Schnell und praktisch
Die folgende Klasse implementiert die schnelle Methode, die in dieser Artikel und enthält alles, was Sie brauchen: readPixel
, putPixel
erhalten width/height
. Klasse aktualisieren Leinwand nach dem Aufruf refresh()
Methode. Beispiel lösen einfachen Fall von 2d Wellengleichung
class Screen{
constructor(canvasSelector) {
this.canvas = document.querySelector(canvasSelector);
this.width = this.canvas.width;
this.height = this.canvas.height;
this.ctx = this.canvas.getContext('2d');
this.imageData = this.ctx.getImageData(0, 0, this.width, this.height);
this.buf = new ArrayBuffer(this.imageData.data.length);
this.buf8 = new Uint8ClampedArray(this.buf);
this.data = new Uint32Array(this.buf);
}
// r,g,b,a - red, gren, blue, alpha components in range 0-255
putPixel(x,y,r,g,b,a=255) {
this.data[y * this.width + x] = (a<<24) | (b<<16) | (g<<8) | r;
}
readPixel(x,y) {
let p= this.data[y * this.width + x]
return [p&0xff, p>>8&0xff, p>>16&0xff, p>>>24];
}
refresh() {
this.imageData.data.set(this.buf8);
this.ctx.putImageData(this.imageData, 0, 0);
}
}
// --------
// TEST
// --------
let s= new Screen('#canvas'); // initialise
function draw() {
for (var y = 1; y < s.height-1; ++y) {
for (var x = 1; x < s.width-1; ++x) {
let a = [[1,0],[-1,0],[0,1],[0,-1]].reduce((a,[xp,yp])=>
a+= s.readPixel(x+xp,y+yp)[0] // read pixel
,0);
let v= a/1.99446-tmp[x][y];
tmp[x][y]=v<0 ? 0:v;
}
}
for (var y = 1; y < s.height-1; ++y) {
for (var x = 1; x < s.width-1; ++x) {
let v=tmp[x][y];
tmp[x][y]= s.readPixel(x,y)[0]; // read pixel
s.putPixel(x,y, v,0,0); // put pixel
}
}
s.refresh();
window.requestAnimationFrame(draw)
}
// temporary 2d buffer ()for solving wave equation)
let tmp = [...Array(s.width)].map(x => Array(s.height).fill(0));
function move(e) { s.putPixel(e.x-10, e.y-10, 255,255,255);}
draw();
<canvas id="canvas" height="150" width="512" onmousemove="move(event)"></canvas>
<div>Move mouse on black square</div>