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Drawing with sugar

I want to create a drawing in sugar thing, much the same as you would throw some sugar on a table and using your fingers to "erase" the sugar particles to form an image.

Does anyone know of a js type tool I can use to make this happen?

I suppose I can take a photo of a desk, and a photo of desk with some sugar on it, and then just erase the top layer, but I'm worried that this won't give a real effect.

I'm currently thinking of having a photo of desk, and then using JS to generate a lot of "sugary" particles, which I can then erase. This sounds incredibly hard to do though. Is it? Can someone point me in a good direction?

Sand or is it sugar?

An interesting problem that I had to give a little time.

This works by creating several buffers to hold grains of sand (sugar) and give them life when they need to move.

There is no way that Javascript could do a whole screen of a million plus grains so this demo cheats by only updating a very few and prioritising for new movement rather than allow older moving grains to hog CPU time.

The arrays active , sandStatus , holds the sand gains. active has the pixel address as a 32Bit int and sandStatus has age. The Array sand holds the amount of sand at each pixel and is used to calculate the shadow effect (shadow could be much better using a webGL shader) and to work out which direction sand should slide if disturbed or dropped to the surface.

the var activeMax holds the max number of active sand grains. Increase for a better effect, decrease if the sim runs to slow.

To drop sand use the right mouse button. Hold at one spot to make a pile. Left button pushes the sand about. When you hit a bigger pile the machine may lag (depending on CPU power and browser (best in firefox)).

The push function checks the sand array for any sand. If found it pushes the sand away from the center and piles it up around the edge. Some sand will fall back.

The function sprinkle adds grains of sand (one are a time by pixel coordinate or by index). The function push does the sand drawing FX. update moves the sand grains by checking surrounding pixels heights and moving grains down hill. renderPix handles rendering grains, creating the shadows and deactivating sand grains. The Array shadowChange holds the index of pixels that have had changes so that the shadows can be updated.

Bottom half of the demo is just boilerplate for mouse and canvas setup. All the code in regard to the answer is in the first half.

 "use strict"; var activeMax = 2280; // this is the number of sand grains that are processed at // at time. Increase for better looking effect. decrease // if the machine is not keeping up with the load var cw; var ch; var w; // var h; var canvasBuf = document.createElement("canvas"); var ctxB var globalTime; // global to this var pixels var sand; var sandToFall; var sandToFallCount = 36000; var shadow; // shadow pixels var activeMax = 2280; var active; // index of pixel for active grain var sandStatus; // status of active grain var shadowChange; // holds index of pixels that have a shadow change var pixels; var buf; var grain = 0xFFFFFFFF; var shadowGrain = 0x00000000; var ready = false; var sandReady = 0; var nextActive = 0; var nextActiveShadow = 0; var onResize = function(){ cw = canvas.width; ch = canvas.height; w = cw; // h = ch; pixels = w*h; canvasBuf.width = w; canvasBuf.height = h; ctxB = canvasBuf.getContext("2d"); sand = new Uint8ClampedArray(pixels); shadow = new Uint8ClampedArray(pixels); // shadow pixels sandToFall = new Uint32Array(sandToFallCount); activeMax = 2280; active = new Uint32Array(activeMax); // index of pixel for active grain sandStatus = new Uint16Array(activeMax); // status of active grain shadowChange= new Uint32Array(activeMax); // holds index of pixels that have a shadow change sandStatus.fill(0); // clear active.fill(0); shadowChange.fill(0); ctxB.clearRect(0,0,w,h); ctxB.fillStyle = "white"; ctxB.font = "84px arial"; ctxB.textAlign = "center"; ctxB.globalAlpha = 0.01; for(var i = 0; i < 12; i ++){ ctxB.fillText("Sand Doodler!",w/2 + (Math.random()-0.5)*5,h/2 + (Math.random()-0.5)*5); } ctxB.globalAlpha = 1; pixels = ctxB.getImageData(0,0,w,h); buf = new Uint32Array(pixels.data.buffer); for(i = 0; i < buf.length; i += 3){ if(buf[i] !== 0){ var c = buf[i] >>> 24; buf[i] = 0; while(c > 0){ var ind = Math.floor(Math.random()*sandToFallCount); if(sandToFall[ind] === 0){ sandToFall[ind] = i; } c = c >>> 1; } } } buf.fill(0); offsets = [1,w-1,w,w+1,-w-1,-w,-w+1,-1]; shadowOffsets = [-w-1,-w,-1]; ready = true; sandReady=0; } function sprinkle(x,y){ var ind; if(y === undefined){ ind = x; }else{ ind = x + y*w; } var alreadyExists = active.indexOf(ind); var ac = nextActive; if(alreadyExists > -1){ sand[ind] += 1; shadow[ind] = 0; sandStatus[alreadyExists] = 66; }else{ active[nextActive] = ind; sandStatus[nextActive] = 66; shadowChange[nextActiveShadow]; nextActiveShadow = (nextActiveShadow+1)%activeMax; nextActive = (nextActive +1)%activeMax; sand[ind] += 1; shadow[ind] = 0; } return ac; } var offsets = [1,w-1,w,w+1,-w-1,-w,-w+1,-1]; var offsetCount = 8; function update(){ var min,max,minDir,maxDir,dir,start,jj,j,ind,level,i,l1; for( i = 0; i <activeMax; i ++){ if(sandStatus[i] !== 0){ ind = active[i]; level = sand[ind]; if(level === 1){ sandStatus[i] = 1; // deactive is cant move (level ground) }else{ min = level; var d; minDir = offsets[Math.floor(Math.random()*16)]; dir = null; start = Math.floor(Math.random()*16); // start at a random direction for(j=0;j < offsetCount; j++){ jj = offsets[(j + start)%offsetCount]; l1 = sand[ind+jj]; if(l1 < min){ min = l1; minDir = jj; d = (j + start)%offsetCount; } } dir = null; if(min >= level - 1){ // nowhere to move sandStatus[i] = 1; }else if(min < level-1){ // move to lowest dir = minDir } if(dir !== null){ var lv = level-min; while(lv > 2){ active[i] = ind + dir; if(sand[ind] > 1){ sand[ind] -= 2; sprinkle(ind) }else{ sand[ind] -=1; } ind = ind+dir; sand[active[i]] += 1; if(sand[active[i] + offsets[d]] >=level){ d+= Math.random()<0.5? 1 : offsetCount -1; d %=offsetCount; } lv -= 1; } if(sand[ind]>0){ active[i] = ind + dir; sand[ind] -= 1; } sand[active[i]] += 1; } } } } } var shadowOffsets = [-w-1,-w,-1]; var shadowCols = [0xFFf0f0f0,0xFFd0d0d0,0xFFb0b0b0,0xFF909090]; var shadowDist = [0xf0000000,0xd0000000,0xb0000000,0x90000000]; // shadow col no sand // renders grains and adds shadows. Deactivates gains when they are done function renderPix(){ var ac = 0; for(var i = 0; i < activeMax; i ++){ if(sandStatus[i] !== 0){ ac += 1; var ind = active[i]; buf[ind] = grain; } } for(var i = 0; i < activeMax; i ++){ if(sandStatus[i] !== 0){ var ind = active[i]; var level = sand[ind]; var col =0; if(sand[ind + shadowOffsets[0]] > level ){ col = 2; }else if(sand[ind + shadowOffsets[1]] > level ){ col =1; }else if(sand[ind + shadowOffsets[2]] > level ){ col = 1; } buf[ind] = grain; // add a sand grain to the image shadow[ind] = col; shadowChange[nextActiveShadow] = ind; nextActiveShadow = (nextActiveShadow + 1)%activeMax; var c = 4; while(c > 0){ c-=1; ind += w + 1; var s = sand[ind]; var dif = level - s; if(dif > 0){ c-= dif; } shadow[ind] += 1; shadowChange[nextActiveShadow] = ind; nextActiveShadow = (nextActiveShadow + 1)%activeMax; } sandStatus[i] -= 1; if(sandStatus[i] === 1){ sandStatus[i] = 0; active[i] = 0; } } } // add calculated shadows for(var i = 0; i < activeMax; i ++){ if(shadowChange[i] !== 0){ var ind = shadowChange[i]; var s = shadow[ind] <4 ? shadow[ind]-1:3; if(sand[ind] > 0){ buf[ind]=shadowCols[s]; }else{ buf[ind]=shadowDist[s]; } shadowChange[i] = 0; } } } // push sand about function push(x,y,radius){ var iyy,iny var rr = radius * radius ; x = Math.floor(x); y = Math.floor(y); for(var iy = -radius + 1; iy < radius; iy ++){ iyy = iy * iy; iny = (y+iy) * w; for(var ix = -radius + 1; ix < radius; ix ++){ if(ix*ix + iyy <= rr){ // is inside radius var ind = (x + ix) + iny; if(sand[ind] > 0){ var dir = Math.random() * Math.PI * 2; dir = Math.atan2(iy,ix) var r = radius + Math.random() * radius *0.2 var xx = Math.cos(dir) * r; var yy = Math.sin(dir) * r; buf[ind] = 0x000000; sand[ind] = 0; ind = Math.floor(xx + x) + Math.floor(yy + y) * w; sprinkle(ind); }else{ buf[ind] = 0; } } } } } function showHeight(){ // for debugging only for(var i = 0; i < sand.length; i ++){ buf[i] = 0xff000000; var k = sand[i]; buf[i] +=(k <<16) + (k<<8) + (k); } } // main update function function display(){ if(!ready){ // only when ready return; } //ctx.setTransform(1,0,0,1,0,0); // reset transform ctx.clearRect(0,0,cw,ch); var mx = Math.floor((mouse.x/cw)*w); // canvas buf mouse pos var my = Math.floor((mouse.y/ch)*h); // drop sand if(mouse.buttonRaw & 4){ for(var i = 0; i < 120; i ++){ var dir = Math.random()*Math.PI; var dist = ((Math.random()+Math.random()+Math.random())/3-0.5) * 62; var x = Math.cos(dir) * dist; var y = Math.sin(dir) * dist; x += mx; y += my; x = Math.floor(x); // floor y = Math.floor(y); // floor sprinkle(x,y); } }else{ // drop sand for intro FX if(sandReady <sandToFallCount){ for(var i = 0; i < 120; i ++){ if(sandToFall[sandReady] !== 0){ sprinkle(sandToFall[sandReady] + offsets[Math.floor(Math.random()*8)%offsets.length]); } sandReady += 1; } } } // push sand about. if(mouse.buttonRaw & 1){ push(((mouse.x/cw)*w),((mouse.y/ch)*h),32); // scale mouse to canvasBuf size } update(); renderPix(); //showHeight(); ctxB.putImageData(pixels,0,0); ctx.drawImage(canvasBuf,0,0,cw,ch); } //================================================================================================== // The following code is support code that provides me with a standard interface to various forums. // It provides a mouse interface, a full screen canvas, and some global often used variable // like canvas, ctx, mouse, w, h (width and height), globalTime // This code is not intended to be part of the answer unless specified and has been formated to reduce // display size. It should not be used as an example of how to write a canvas interface. // By Blindman67 const U = undefined;const RESIZE_DEBOUNCE_TIME = 100; var canvas,ctx,mouse,createCanvas,resizeCanvas,setGlobals,globalTime=0,resizeCount = 0; createCanvas = function () { var c,cs; cs = (c = document.createElement("canvas")).style; cs.position = "absolute"; cs.top = cs.left = "0px"; cs.zIndex = 1000; document.body.appendChild(c); return c;} resizeCanvas = function () { if (canvas === U) { canvas = createCanvas(); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; ctx = canvas.getContext("2d"); if (typeof setGlobals === "function") { setGlobals(); } if (typeof onResize === "function"){ resizeCount += 1; setTimeout(debounceResize,RESIZE_DEBOUNCE_TIME);} } function debounceResize(){ resizeCount -= 1; if(resizeCount <= 0){ onResize();}} setGlobals = function(){ cw = w = canvas.width; ch = h = canvas.height; mouse.updateBounds(); } mouse = (function(){ function preventDefault(e) { e.preventDefault(); } var mouse = { x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0, over : false, bm : [1, 2, 4, 6, 5, 3], active : false,bounds : null, crashRecover : null, mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",") }; var m = mouse; function mouseMove(e) { var t = e.type; mx = e.clientX - m.bounds.left; my = e.clientY - m.bounds.top; m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey; if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; } else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; } else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; } else if (t === "mouseover") { m.over = true; } else if (t === "mousewheel") { mw = e.wheelDelta; } else if (t === "DOMMouseScroll") { mw = -e.detail; } if (m.callbacks) { m.callbacks.forEach(c => c(e)); } if((m.buttonRaw & 2) && m.crashRecover !== null){ if(typeof m.crashRecover === "function"){ setTimeout(m.crashRecover,0);}} e.preventDefault(); } m.updateBounds = function(){ if(m.active){ m.bounds = m.element.getBoundingClientRect(); } } m.addCallback = function (callback) { if (typeof callback === "function") { if (m.callbacks === U) { m.callbacks = [callback]; } else { m.callbacks.push(callback); } } else { throw new TypeError("mouse.addCallback argument must be a function"); } } m.start = function (element, blockContextMenu) { if (m.element !== U) { m.removeMouse(); } m.element = element === U ? document : element; m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu; m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } ); if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); } m.active = true; m.updateBounds(); } m.remove = function () { if (m.element !== U) { m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } ); if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);} m.element = m.callbacks = m.contextMenuBlocked = U; m.active = false; } } return mouse; })(); function main(timer){ // Main update loop globalTime = timer; display(); // call demo code requestAnimationFrame(main); } resizeCanvas(); mouse.start(canvas,true); window.addEventListener("resize",resizeCanvas); requestAnimationFrame(main); 
 body { background:#49D; } .help { text-align : center; font-family : Arial,"Helvetica Neue",Helvetica,sans-serif; font-size : 18px; } 
 <div class="help">Right mouse to drop sand, left button to push it around.</div> 

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