我想知道,如果有一种方法动态修改/访问的数据包含在html的图像就好像他们是一个html5帆布元。用帆布,你可以在javascript访问的原素的数据则getimagedata()和putImageData(),但是我迄今未能找出如何做到这一点的图像。

有帮助吗?

解决方案

// 1) Create a canvas, either on the page or simply in code
var canvas = document.createElement('canvas');
var ctx    = canvas.getContext('2d');

// 2) Copy your image data into the canvas
var myImgElement = document.getElementById('foo');
ctx.drawImage( myImgElement, 0, 0 );

// 3) Read your image data
var w = myImgElement.width, h=myImgElement.height;
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;

// 4) Read or manipulate the rgba as you wish
for (var px=0,ct=w*h*4;px<ct;px+=4){
  var r = rgba[px  ];
  var g = rgba[px+1];
  var b = rgba[px+2];
  var a = rgba[px+3];
}

// 5) Update the context with newly-modified data
ctx.putImageData(imgdata,0,0);

// 6) Draw the image data elsewhere, if you wish
someOtherContext.drawImage( ctx.canvas, 0, 0 );

注意,步骤2也可以从直接加载到脚本,而不是页上的图像带来的:

// 2b) Load an image from which to get data
var img = new Image;
img.onload = function(){
  ctx.drawImage( img, 0, 0 );
  // ...and then steps 3 and on
};
img.src = "/images/foo.png"; // set this *after* onload

其他提示

你可以绘制图像来画布上的元素 drawImage(), ,然后获得的像素数据从画布上。

有这个代码的一些问题之后,我想要一个或两件事情添加到Phrogz的回答是:

// 1) Create a canvas, either on the page or simply in code
var w = myImgElement.width, h=myImgElement.height; // NEw : you need to set the canvas size if you don't want bug with images that makes more than 300*150

var canvas = document.createElement('canvas');
canvas.height = h;
canvas.width = w;
var ctx    = canvas.getContext('2d');

// 2) Copy your image data into the canvas
var myImgElement = document.getElementById('foo');
ctx.drawImage( myImgElement, 0, 0, w, h ); // Just in case...

// 3) Read your image data
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;

// And then continue as in the other code !

这是为我工作(IE10x64,Chromex64 Win7上,铬手臂linux的,......似乎错误与Firefox 20手臂Linux,但不知道...重新测试)

- HTML -

<canvas id="myCanvas" width="600" height="300"></canvas>
<canvas id="myCanvasOffscreen" width="1" height="1"></canvas>

- JS -

  // width & height can be used to scale image !!!
  function getImageAsImageData(url, width, height, callack) {
    var canvas = document.getElementById('myCanvasOffscreen');
    canvas.width = width;
    canvas.height = height;
    var context = canvas.getContext('2d');

    var imageObj = new Image();
    imageObj.onload = function() {
      context.drawImage(imageObj, 0, 0, width, height);
      imgData = context.getImageData(0,0,width, height);
      canvas.width = 1;
      canvas.height = 1;

      callack( imgData );
    };
    imageObj.src = url;
  }

- 然后 -

  var canvas = document.getElementById('myCanvas');
  var ctx = canvas.getContext('2d');

  var imgData;
  getImageAsImageData('central_closed.png', IMG_WIDTH, IMG_HEIGHT, 
    function(imgData) {

      // do what you want with imgData.data (rgba array)
      // ex.  colorize( imgData, 25, 70, 0);

      ctx.putImageData(imgData,0,0);

    }
  );

你首先要在画布上绘制一个PIC,然后从画布上得到的imageData,它是一种错误的方式,因为JS认为这是一个“跨域访问”,但getIamgeData方法不允许在“跨域访问”到image.you可以把根的地方,并通过“localhost”的访问哈瓦一试。

如果林不知道这是可能的,但你可以尝试从PHP请求像素信息,如果GD库这将是一件容易的事,但肯定会慢一些。既然你没有指定的应用程序,所以我会建议检查SVG这个任务,如果他们可以矢量图像比你将能够查询或修改图像。

直接在工作的 IMG元素也是有效的:

var image = document.createElement('img'),w,h ;

image.src = "img/test.jpg" ;

$(image).one('load',function(){

    w = image.naturalWidth ;
    h = image.naturalHeight ;

    var cnv = document.createElement('canvas') ;
    $(cnv).attr("width",w) ;
    $(cnv).attr("height",h) ;

    var ctx = cnv.getContext('2d') ;
    ctx.drawImage(image,0,0) ;

    var imgdata = ctx.getImageData(0,0,w,h) ;

    var rgba = imgdata.data ;
    for (var px=0,ct=w*h*4;px<ct;px+=4){
        var r = rgba[px+0] ;
        var g = rgba[px+1] ;
        var b = rgba[px+2] ;
        var a = rgba[px+3] ;
        // Do something
        rgba[px+0] = r ;
        rgba[px+1] = g ;
        rgba[px+2] = b ;
        rgba[px+3] = a ;
    }

    ctx.putImageData(imgdata,0,0) ;

    $("body").append(cnv) ;

}) ;
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