1. Question: The images in the canvas rendering project can be saved locally, but the rendering of network images fails to save locally. Is there a cross-domain problem?
Solution: Add an attribute to the img tag to support cross-domain, img.crossOrigin='Anonymous'.
2. Question: How to save the canvas rendering image to the local?
Solution: A jQuery plugin that can export canvas images as images in multiple formats
3. Question: Canvas rotation problem?
$scope.canvasRotate = function () { var rotate = $('#myCanvas').attr('rotate'); cxt.save()//canvas context object save state var x = canvas.width/2; var y = canvas.height/2; cxt.clearRect(0,0,canvas.width,canvas.height)//Clear the canvas cxt.translate(x, y)//Set the rotation of the center point of the canvas console.log(rotate) if(rotate ==0){ cxt.rotate(180 * Math.PI / 180)//Rotate 180 degrees cxt.translate(-x,-y) cxt.drawImage(img,0,0); var rotate = $('#myCanvas').attr('rotate','1'); }else{ cxt.rotate(360 * Math.PI / 180) cxt.translate(-x,-y) cxt.drawImage(img,0,0); var rotate = $('#myCanvas').attr('rotate','0'); } cxt.restore() }
4. Saturation problem
Solution: This is very similar to the grayscale implementation steps, as long as you find the saturation formula. The realization principle is: rgb to hsl, hsl to rgb.
/** * Convert HSL color values to RGB. * Conversion formula adapted from http://en.wikipedia.org/wiki/HSL_color_space. * h, s, and l are set between [0, 1] * Return r, g, and b between [0, 255] * * @param Number h hue * @param Number s saturation * @param Number l brightness * @return Array RGB color value value */ function hslToRgb(h, s, l){ var r, g, b; if(s == 0){ r = g = b = l; // achromatic }else{ var hue2rgb = function hue2rgb(p, q, t){ if(t < 0) t += 1; if(t > 1) t -= 1; if(t < 1/6) return p + (q - p) * 6 * t; if(t < 1/2) return q; if(t < 2/3) return p + (q - p) * (2/3 - t) * 6; return p; } var q = l < 0.5 ? l * (1 + s) : l + s - l * s; var p = 2 * l - q; r = hue2rgb(p, q, h + 1/3); g = hue2rgb(p, q, h); b = hue2rgb(p, q, h - 1/3); } return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)]; } /** * Convert RGB color values to HSL. * Conversion formula referenced from http://en.wikipedia.org/wiki/HSL_color_space. * r, g, and b need to be in the range [0, 255] * Return h, s, and l between [0, 1] * * @param Number r red color value * @param Number g green color value * @param Number b blue color value * @return Array HSL array of values */ function rgbToHsl(r, g, b){ r /= 255, g /= 255, b /= 255; var max = Math.max(r, g, b), min = Math.min(r, g, b); var h, s, l = (max + min) / 2; if(max == min){ h = s = 0; // achromatic }else{ var d = max - min; s = l > 0.5 ? d / (2 - max - min) : d / (max + min); switch(max){ case r: h = (g - b) / d + (g < b ? 6 : 0); break; case g: h = (b - r) / d + 2; break; case b: h = (r - g) / d + 4; break; } h /= 6; } return [Math.floor(h*100), Math.round(s*100), Math.round(l*100)]; }
How to use it in canvas?
if(img.complete){ var pixels = cxt.getImageData(0,0,img.width,img.height); var pixeldata = pixels.data; for (var i = 0, len = pixeldata.length; i <len; i + = 4) { var hslarr = rgbToHsl( pixels.data[i], pixels.data[i+1], pixels.data[i+2]);//Convert canvas image one pixel into hsl var h = Math.round(hslarr[0])/100;//Hue, processed into data before 0-1 var s = Math.round(hslarr[1])/100;//Saturation var l = Math.round(hslarr[2])/100;//Brightness if(s<=0.95){//Processing saturation, hue, and brightness are similar s = s+0.05; } var rgbarr = hslToRgb(h,s,l);//Convert the processed hsl to rgb pixels.data[i] = rgbarr[0]; pixels.data[i+1] = rgbarr[1]; pixels.data[i+2] = rgbarr[2]; } cxt.putImageData(pixels,0,0)//Re-render the image }