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How to get the color of pixels on mapbox

I have radar raster on my map and i want to show the data color of the radar by the position of the cursor.

An example of a radar

I'm trying to get context of a mapbox canvas by map.getCanvas().getContext('2d') but it returns null.

Is there a way to do that?

You can obtain the canvas context (webgl) this way and inspect colors.

map.on("mousemove", e => {
  const canvas = map.getCanvas();
  const gl = canvas.getContext('webgl') || canvas.getContext('webgl2');
  if (gl) {
    const { point } = e;
    const { x, y } = point;
    const data = new Uint8Array(4);
    const canvasX = x - canvas.offsetLeft;
    const canvasY = canvas.height - y - canvas.offsetTop;
    gl.readPixels(canvasX, canvasY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, data);
    const [r, g, b, a] = data;
    const color = `rgba(${r}, ${g}, ${b}, ${a})`;
    console.log(`Color at (${x}, ${y}) = ${color}`);
  }
});

I had to set map option preserveDrawingBuffer to true to be able to get pixel values.

const map = new mapboxgl.Map({
  container: "map",
  style: "mapbox://styles/mapbox/light-v10",
  zoom: 4,
  center: [77.209, 28.6139],
  preserveDrawingBuffer: true
});

This codepen implements a simple color inspector: https://codepen.io/manishraj/full/jONzpzL

The above Solution doesn't gives the accurate color of pixel. Any suggestion how to increase the accuracy of the color.

Use GL buffer's location rather than mouse's screen coordinates.

As mentioned in the comment on Manish's very good answer, the codepen is not working because it is using the mouse location while it should use the location on the WebGL buffer, as shown below:

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta name="viewport" content="initial-scale=1,maximum-scale=1" />
    <script src="https://api.tiles.mapbox.com/mapbox-gl-js/v1.3.1/mapbox-gl.js"></script>
    <link href="https://api.tiles.mapbox.com/mapbox-gl-js/v1.3.1/mapbox-gl.css" rel="stylesheet"/>
  </head>

    <style>
        #map canvas {
            cursor: crosshair;
        }
    </style>

    
    <body>
    <div
      id="map"
      style="position: absolute; top: 0px; bottom: 0px; width: 100%;">
    </div>

    <div
      id="colorPicker"
      style="height:30px; width:30px; position: absolute; top: 30px; left: 30px; z-index: 999;
      border: 3px solid white;">
    </div>

    <script>

      mapboxgl.accessToken =
        "pk.eyJ1IjoibWFwYm94IiwiYSI6ImNpejY4M29iazA2Z2gycXA4N2pmbDZmangifQ.-g_vE53SD2WrJ6tFX7QHmA";
      const map = new mapboxgl.Map({
        container: "map",
        style: 'mapbox://styles/mapbox/satellite-v9',
        zoom: 4,
        center: [77.209, 28.6139],
        preserveDrawingBuffer: true
      });
      window.map = map;
      map.on("load", () => {
        const colorStyle = document.getElementById("colorPicker").style;
        map.on("click", e => {
          const canvas = map.getCanvas();
          const gl = canvas.getContext("webgl") || canvas.getContext("webgl2");

          if (gl) {
            const data = new Uint8Array(4);
                        
                        // Canvas width and hwight is what you see on the screen
                        const canvasWidth = parseFloat(canvas.style.width, 10);
                        const canvasHeight = parseFloat(canvas.style.height, 10);

                        // e.point.x and y, specifying the horizontal and vertical pixels read from the lower left corner of the screen
                        canvasX = e.point.x;
                        canvasY = e.point.y;

                        // WenGL buffer is larger than canvas, there 
            const bufferX = (gl.drawingBufferWidth / canvasWidth * canvasX).toFixed(0);
            const bufferY = (gl.drawingBufferHeight / canvasHeight * (canvasHeight - canvasY)).toFixed(0);

            gl.readPixels(
              bufferX,
              bufferY,
              1,
              1,
              gl.RGBA,
              gl.UNSIGNED_BYTE,
              data
            );
            const [r, g, b, a] = data;
            const color = `rgba(${r}, ${g}, ${b}, ${a})`;
            colorStyle.backgroundColor = color;

                        console.log (`Canvas size (w/h): ${canvasWidth}/${canvasHeight}`);
                        console.log (`Buffer size (w/h): ${gl.drawingBufferWidth}/${gl.drawingBufferHeight}`);
                        console.log (`Point on Canvas (x/y): ${canvasX}/${canvasY}`);
                        console.log (`Point on Buffer (x/y): ${bufferX}/${bufferY}`);
                        console.log (`Color: ${color}`);
          }
        });
      });

    </script>
  </body>
</html>

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