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javascript - How to get the color of pixels on mapbox - Stack Overflow

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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?

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?

Share Improve this question edited Sep 10, 2019 at 1:01 Jules 1,7471 gold badge19 silver badges27 bronze badges asked Sep 9, 2019 at 23:43 Sultan AlrefaeiSultan Alrefaei 479 bronze badges 1
  • from what I understand, this is unfortunately not possible / supported right now -- here is the open github issue on this topic – Greg Sadetsky Commented Oct 13, 2023 at 18:18
Add a ment  | 

2 Answers 2

Reset to default 6

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

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

As mentioned in the ment 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./mapbox-gl-js/v1.3.1/mapbox-gl.js"></script>
    <link href="https://api.tiles.mapbox./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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