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I need idea how i can make brush who can color smudge.

Example in picture: right side painting with basic brush with two different colors in left also painting but additional use smudge tool, the result should be something like left side

I need advice how i can try to do it

I need idea how i can make brush who can color smudge.

Example in picture: right side painting with basic brush with two different colors in left also painting but additional use smudge tool, the result should be something like left side

I need advice how i can try to do it

Share Improve this question asked Jan 28, 2015 at 16:27 Your choiceYour choice 45513 silver badges25 bronze badges 1
  • 1 I think you're looking for math. Math I think is what you need here. – sircodesalot Commented Jan 28, 2015 at 16:29
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2 Answers 2

Reset to default 10

Here is one attempt

  1. On mousedown grab a copy of the area under the mouse into a separate canvas

  2. On mousemove draw that copy one pixel at a time from the previous mouse position to the current mouse position at 50% alpha, grabbing a new copy after each move.

In pseudo code

on mouse down
   grab copy of canvas at mouse position
   prevMousePos = currentMousePos

on mouse move
  for (pos = prevMousePos to currentMousePos step 1 pixel) 
    draw copy at pos with 50% alpha
    grab new copy of canvas at pos
  prevMousePos = currentMousePos

The brush is feathered by drawing a rgba(0,0,0,0) to rgba(0,0,0,1) radial gradient over it using globalCompositeOperation = 'destination-out'.

const ctx = document.querySelector('#canvas').getContext('2d');
const brushDisplayCtx = document.querySelector('#brush-display').getContext('2d');

function reset() {
  const {width, height} = ctx.canvas;
  const wd2 = width / 2
  ctx.globalAlpha = 1;
  ctx.fillStyle = 'white';
  ctx.fillRect(wd2, 0, wd2, height);

  const gradient = ctx.createLinearGradient(0, 0, 0, height);
  gradient.addColorStop(0, 'red');
  gradient.addColorStop(0.5, 'yellow');
  gradient.addColorStop(1, 'blue');
  ctx.fillStyle = gradient;
  ctx.fillRect(0, 0, wd2, height);
}
reset();

function getCanvasRelativePosition(e, canvas) {
  const rect = canvas.getBoundingClientRect();
  return {
    x: (e.clientX - rect.left) / rect.width  * canvas.width,
    y: (e.clientY - rect.top ) / rect.height * canvas.height,
  };
}

function lerp(a, b, t) {
  return a + (b - a) * t;
}

function setupLine(x, y, targetX, targetY) {
  const deltaX = targetX - x;
  const deltaY = targetY - y;
  const deltaRow = Math.abs(deltaX);
  const deltaCol = Math.abs(deltaY);
  const counter = Math.max(deltaCol, deltaRow);
  const axis = counter == deltaCol ? 1 : 0;

  // setup a line draw.
  return {
    position: [x, y],
    delta: [deltaX, deltaY],
    deltaPerp: [deltaRow, deltaCol],
    inc: [Math.sign(deltaX), Math.sign(deltaY)],
    accum: Math.floor(counter / 2),
    counter: counter,
    endPnt: counter,
    axis: axis,
    u: 0,
  };
};

function advanceLine(line) {
  --line.counter;
  line.u = 1 - line.counter / line.endPnt;
  if (line.counter <= 0) {
    return false;
  }
  const axis = line.axis;
  const perp = 1 - axis;
  line.accum += line.deltaPerp[perp];
  if (line.accum >= line.endPnt) {
    line.accum -= line.endPnt;
    line.position[perp] += line.inc[perp];
  }
  line.position[axis] += line.inc[axis];
  return true;
}

let lastX;
let lastY;
let lastForce;
let drawing = false;
let alpha = 0.5;

const brushCtx = document.createElement('canvas').getContext('2d');
let featherGradient;

function createFeatherGradient(radius, hardness) {
  const innerRadius = Math.min(radius * hardness, radius - 1);
  const gradient = brushCtx.createRadialGradient(
    0, 0, innerRadius,
    0, 0, radius);
  gradient.addColorStop(0, 'rgba(0, 0, 0, 0)');
  gradient.addColorStop(1, 'rgba(0, 0, 0, 1)');
  return gradient;
}

const radiusElem = document.querySelector('#radius');
const hardnessElem = document.querySelector('#hardness');
const alphaElem = document.querySelector('#alpha');
radiusElem.addEventListener('input', updateBrushSettings);
hardnessElem.addEventListener('input', updateBrushSettings);
alphaElem.addEventListener('input', updateBrushSettings);
document.querySelector('#reset').addEventListener('click', reset);

function updateBrushSettings() {
  const radius = radiusElem.value;
  const hardness = hardnessElem.value;
  alpha = alphaElem.value;
  featherGradient = createFeatherGradient(radius, hardness);
  brushCtx.canvas.width = radius * 2;
  brushCtx.canvas.height = radius * 2;
  
  {
    const ctx = brushDisplayCtx;
    const {width, height} = ctx.canvas;
    ctx.clearRect(0, 0, width, height);
    ctx.fillStyle = `rgba(0, 0, 0, ${alpha})`;
    ctx.fillRect(width / 2 - radius, height / 2 - radius, radius * 2, radius * 2);
    feather(ctx);
  }
}
updateBrushSettings();
 
function feather(ctx) {
  // feather the brush
  ctx.save();
  ctx.fillStyle = featherGradient;
  ctx.globalCompositeOperation = 'destination-out';
  const {width, height} = ctx.canvas;
  ctx.translate(width / 2, height / 2);
  ctx.fillRect(-width / 2, -height / 2, width, height);  
  ctx.restore();
}
 
function updateBrush(x, y) {
  let width = brushCtx.canvas.width;
  let height = brushCtx.canvas.height;
  let srcX = x - width / 2;
  let srcY = y - height / 2;
  // draw it in the middle of the brush
  let dstX = (brushCtx.canvas.width - width) / 2;
  let dstY = (brushCtx.canvas.height - height) / 2;

  // clear the brush canvas
  brushCtx.clearRect(0, 0, brushCtx.canvas.width, brushCtx.canvas.height);

  // clip the rectangle to be
  // inside
  if (srcX < 0) {
    width += srcX;
    dstX -= srcX;
    srcX = 0;
  }
  const overX = srcX + width - ctx.canvas.width;
  if (overX > 0) {
    width -= overX;
  }

  if (srcY < 0) {
    dstY -= srcY;
    height += srcY;
    srcY = 0;
  }
  const overY = srcY + height - ctx.canvas.height;
  if (overY > 0) {
    height -= overY;
  }

  if (width <= 0 || height <= 0) {
    return;
  }

  brushCtx.drawImage(
    ctx.canvas,
    srcX, srcY, width, height,
    dstX, dstY, width, height);    
  
  feather(brushCtx);
}

function start(e) {
  const pos = getCanvasRelativePosition(e, ctx.canvas);
  lastX = pos.x;
  lastY = pos.y;
  lastForce = e.force || 1;
  drawing = true;
  updateBrush(pos.x, pos.y);
}

function draw(e) {
  if (!drawing) {
    return;
  }
  const pos = getCanvasRelativePosition(e, ctx.canvas);
  const force = e.force || 1;
  
  const line = setupLine(lastX, lastY, pos.x, pos.y);  
  for (let more = true; more;) {
    more = advanceLine(line);
    ctx.globalAlpha = alpha * lerp(lastForce, force, line.u);
    ctx.drawImage(
       brushCtx.canvas,
       line.position[0] - brushCtx.canvas.width / 2,
       line.position[1] - brushCtx.canvas.height / 2);
     updateBrush(line.position[0], line.position[1]);
  } 
  lastX = pos.x;
  lastY = pos.y;
  lastForce = force;
}

function stop() {
  drawing = false;
}

window.addEventListener('mousedown', start);
window.addEventListener('mousemove', draw);
window.addEventListener('mouseup', stop);
window.addEventListener('touchstart', e => {
  e.preventDefault();
  start(e.touches[0]);
}, {passive: false});
window.addEventListener('touchmove', e => {
  e.preventDefault();
  draw(e.touches[0]);
}, {passive: false});
#canvas { border: 1px solid black; }
.controls { margin-left: 5px; }
.split { display: flex; }
* { user-select: none; }
<div class="split">
  <canvas id="canvas"></canvas>
  <div>
    <div class="controls">
      <div>
        <div><input type="range" id="radius" min="2" max="40" value="16"><label for="radius">radius</label></div>
        <div><input type="range" id="hardness" min="0" max="1" step="0.01" value="0.5"><label for="radius">hardness</label></div>
        <div><input type="range" id="alpha" min="0" max="1" step="0.01" value="0.5"><label for="alpha">alpha</label></div>
        <button type="button" id="reset">reset</button>
      </div>
      <div style="text-align: right;">
        <canvas id="brush-display" width="80" height="80"></canvas>
      </div>
    </div>
  </div>
</div>

You will need to manipulate pixels to achieve a smudge effect.

You can get the pixel information from the canvas using context.getImageData.

As the user moves an imaginary brush over existing pixels, you can mimic smudging with a real brush by:

  1. Use the image data to calculate the average color the user has moved over so far.

  2. Set the fillStyle to that average color.

  3. Set the alpha of the fillStyle to a semi-transparent value (maybe 25%).

  4. As the user drags the brush, draw a series of overlapping circles over the existing pixels using the semi-transparent, color-averaged fill.

  5. If a particular client device has more processing power, you might enhance the effect with shadowing.

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