HTMLCanvasElement有toDataURL(),但OffscreenCanvas没有。真叫人吃惊。
好的,那么我如何让这个toDataURL()与Worker-s一起工作呢?我有一个现成的画布(完全绘制),可以将它发送到Worker。但从那以后我能做什么呢?
我唯一的解决方案是手动完成创建image/png的所有操作。所以我在2010年找到了此页。(我不确定这是否是我所需要的。)此外,它还提供了这段代码,从那里生成一个PNG并使其成为base64。
最后一个问题是:
1-是否有合理的方法从Worker,OR获得Worker
2-是否有专门为这项工作设计的图书馆或东西,或
3.使用HTMLCanvasElement和OffscreenCanvas的所有功能,如何修改以下代码以替换toDataURL()
下面是代码im链接到的两个函数。(对我来说,它们真的很复杂,我对getDump()几乎什么都不了解)
// output a PNG string
this.getDump = function() {
// compute adler32 of output pixels + row filter bytes
var BASE = 65521; /* largest prime smaller than 65536 */
var NMAX = 5552; /* NMAX is the largest n such that 255n(n+1)/2 + (n+1)(BASE-1) <= 2^32-1 */
var s1 = 1;
var s2 = 0;
var n = NMAX;
for (var y = 0; y < this.height; y++) {
for (var x = -1; x < this.width; x++) {
s1+= this.buffer[this.index(x, y)].charCodeAt(0);
s2+= s1;
if ((n-= 1) == 0) {
s1%= BASE;
s2%= BASE;
n = NMAX;
}
}
}
s1%= BASE;
s2%= BASE;
write(this.buffer, this.idat_offs + this.idat_size - 8, byte4((s2 << 16) | s1));
// compute crc32 of the PNG chunks
function crc32(png, offs, size) {
var crc = -1;
for (var i = 4; i < size-4; i += 1) {
crc = _crc32[(crc ^ png[offs+i].charCodeAt(0)) & 0xff] ^ ((crc >> 8) & 0x00ffffff);
}
write(png, offs+size-4, byte4(crc ^ -1));
}
crc32(this.buffer, this.ihdr_offs, this.ihdr_size);
crc32(this.buffer, this.plte_offs, this.plte_size);
crc32(this.buffer, this.trns_offs, this.trns_size);
crc32(this.buffer, this.idat_offs, this.idat_size);
crc32(this.buffer, this.iend_offs, this.iend_size);
// convert PNG to string
return "\211PNG\r\n\032\n"+this.buffer.join('');
}在这里,很清楚发生了什么:
// output a PNG string, Base64 encoded
this.getBase64 = function() {
var s = this.getDump();
// If the current browser supports the Base64 encoding
// function, then offload the that to the browser as it
// will be done in native code.
if ((typeof window.btoa !== 'undefined') && (window.btoa !== null)) {
return window.btoa(s);
}
var ch = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
var c1, c2, c3, e1, e2, e3, e4;
var l = s.length;
var i = 0;
var r = "";
do {
c1 = s.charCodeAt(i);
e1 = c1 >> 2;
c2 = s.charCodeAt(i+1);
e2 = ((c1 & 3) << 4) | (c2 >> 4);
c3 = s.charCodeAt(i+2);
if (l < i+2) { e3 = 64; } else { e3 = ((c2 & 0xf) << 2) | (c3 >> 6); }
if (l < i+3) { e4 = 64; } else { e4 = c3 & 0x3f; }
r+= ch.charAt(e1) + ch.charAt(e2) + ch.charAt(e3) + ch.charAt(e4);
} while ((i+= 3) < l);
return r;
}谢谢
发布于 2019-06-07 13:15:45
首先,我要指出的是,您可能不想要图像文件的数据URL,与它们的二进制等价的Blob相比,数据URL实际上是一种性能较差的文件处理方法,而且几乎可以使用data实际上也应该使用Blob和Blob来完成。
现在已经说过了,您仍然可以从OffscreenCanvas生成一个数据URL。
这是一个分两步的过程:
const worker = new Worker(getWorkerURL());
worker.onmessage = e => console.log(e.data);
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}<script id="worker_script" type="ws">
const canvas = new OffscreenCanvas(150,150);
const ctx = canvas.getContext('webgl');
canvas[
canvas.convertToBlob
? 'convertToBlob' // specs
: 'toBlob' // current Firefox
]()
.then(blob => {
const dataURL = new FileReaderSync().readAsDataURL(blob);
postMessage(dataURL);
});
</script>
因为您想要的实际上是呈现这个OffscreenCanvas所产生的结果,所以最好通过传递可见控件的控件生成您的OffscreenCanvas。
这样,您就可以直接将ImageBitmap发送到UI,而无需任何内存开销。
const offcanvas = document.getElementById('canvas')
.transferControlToOffscreen();
const worker = new Worker(getWorkerURL());
worker.postMessage({canvas: offcanvas}, [offcanvas]);
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}<canvas id="canvas"></canvas>
<script id="worker_script" type="ws">
onmessage = e => {
const canvas = e.data.canvas;
const gl = canvas.getContext('webgl');
gl.viewport(0, 0,
gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.enable(gl.SCISSOR_TEST);
// make some slow noise (we're in a Worker)
for(let y=0; y<gl.drawingBufferHeight; y++) {
for(let x=0; x<gl.drawingBufferWidth; x++) {
gl.scissor(x, y, 1, 1);
gl.clearColor(Math.random(), Math.random(), Math.random(), 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
}
// draw to visible <canvas> in FF
if(gl.commit) gl.commit();
};
</script>
如果您确实需要一个,那么来自生成的Blob的创建一个BlobURI。但是请注意,这样做,您确实将图像保存在内存中一次(这仍然比由数据URL诱导的三次图像要好得多,但仍然不要使用动画内容)。
const worker = new Worker(getWorkerURL());
worker.onmessage = e => {
document.getElementById('img').src = e.data;
}
function getWorkerURL() {
return URL.createObjectURL(
new Blob([worker_script.textContent])
);
}
img.onerror = e => {
document.body.textContent = '';
const a = document.createElement('a');
a.href = "https://jsfiddle.net/5yhg2c9L/";
a.textContent = "Your browser doesn't like StackSnippet's null origined iframe, please try again from this jsfiddle";
document.body.append(a);
};<img id="img">
<script id="worker_script" type="ws">
const canvas = new OffscreenCanvas(150,150);
const gl = canvas.getContext('webgl');
gl.viewport(0, 0,
gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.enable(gl.SCISSOR_TEST);
// make some slow noise (we're in a Worker)
for(let y=0; y<gl.drawingBufferHeight; y++) {
for(let x=0; x<gl.drawingBufferWidth; x++) {
gl.scissor(x, y, 1, 1);
gl.clearColor(Math.random(), Math.random(), Math.random(), 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
}
canvas[
canvas.convertToBlob
? 'convertToBlob' // specs
: 'toBlob' // current Firefox
]()
.then(blob => {
const blobURL = URL.createObjectURL(blob);
postMessage(blobURL);
});
</script>
(请注意,您也可以将一个ImageBitmap从工作线程传输到主线程,然后在可见的画布上绘制它,但是在这种情况下,使用转移上下文更好。)
发布于 2019-09-17 03:09:17
Blob很棒,但实际上toBlob && convertToBlob要比Chrome上的toDataUrl慢得多,我真的不明白为什么.
在镀铬上,一张1920*1080的帆布,toDataUrl给我20毫秒,toBlob托克300-500毫秒,convertToBlob托克800毫秒。
因此,如果性能有问题,我宁愿在主线程中使用toDataUrl。
https://stackoverflow.com/questions/56494320
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