Canvas绘制图片和区域(前端使用Canvas绘制图片,并在图片上绘制区域)

前端 0

简介:在开发中,有时我们需要在图片上进行一些交互式操作,比如绘制区域、标记等。这种场景下,我们可以使用HTML5的<canvas>元素来实现。Canvas 是 HTML5 提供的一种图形绘制接口,可以通过 JavaScript 在网页上绘制图形、动画和其他视觉效果。这里来记录一下,如何在一张图片上,绘制区域。

 


 

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那么具体如何使用Canvas在图片上绘制区域呢?

一. 首先,我们需要初始化三个canvas画布(初始化Canvas)

initCanvas() {  // 初始化canvas画布  let canvasWrap = document.getElementsByClassName("canvas-wrap");  this.wrapWidth = canvasWrap[0].clientWidth;  this.wrapHeight = canvasWrap[0].clientHeight;  this.imgCanvas = document.getElementById("imgCanvas");  this.imgCtx = this.imgCanvas.getContext("2d");  // 绘制canvas  this.drawCanvas = document.getElementById("drawCanvas");  this.drawCtx = this.drawCanvas.getContext("2d");  // 保存绘制区域 saveCanvas  this.saveCanvas = document.getElementById("saveCanvas");  this.saveCtx = this.saveCanvas.getContext("2d");},},
  1. imgCanvas用于绘制原始图片
  2. drawCanvas用于临时绘制区域
  3. saveCanvas用于保存最终绘制的区域

 


 

二. 计算并设置canvas的宽高比例,以适应图片尺寸

initImgCanvas() {  // 计算宽高比  let ww = this.wrapWidth; // 画布宽度  let wh = this.wrapHeight; // 画布高度   let iw = this.imgWidth; // 图片宽度  let ih = this.imgHeight; // 图片高度  if (iw / ih < ww / wh) {    // 以高为主    this.ratio = ih / wh;    this.canvasHeight = wh;    this.canvasWidth = (wh * iw) / ih;  } else {    // 以宽为主     this.ratio = iw / ww;    this.canvasWidth = ww;    this.canvasHeight = (ww * ih) / iw;  }  // 初始化画布大小  this.imgCanvas.width = this.canvasWidth;  this.imgCanvas.height = this.canvasHeight;  this.drawCanvas.width = this.canvasWidth;   this.drawCanvas.height = this.canvasHeight;  this.saveCanvas.width = this.canvasWidth;  this.saveCanvas.height = this.canvasHeight;  // 图片加载绘制  let img = document.createElement("img");  img.src = this.imgUrl;  img.onload = () => {    console.log("图片已加载");    this.imgCtx.drawImage(img, 0, 0, this.canvasWidth, this.canvasHeight);    this.renderDatas(); // 渲染原有数据  };},},

这里先计算画布和图片的宽高比,根据比例关系决定以宽为主还是以高为主进行等比缩放。然后设置三个canvas的宽高,并在图片加载完成后将其绘制到imgCanvas上。renderDatas函数用于渲染已有的绘制数据(如果有的话)。

 


 

三. 开始绘制,绘制的主要逻辑

startDraw() {  // 绘制区域  if (this.isDrawing) return;  this.isDrawing = true;  // 绘制逻辑  this.drawCanvas.addEventListener("click", this.drawImageClickFn);  this.drawCanvas.addEventListener("dblclick", this.drawImageDblClickFn);  this.drawCanvas.addEventListener("mousemove", this.drawImageMoveFn);},},

我们在drawCanvas上监听clickdblclickmousemove事件,分别对应点击、双击和鼠标移动三种绘制交互。

 


 

四. 点击事件,用于开始一个新的区域绘制

drawImageClickFn(e) {  let drawCtx = this.drawCtx;  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    let lastPoint = this.drawingPoints[this.drawingPoints.length - 1] || [];    if (lastPoint[0] !== pointX || lastPoint[1] !== pointY) {      this.drawingPoints.push([pointX, pointY]);    }  }},},

这里获取鼠标点击的坐标,并将其推入drawingPoints数组中,用于临时保存当前绘制区域的点坐标。

 


 

五. 鼠标移动事件,用于实时绘制区域

drawImageMoveFn(e) {  let drawCtx = this.drawCtx;  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    // 绘制    drawCtx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);    // 绘制点    drawCtx.fillStyle = "blue";    this.drawingPoints.forEach((item, i) => {      drawCtx.beginPath();      drawCtx.arc(...item, 6, 0, 180);      drawCtx.fill(); //填充    });    // 绘制动态区域    drawCtx.save();    drawCtx.beginPath();    this.drawingPoints.forEach((item, i) => {      drawCtx.lineTo(...item);    });    drawCtx.lineTo(pointX, pointY);    drawCtx.lineWidth = "3";    drawCtx.strokeStyle = "blue";    drawCtx.fillStyle = "rgba(255, 0, 0, 0.3)";    drawCtx.stroke();    drawCtx.fill(); //填充    drawCtx.restore();  }},},

这里先清空drawCanvas,然后遍历drawingPoints数组,绘制已经点击的点。接着再绘制一个动态区域,即从第一个点开始,连线到当前鼠标位置,形成一个闭合多边形区域。

 


 

六. 双击事件,用于完成当前区域的绘制

drawImageDblClickFn(e) {  let drawCtx = this.drawCtx;  let saveCtx = this.saveCtx;  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    let lastPoint = this.drawingPoints[this.drawingPoints.length - 1] || [];    if (lastPoint[0] !== pointX || lastPoint[1] !== pointY) {      this.drawingPoints.push([pointX, pointY]);    }  }  // 清空绘制图层  drawCtx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);  // 绘制区域至保存图层  this.drawSaveArea(this.drawingPoints);  this.drawedPoints.push(this.drawingPoints);  this.drawingPoints = [];  this.isDrawing = false;  // 绘制结束逻辑  this.drawCanvas.removeEventListener("click", this.drawImageClickFn);  this.drawCanvas.removeEventListener("dblclick", this.drawImageDblClickFn);  this.drawCanvas.removeEventListener("mousemove", this.drawImageMoveFn);},},

双击时,先获取双击的坐标点,并将其推入drawingPoints数组中。然后清空drawCanvas,并调用drawSaveArea方法,将当前绘制区域渲染到saveCanvas上。

 


 

七. 遍历区域点坐标的方法

drawSaveArea(points) {  if (points.length === 0) return;  this.saveCtx.save();  this.saveCtx.beginPath();  points.forEach((item, i) => {    this.saveCtx.lineTo(...item);  });  this.saveCtx.closePath();  this.saveCtx.lineWidth = "2";  this.saveCtx.fillStyle = "rgba(255,0, 255, 0.3)";  this.saveCtx.strokeStyle = "red";  this.saveCtx.stroke();  this.saveCtx.fill();   this.saveCtx.restore();},},

drawSaveArea方法会遍历当前区域的所有点坐标,并在saveCanvas上绘制一个闭合的多边形区域,边框为红色,填充为半透明的紫色。接下来,将当前绘制区域的点坐标数组drawingPoints推入drawedPoints数组中,用于保存所有已绘制的区域数据。然后,重置drawingPointsisDrawing的状态,并移除所有绘制事件的监听器。

至此,一个区域的绘制就完成了。如果需要继续绘制新的区域,只需再次调用startDraw方法即可。

 


 

八. 保存和渲染数据。我们需要将绘制的区域数据保存下来,以及从已有数据中处理出需要的区域数据

savePoints() {  // 将画布坐标数据转换成提交数据  let objectPoints = [];  objectPoints = this.drawedPoints.map((area) => {    let polygon = {};    area.forEach((point, i) => {      polygon[`x${i + 1}`] = Math.round(point[0] * this.ratio);      polygon[`y${i + 1}`] = Math.round(point[1] * this.ratio);    });    return {      polygon: polygon,    };  });  this.submitData = objectPoints;  console.log("最终提交数据", objectPoints);},},

这里遍历所有已绘制的区域drawedPoints,将每个区域的点坐标根据ratio进行缩放(实际图片尺寸),并转换成一个polygon对象的形式,最终保存在submitData中。

 


 

九. 渲染数据

renderDatas() {  // 将提交数据数据转换成画布坐标  this.drawedPoints = this.submitData.map((item) => {    let polygon = item.polygon;    let points = [];    for (let i = 1; i < Object.keys(polygon).length / 2 + 1; i++) {      if (!isNaN(polygon[`x${i}`]) && !isNaN(polygon[`y${i}`])) {        points.push([          polygon[`x${i}`] / this.ratio,          polygon[`y${i}`] / this.ratio,        ]);      }    }    this.drawSaveArea(points);    return points;  });},},

渲染数据的逻辑是,遍历submitData中的每个polygon对象,根据ratio将其坐标值转换成canvas的坐标值,并调用drawSaveArea方法将其渲染到saveCanvas上。至此,我们就完成了在canvas上绘制图片区域的全部逻辑。可以根据具体需求进行相应的调整和扩展。

 


 

十. 执行过程

具体全部的执行顺序如下:

  1. 初始化Canvas
    • 调用initCanvas()方法初始化三个Canvas画布
    • 调用initImgCanvas()方法计算并设置画布宽高比例,加载并绘制图片
  2. 开始绘制
    • 调用startDraw()方法
    • 监听drawCanvasclickdblclickmousemove事件
    • 点击时,在drawImageClickFn中记录点坐标
    • 移动时,在drawImageMoveFn中实时绘制区域
    • 双击时,在drawImageDblClickFn中完成当前区域绘制,保存至saveCanvas
  3. 保存和渲染数据
    • 调用savePoints()方法,将绘制区域的点坐标数据转换并保存到submitData
    • 调用renderDatas()方法,将submitData中的数据转换并渲染到saveCanvas

简单来说,就是先初始化画布,然后开始绘制区域的交互,最后保存和渲染数据。

 
 

 

十一. 当然,如果想使用原生JS实现,可以改成像下面这样

let canvasWrap, wrapWidth, wrapHeight, imgCanvas, imgCtx, drawCanvas, drawCtx, saveCanvas, saveCtx;let ratio, canvasWidth, canvasHeight, imgWidth, imgHeight, imgUrl;let isDrawing = false;let drawingPoints = [];let drawedPoints = [];let submitData = [];// 1. 初始化Canvas画布function initCanvas() {  // 获取canvas容器元素并设置宽高  canvasWrap = document.getElementsByClassName("canvas-wrap")[0];  wrapWidth = canvasWrap.clientWidth;  wrapHeight = canvasWrap.clientHeight;  // 获取canvas元素并获取2D绘图上下文  imgCanvas = document.getElementById("imgCanvas");  imgCtx = imgCanvas.getContext("2d");  drawCanvas = document.getElementById("drawCanvas");  drawCtx = drawCanvas.getContext("2d");  saveCanvas = document.getElementById("saveCanvas");  saveCtx = saveCanvas.getContext("2d");}// 2. 初始化图片Canvasfunction initImgCanvas() {  // 计算画布和图片的宽高比  let ww = wrapWidth;  let wh = wrapHeight;  let iw = imgWidth;  let ih = imgHeight;  if (iw / ih < ww / wh) {    ratio = ih / wh;    canvasHeight = wh;    canvasWidth = (wh * iw) / ih;  } else {    ratio = iw / ww;    canvasWidth = ww;    canvasHeight = (ww * ih) / iw;  }  // 设置三个canvas的宽高  imgCanvas.width = canvasWidth;  imgCanvas.height = canvasHeight;  drawCanvas.width = canvasWidth;  drawCanvas.height = canvasHeight;  saveCanvas.width = canvasWidth;  saveCanvas.height = canvasHeight;  // 加载图片并绘制到imgCanvas上  let img = document.createElement("img");  img.src = imgUrl;  img.onload = () => {    console.log("图片已加载");    imgCtx.drawImage(img, 0, 0, canvasWidth, canvasHeight);    renderDatas(); // 渲染已有数据  };}// 3. 开始绘制function startDraw() {  if (isDrawing) return;  isDrawing = true;  // 监听drawCanvas的click、dblclick和mousemove事件  drawCanvas.addEventListener("click", drawImageClickFn);  drawCanvas.addEventListener("dblclick", drawImageDblClickFn);  drawCanvas.addEventListener("mousemove", drawImageMoveFn);}// 4. 清空所有绘制区域function clearAll() {  saveCtx.clearRect(0, 0, canvasWidth, canvasHeight);  drawedPoints = [];}// 5. 获取并加载图片function getImage() {  imgUrl = "需要渲染的图片地址";  imgWidth = 200;  imgHeight = 300;  imgUrl && initImgCanvas();}// 6. 点击事件,记录点坐标function drawImageClickFn(e) {  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    let lastPoint = drawingPoints[drawingPoints.length - 1] || [];    if (lastPoint[0] !== pointX || lastPoint[1] !== pointY) {      drawingPoints.push([pointX, pointY]);    }  }}// 7. 鼠标移动事件,实时绘制区域function drawImageMoveFn(e) {  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    drawCtx.clearRect(0, 0, canvasWidth, canvasHeight);    drawCtx.fillStyle = "blue";    drawingPoints.forEach((item, i) => {      drawCtx.beginPath();      drawCtx.arc(...item, 6, 0, 180);      drawCtx.fill();    });    drawCtx.save();    drawCtx.beginPath();    drawingPoints.forEach((item, i) => {      drawCtx.lineTo(...item);    });    drawCtx.lineTo(pointX, pointY);    drawCtx.lineWidth = "3";    drawCtx.strokeStyle = "blue";    drawCtx.fillStyle = "rgba(255, 0, 0, 0.3)";    drawCtx.stroke();    drawCtx.fill();    drawCtx.restore();  }}// 8. 双击事件,完成当前区域绘制function drawImageDblClickFn(e) {  if (e.offsetX || e.layerX) {    let pointX = e.offsetX == undefined ? e.layerX : e.offsetX;    let pointY = e.offsetY == undefined ? e.layerY : e.offsetY;    let lastPoint = drawingPoints[drawingPoints.length - 1] || [];    if (lastPoint[0] !== pointX || lastPoint[1] !== pointY) {      drawingPoints.push([pointX, pointY]);    }  }  drawCtx.clearRect(0, 0, canvasWidth, canvasHeight);  drawSaveArea(drawingPoints);  drawedPoints.push(drawingPoints);  drawingPoints = [];  isDrawing = false;  drawCanvas.removeEventListener("click", drawImageClickFn);  drawCanvas.removeEventListener("dblclick", drawImageDblClickFn);  drawCanvas.removeEventListener("mousemove", drawImageMoveFn);}// 9. 绘制区域到saveCanvasfunction drawSaveArea(points) {  if (points.length === 0) return;  saveCtx.save();  saveCtx.beginPath();  points.forEach((item, i) => {    saveCtx.lineTo(...item);  });  saveCtx.closePath();  saveCtx.lineWidth = "2";  saveCtx.fillStyle = "rgba(255,0, 255, 0.3)";  saveCtx.strokeStyle = "red";  saveCtx.stroke();  saveCtx.fill();  saveCtx.restore();}// 10. 保存绘制数据function savePoints() {  let objectPoints = [];  objectPoints = drawedPoints.map((area) => {    let polygon = {};    area.forEach((point, i) => {      polygon[`x${i + 1}`] = Math.round(point[0] * ratio);      polygon[`y${i + 1}`] = Math.round(point[1] * ratio);    });    return {      polygon: polygon,    };  });  submitData = objectPoints;  console.log("最终提交数据", objectPoints);}// 11. 渲染已有数据function renderDatas() {  drawedPoints = submitData.map((item) => {    let polygon = item.polygon;    let points = [];    for (let i = 1; i < Object.keys(polygon).length / 2 + 1; i++) {      if (!isNaN(polygon[`x${i}`]) && !isNaN(polygon[`y${i}`])) {        points.push([          polygon[`x${i}`] / ratio, // 根据ratio换算canvas坐标          polygon[`y${i}`] / ratio,        ]);      }    }    drawSaveArea(points); // 调用drawSaveArea将区域绘制到saveCanvas上    return points;  });},},// 使用方式initCanvas(); // 1. 初始化Canvas画布getImage(); // 5. 获取并加载图片 startDraw(); // 3. 开始绘制

具体流程:

  1. renderDatas函数的作用是将已有的绘制数据(submitData)转换成canvas坐标,
  2. 并调用drawSaveArea方法将其渲染到saveCanvas上,
  3. 该函数遍历submitData中的每个polygon对象,
  4. 根据ratio将其坐标值转换成canvas的坐标值,
  5. 然后调用drawSaveArea方法绘制该区域,
  6. 最终返回一个包含所有区域点坐标的数组drawedPoints,
  7. 最后,需要按顺序调用initCanvas() -> getImage() -> startDraw()等方法,分别完成初始化画布、加载图片和开始绘制的功能。

 

十二. 全部代码

全部的VueJS代码和原生JavaScript代码,请打赏后,直接点我头像,私我,获取全部代码。
 

 

 

 

创作不易,感觉有用,就一键三连,感谢(●'◡'●)

 

 

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