画软刷

Joe*_*ery 1 javascript html5 canvas smooth brush

我正在尝试在HTML5中创建一个平滑的画笔,下面是一个例子.

Paint.net光滑刷的例子

这就是我尝试过的,它是一种东西.但它并不像上面的图像那么平滑.

Editor.Drawing.Context.globalAlpha = 0.3;
var amount = 3;

for(var t = -amount; t <= amount; t += 3) {
    for(var n = -amount; n <= amount; n += 3) {
        Editor.Drawing.Context.drawImage(Editor.Drawing.ClipCanvas, -(n-1), -(t-1));
    }
}
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它看起来像这样.

我创建平滑笔刷的方法

小智 8

用刷子

选择一个画笔,这可以是具有预定义画笔的图像,或者您可以使用离屏画布制作一个画笔并在其中绘制径向渐变.为简单起见,我制作了一个简单的图像画笔,例如:

刷60 刷40 刷30

然后为绘制到画布的每个新点:

  • 计算前一点和当前点之间的差异
  • 计算线的长度,以便我们可以使用与长度无关的绝对步长值
  • 使用标准化值和先前计算的步长值迭代长度

步长值可以是任何看起来都很好的结果 - 它很大程度上取决于刷子的平滑度以及它的一般尺寸(更平滑的刷子需要更小的步骤才能相互融合).

对于这个演示,我使用了画笔宽度,使用的值越小,沿着画线绘制的画笔越多,结果越好,但也会减慢程序的速度,因此找到一个会影响质量和速度的值.

例如:

每次绘制时都会注册一个新点:

function brushLine(ctx, x1, y1, x2, y2) {

    var diffX = Math.abs(x2 - x1),                       // calc diffs
        diffY = Math.abs(y2 - y1),
        dist = Math.sqrt(diffX * diffX + diffY * diffY), // find length
        step = 20 / (dist ? dist : 1),                   // "resolution"
        i = 0,                                           // iterator for length
        t = 0,                                           // t [0, 1]
        b, x, y;

    while (i <= dist) {
      t = Math.max(0, Math.min(1, i / dist));
      x = x1 + (x2 - x1) * t;
      y = y1 + (y2 - y1) * t;
      b = (Math.random() * 3) | 0;
      ctx.drawImage(brush, x - bw * 0.5, y - bh * 0.5);  // draw brush
      i += step;
    }
}
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演示

var brush = new Image();
brush.onload = ready;
brush.src = "//i.stack.imgur.com/HsbVA.png";

function ready() {

  var c = document.querySelector("canvas"),
      ctx = c.getContext("2d"),
      isDown = false, px, py, 
      bw = this.width, bh = this.height;

  c.onmousedown = c.ontouchstart = function(e) {
    isDown = true;
    var pos = getPos(e);
    px = pos.x;
    py = pos.y;
  };

  window.onmousemove = window.ontouchmove = function(e) {
    if (isDown) draw(e);
  };

  window.onmouseup = window.ontouchend = function(e) {
    e.preventDefault();
    isDown = false
  };

  function getPos(e) {
    e.preventDefault();
    if (e.touches) e = e.touches[0];
    var r = c.getBoundingClientRect();
    return {
      x: e.clientX - r.left,
      y: e.clientY - r.top
    }
  }

  function draw(e) {
    var pos = getPos(e);
    brushLine(ctx, px, py, pos.x, pos.y);
    px = pos.x;
    py = pos.y;
  }

  function brushLine(ctx, x1, y1, x2, y2) {

    var diffX = Math.abs(x2 - x1),
      diffY = Math.abs(y2 - y1),
      dist = Math.sqrt(diffX * diffX + diffY * diffY),
      step = bw / (dist ? dist : 1),
      i = 0,
      t = 0,
      b, x, y;

    while (i <= dist) {
      t = Math.max(0, Math.min(1, i / dist));
      x = x1 + (x2 - x1) * t;
      y = y1 + (y2 - y1) * t;
      b = (Math.random() * 3) | 0;
      ctx.drawImage(brush, x - bw * 0.5, y - bh * 0.5);
      i += step
    }
  }
}
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body {background: #777}
canvas {background: #fff;cursor:crosshair}
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<canvas width=630 height=500></canvas>
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您可以使用此技术来模拟各种画笔.

提示:通过小修改,您还可以根据速度变化宽度以增加真实感(未显示).