这篇郭先生来说说BufferGeometry,类型化数组和粒子系统的使用,并且让图片有马赛克效果(同理可以让不清晰的图片清晰化),如图所示1. 解析图片1. 解析图片解析图片和上一篇一样
initCanvas() {

canvas = document.createElement('canvas');

content = canvas.getContext('2d');

canvas.width = 1600;

canvas.height = 1200;

img = new Image();

img.crossOrigin = '*';

img.src = "/static/images/base/girl.jpg";

img.onload = () => {

content.drawImage(img, 0, 0, canvas.width, canvas.height);

imgDate = content.getImageData(0, 0, canvas.width, canvas.height);

this.createPotCloud();
//创建点云

};
}
initCanvas() {

canvas = document.createElement('canvas');

content = canvas.getContext('2d');

canvas.width = 1600;

canvas.height = 1200;

img = new Image();

img.crossOrigin = '*';

img.src = "/static/images/base/girl.jpg";

img.onload = () => {

content.drawImage(img, 0, 0, canvas.width, canvas.height);

imgDate = content.getImageData(0, 0, canvas.width, canvas.height);

this.createPotCloud();
//创建点云

};
}2. 操作像素点2. 操作像素点
createPotCloud() {

if (points) {

scene.remove(points)

}

let cw = Math.floor(canvas.width / size);

let ch = Math.floor(canvas.height / size);

particles = cw * ch;

geometry = new THREE.BufferGeometry();

positions = new Float32Array(Math.floor(particles * 3));

positions_af = new Float32Array(Math.floor(particles * 3));

var colors = new Float32Array(Math.floor(particles * 3));

for (var i = 0; i < positions.length; i += 1) {


positions[3 * i] = - canvas.width / 2 + (i % cw) * size;

positions[3 * i + 1] = canvas.height / 2 + Math.floor((-1 - i) / cw) * size;

positions[3 * i + 2] = 0;


let selectPos = size * (i % cw) + Math.floor(i / cw) * cw * size * size;

colors[3 * i] = imgDate.data[4 * selectPos] / 255.0;

colors[3 * i + 1] = imgDate.data[4 * selectPos + 1] / 255.0;

colors[3 * i + 2] = imgDate.data[4 * selectPos + 2] / 255.0;

}

geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));

geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))

geometry.dynamic = true;

geometry.attributes.position.needsUpdate = true;

var material = new THREE.PointsMaterial({ size: size, vertexColors: THREE.VertexColors })

points = new THREE.Points(geometry, material);

points.name = 'points';

scene.add(points);

loaded = true;
},
createPotCloud() {

if (points) {

scene.remove(points)

}

let cw = Math.floor(canvas.width / size);

let ch = Math.floor(canvas.height / size);

particles = cw * ch;

geometry = new THREE.BufferGeometry();

positions = new Float32Array(Math.floor(particles * 3));

positions_af = new Float32Array(Math.floor(particles * 3));

var colors = new Float32Array(Math.floor(particles * 3));

for (var i = 0; i < positions.length; i += 1) {


positions[3 * i] = - canvas.width / 2 + (i % cw) * size;

positions[3 * i + 1] = canvas.height / 2 + Math.floor((-1 - i) / cw) * size;

positions[3 * i + 2] = 0;


let selectPos = size * (i % cw) + Math.floor(i / cw) * cw * size * size;

colors[3 * i] = imgDate.data[4 * selectPos] / 255.0;

colors[3 * i + 1] = imgDate.data[4 * selectPos + 1] / 255.0;

colors[3 * i + 2] = imgDate.data[4 * selectPos + 2] / 255.0;

}

geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));

geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))

geometry.dynamic = true;

geometry.attributes.position.needsUpdate = true;

var material = new THREE.PointsMaterial({ size: size, vertexColors: THREE.VertexColors })

points = new THREE.Points(geometry, material);

points.name = 'points';

scene.add(points);

loaded = true;
},可以不用纠结代码,核心思想其实我们只需要每隔一定的颜色点取出一个颜色点,然后将这个颜色赋予到geometry的color属性上,就可以了,也可以每隔两行、两列取一个点,但是图片上面的点是一维的,所以需要一些数学方法,如图所示,原理很简单哦。将不清晰的图片清晰化,就是需要插入的像素点,插入的像素点,需要根据已存在的像素点的颜色进行插值,比如原图的像素点1为0xffffff,像素点2的颜色为0xdddddd,则插在两个像素点之间像素点的颜色为0xeeeeee,以此类推。以上就是three.js 将图片马赛克化的示例代码的详细内容,关于three.js 将图片马赛克化的资料请关注其它相关文章!