itu*_*tuy 2 javascript png canvas
HTMLCanvasElement有toDataURL(),但OffscreenCanvas没有。真是个惊喜。
好的,那么我怎样才能让它toDataURL()与Worker-s 一起使用?我有一个准备好的画布(完全绘制),可以将它发送到Worker. 但是我能从那里做什么?
我唯一的解决方案是手动执行所有操作以创建image/png. 所以我从 2010 年开始找到这个页面。(我不确定这是否是我需要的。)而且它提供了这个代码,从那里它生成一个 PNG 并使其成为 base64。
我的最后一个问题:
1 - 是否有一些合理的方法可以toDataURL()从Worker, 或
2 - 是否有任何图书馆或专为这项工作设计的东西,或
3 -使用的所有功能HTMLCanvasElement和OffscreenCanvas应该怎么下面的代码进行调整,以取代toDataURL()?
这是我链接到的代码中的两个函数。(它们对我来说真的很复杂,我几乎一无所知getDump())
// output a PNG string
this.getDump = function() {
// compute adler32 of output pixels + row filter bytes
var BASE = 65521; /* largest prime smaller than 65536 */
var NMAX = 5552; /* NMAX is the largest n such that 255n(n+1)/2 + (n+1)(BASE-1) <= 2^32-1 */
var s1 = 1;
var s2 = 0;
var n = NMAX;
for (var y = 0; y < this.height; y++) {
for (var x = -1; x < this.width; x++) {
s1+= this.buffer[this.index(x, y)].charCodeAt(0);
s2+= s1;
if ((n-= 1) == 0) {
s1%= BASE;
s2%= BASE;
n = NMAX;
}
}
}
s1%= BASE;
s2%= BASE;
write(this.buffer, this.idat_offs + this.idat_size - 8, byte4((s2 << 16) | s1));
// compute crc32 of the PNG chunks
function crc32(png, offs, size) {
var crc = -1;
for (var i = 4; i < size-4; i += 1) {
crc = _crc32[(crc ^ png[offs+i].charCodeAt(0)) & 0xff] ^ ((crc >> 8) & 0x00ffffff);
}
write(png, offs+size-4, byte4(crc ^ -1));
}
crc32(this.buffer, this.ihdr_offs, this.ihdr_size);
crc32(this.buffer, this.plte_offs, this.plte_size);
crc32(this.buffer, this.trns_offs, this.trns_size);
crc32(this.buffer, this.idat_offs, this.idat_size);
crc32(this.buffer, this.iend_offs, this.iend_size);
// convert PNG to string
return "\211PNG\r\n\032\n"+this.buffer.join('');
}
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这里很清楚发生了什么:
// output a PNG string, Base64 encoded
this.getBase64 = function() {
var s = this.getDump();
// If the current browser supports the Base64 encoding
// function, then offload the that to the browser as it
// will be done in native code.
if ((typeof window.btoa !== 'undefined') && (window.btoa !== null)) {
return window.btoa(s);
}
var ch = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
var c1, c2, c3, e1, e2, e3, e4;
var l = s.length;
var i = 0;
var r = "";
do {
c1 = s.charCodeAt(i);
e1 = c1 >> 2;
c2 = s.charCodeAt(i+1);
e2 = ((c1 & 3) << 4) | (c2 >> 4);
c3 = s.charCodeAt(i+2);
if (l < i+2) { e3 = 64; } else { e3 = ((c2 & 0xf) << 2) | (c3 >> 6); }
if (l < i+3) { e4 = 64; } else { e4 = c3 & 0x3f; }
r+= ch.charAt(e1) + ch.charAt(e2) + ch.charAt(e3) + ch.charAt(e4);
} while ((i+= 3) < l);
return r;
}
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谢谢
首先,我会注意到你可能不想要你的图像文件的数据 URL,数据 URL 是一种处理文件的效率低于它们的二进制等效方法Blob,并且几乎你可以使用数据 URL 来做实际上并且应该通常使用 Blob 和 Blob URI 来代替。
话虽如此,您仍然可以很好地从 OffscreenCanvas 生成数据 URL。
这是一个两步过程:
const worker = new Worker(getWorkerURL());
worker.onmessage = e => console.log(e.data);
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}Run Code Online (Sandbox Code Playgroud)
<script id="worker_script" type="ws">
const canvas = new OffscreenCanvas(150,150);
const ctx = canvas.getContext('webgl');
canvas[
canvas.convertToBlob
? 'convertToBlob' // specs
: 'toBlob' // current Firefox
]()
.then(blob => {
const dataURL = new FileReaderSync().readAsDataURL(blob);
postMessage(dataURL);
});
</script>Run Code Online (Sandbox Code Playgroud)
由于您想要的实际上是渲染 OffscreenCanvas 确实产生的内容,因此您最好通过转移可见的控制来生成 OffscreenCanvas 。
通过这种方式,您可以将 ImageBitmap 直接发送到 UI,而无需任何内存开销。
const offcanvas = document.getElementById('canvas')
.transferControlToOffscreen();
const worker = new Worker(getWorkerURL());
worker.postMessage({canvas: offcanvas}, [offcanvas]);
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}Run Code Online (Sandbox Code Playgroud)
<canvas id="canvas"></canvas>
<script id="worker_script" type="ws">
onmessage = e => {
const canvas = e.data.canvas;
const gl = canvas.getContext('webgl');
gl.viewport(0, 0,
gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.enable(gl.SCISSOR_TEST);
// make some slow noise (we're in a Worker)
for(let y=0; y<gl.drawingBufferHeight; y++) {
for(let x=0; x<gl.drawingBufferWidth; x++) {
gl.scissor(x, y, 1, 1);
gl.clearColor(Math.random(), Math.random(), Math.random(), 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
}
// draw to visible <canvas> in FF
if(gl.commit) gl.commit();
};
</script>Run Code Online (Sandbox Code Playgroud)
如果你真的绝对需要一个 <img>,那么从生成的 Blob创建一个 BlobURI。但请注意,这样做,您确实将图像保存在内存中一次(这仍然比数据 URL 引起的三次好得多,但仍然不要对动画内容执行此操作)。
const worker = new Worker(getWorkerURL());
worker.onmessage = e => {
document.getElementById('img').src = e.data;
}
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}
img.onerror = e => {
document.body.textContent = '';
const a = document.createElement('a');
a.href = "https://jsfiddle.net/5yhg2c9L/";
a.textContent = "Your browser doesn't like StackSnippet's null origined iframe, please try again from this jsfiddle";
document.body.append(a);
};Run Code Online (Sandbox Code Playgroud)
<img id="img">
<script id="worker_script" type="ws">
const canvas = new OffscreenCanvas(150,150);
const gl = canvas.getContext('webgl');
gl.viewport(0, 0,
gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.enable(gl.SCISSOR_TEST);
// make some slow noise (we're in a Worker)
for(let y=0; y<gl.drawingBufferHeight; y++) {
for(let x=0; x<gl.drawingBufferWidth; x++) {
gl.scissor(x, y, 1, 1);
gl.clearColor(Math.random(), Math.random(), Math.random(), 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
}
canvas[
canvas.convertToBlob
? 'convertToBlob' // specs
: 'toBlob' // current Firefox
]()
.then(blob => {
const blobURL = URL.createObjectURL(blob);
postMessage(blobURL);
});
</script>Run Code Online (Sandbox Code Playgroud)
(请注意,您也可以将 ImageBitmap 从 Worker 传输到主线程,然后将其绘制在可见的画布上,但在这种情况下,使用传输的上下文会更好。)