = MIN_X + width - 1;
const MIN_Y = image.offsetTop + 4;
const MAX_Y = MIN_Y + height - 1;

canvas.width = width;
canvas.height = height;

context.drawImage(image, 0, 0, width, height);

const imageDataData = context.getImageData(0, 0, width, height).data;

function sampleColor(clientX, clientY) {
  if (clientX < MIN_X || clientX > MAX_X || clientY < MIN_Y || clientY > MAX_Y) {
    requestAnimationFrame(() => {
      brush.style.transform = `translate(${ clientX }px, ${ clientY }px)`;
      solidColorCode.innerText = solidColor.style.background = 'rgb(0, 0, 0)';
      alphaColorCode.innerText = alphaColor.style.background = 'rgba(0, 0, 0, 0.00)';
      solidWeightedCode.innerText = solidWeighted.style.background = 'rgb(0, 0, 0)';
    });
    
    return;
  }
  
  const imageX = clientX - MIN_X;
  const imageY = clientY - MIN_Y;
  
  const i = (imageY * width + imageX) * 4;

  // A single pixel (R, G, B, A) will take 4 positions in the array:
  const R = imageDataData[i];
  const G = imageDataData[i + 1];
  const B = imageDataData[i + 2];
  const A = imageDataData[i + 3] / 255;
  const iA = 1 - A;

  // Alpha-weighted color:
  const wR = (R * A + 255 * iA) | 0;
  const wG = (G * A + 255 * iA) | 0;
  const wB = (B * A + 255 * iA) | 0;

  // Update UI:
  
  requestAnimationFrame(() => {
    brush.style.transform = `translate(${ clientX }px, ${ clientY }px)`;

    solidColorCode.innerText = solidColor.style.background
      = `rgb(${ R }, ${ G }, ${ B })`;

    alphaColorCode.innerText = alphaColor.style.background
      = `rgba(${ R }, ${ G }, ${ B }, ${ A.toFixed(2) })`;

    solidWeightedCode.innerText = solidWeighted.style.background
      = `rgb(${ wR }, ${ wG }, ${ wB })`;
  });
}

document.onmousemove = (e) => sampleColor(e.clientX, e.clientY);
  
sampleColor(MIN_X, MIN_Y);
body {
  margin: 0;
  height: 100vh;
  display: flex;
  flex-direction: row;
  align-items: center;
  justify-content: center;
  cursor: none;
  font-family: monospace;
  overflow: hidden;
}

#image {
  border: 4px solid white;
  border-radius: 2px;
  box-shadow: 0 0 32px 0 rgba(0, 0, 0, .25);
  width: 150px;
  box-sizing: border-box;
}

#brush {
  position: absolute;
  top: 0;
  left: 0;
  pointer-events: none;
  width: 1px;
  height: 1px;
  mix-blend-mode: exclusion;
  border-radius: 100%;
}

#brush::before,
#brush::after {
  content: '';
  position: absolute;
  background: magenta;
}

#brush::before {
  top: -16px;
  left: 0;
  height: 33px;
  width: 100%;
}

#brush::after {
  left: -16px;
  top: 0;
  width: 33px;
  height: 100%;
}

#samples {
  position: relative;
  list-style: none;
  padding: 0;
  width: 250px;
}

#samples::before {
  content: '';
  position: absolute;
  top: 0;
  left: 27px;
  width: 2px;
  height: 100%;
  background: black;
  border-radius: 1px;
}

#samples > li {
  position: relative;
  display: flex;
  flex-direction: column;
  justify-content: center;
  padding-left: 56px;
}

#samples > li + li {
  margin-top: 8px;
}

.sample {
  position: absolute;
  top: 50%;
  left: 16px;
  transform: translate(0, -50%);
  display: block;
  width: 24px;
  height: 24px;
  border-radius: 100%;
  box-shadow: 0 0 16px 4px rgba(0, 0, 0, .25);  
  margin-right: 8px;
}

.sampleLabel {
  font-weight: bold;
  margin-bottom: 8px;
}

.sampleCode {
  
}
<img id="image" src="data:image/gif;base64,R0lGODlhSwBLAPEAACMfIO0cJAAAAAAAACH/C0ltYWdlTWFnaWNrDWdhbW1hPTAuNDU0NTUAIf4jUmVzaXplZCBvbiBodHRwczovL2V6Z2lmLmNvbS9yZXNpemUAIfkEBQAAAgAsAAAAAEsASwAAAv+Uj6mb4A+QY7TaKxvch+MPKpC0eeUUptdomOzJqnLUvnFcl7J6Pzn9I+l2IdfII8DZiCnYsYdK4qRTptAZwQKRVK71CusOgx2nFRrlhMu+33o2NEalC6S9zQvfi3Mlnm9WxeQ396F2+HcQsMjYGEBRVbhy5yOp6OgIeVIHpEnZyYCZ6cklKBJX+Kgg2riqKoayOWl2+VrLmtDqBptIOjZ6K4qAeSrL8PcmHExsgMs2dpyIxPpKvdhM/YxaTMW2PGr9GP76BN3VHTMurh7eoU14jsc+P845Vn6OTb/P/I68iYOfwGv+JOmRNHBfsV5ujA1LqM4eKDoNvXyDqItTxYX/DC9irKBlIhkKGPtFw1JDiMeS7CqWqySPZcKGHH/JHGgIpb6bCl1O0LmT57yCOqoI5UcU0YKjPXmFjMm0ZQ4NIVdGBdZRi9WrjLxJNMY1Yr4dYeuNxWApl1ALHb+KDHrTV1owlriedJgSr4Cybu/9dFiWYAagsqAGVkkzaZTAuqD9ywKWMUG9dCO3u2zWpVzIhpW122utZlrHnTN+Bq2Mqrlnqh8CQ+0Mrq3Kc++q7eo6dlB3rLuh3abPVbbbI2mxBdhWdsZhid8cr0oy9F08q0k5FXSadiyL1mF5z51a8VsQOp3/LlodkBfzmzWf2bOrtfzr48k/1hupDaLa9rUbO+zlwndfaOCURAXRNaCBqBT2BncJakWfTzSYkmCEFr60RX0V8sKaHOltCBJ1tAAFYhHaVVbig3jxp0IBADs=" >

<div id="brush"></div>

<ul id="samples">
  <li>
    <span class="sample" id="solidColor"></span>
    <div class="sampleLabel">solidColor</div>
    <div class="sampleCode" id="solidColorCode">rgb(0, 0, 0)</div>
  </li>
  <li>
    <span class="sample" id="alphaColor"></span>
    <div class="sampleLabel">alphaColor</div>
    <div class="sampleCode" id="alphaColorCode">rgba(0, 0, 0, 0.00)</div>
  </li>
  <li>
    <span class="sample" id="solidWeighted"></span>
    <div class="sampleLabel">solidWeighted (with white)</div>
    <div class="sampleCode" id="solidWeightedCode">rgb(0, 0, 0)</div>
  </li>
</ul>

⚠️ 请注意,如果我尝试使用更长的数据 URI,我将使用小数据 URI 来避免Cross-Origin包含外部图像或大于允许的答案的问题。

️ 这些颜色看起来很奇怪,不是吗?

如果您在星号形状的边界周围移动光标,您会看到有时avgSolidColor是红色的,但您正在采样的像素看起来是白色的。这是因为即使R该像素的分量可能很高,但 Alpha 通道却很低,因此颜色实际上是几乎透明的红色阴影,但avgSolidColor忽略了这一点。

另一方面,avgAlphaColor看起来是粉红色的。好吧,这实际上不是真的,它只是看起来是粉红色的,因为我们现在使用的是 alpha 通道,这使它成为半透明的,并允许我们看到页面的背景,在这种情况下是白色的。

Alpha 加权颜色

那么,我们能做些什么来解决这个问题呢?好吧,事实证明,我们只需要使用 alpha 通道及其倒数作为权重来计算新样本的分量,在本例中将其与白色合并,因为这是我们用作背景的颜色。

这意味着如果一个像素是R, G, B, A,其中A在区间[0, 1]中,我们将计算 alpha 通道的倒数iA,以及加权样本的分量为:

const iA = 1 - A;
const wR = (R * A + 255 * iA) | 0;
const wG = (G * A + 255 * iA) | 0;
const wB = (B * A + 255 * iA) | 0;

请注意像素越透明(A接近 0),颜色越亮。

于 2019-12-19T00:31:11.653 回答
3

快速回答

context.getImageData(x, y, 1, 1).data;返回一个 rgba 数组。例如[50, 50, 50, 255]


这是@lwburk 的 rgbToHex 函数的一个版本,它将 rgba 数组作为参数。

function rgbToHex(rgb){
  return '#' + ((rgb[0] << 16) | (rgb[1] << 8) | rgb[2]).toString(16);
};
于 2014-04-15T05:01:57.070 回答
3

我有一个从画布获取像素颜色的非常简单的工作示例。

首先是一些基本的 HTML:

<canvas id="myCanvas" width="400" height="250" style="background:red;" onmouseover="echoColor(event)">
</canvas>

然后 JS 在 Canvas 上绘制一些东西,并获取颜色:

var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(10, 10, 50, 50);

function echoColor(e){
    var imgData = ctx.getImageData(e.pageX, e.pageX, 1, 1);
    red = imgData.data[0];
    green = imgData.data[1];
    blue = imgData.data[2];
    alpha = imgData.data[3];
    console.log(red + " " + green + " " + blue + " " + alpha);  
}

这是一个工作示例,只需查看控制台即可。

于 2015-01-01T20:05:48.227 回答
2

你可以试试color-sampler。这是在画布中选择颜色的一种简单方法。见演示

于 2016-04-01T14:34:59.030 回答
0

@Wayne Burkett 的回答很好。如果您还想提取 alpha 值以获得 rgba 颜色,我们可以这样做:

var r = p[0], g = p[1], b = p[2], a = p[3] / 255;
var rgba = "rgb(" + r + "," + g + "," + b + "," + a + ")";

我将 alpha 值除以 255,因为 ImageData 对象将其存储为 0 - 255 之间的整数,但大多数应用程序(例如,CanvasRenderingContext2D.fillRect())要求颜色采用有效的 CSS 格式,其中 alpha 值介于 0 和 1 之间。

(还请记住,如果您提取透明颜色然后将其绘制回画布上,它将覆盖先前存在的任何颜色。因此,如果您rgba(0,0,0,0.1)在同一点上绘制颜色 10 次,它将是黑色的。)

于 2019-03-06T00:02:49.570 回答