AsciiEffects.js 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  1. /*
  2. * @author zz85 / https://github.com/zz85
  3. *
  4. * Usage: Just replace your CanvasRenderer / WebGLRenderer with AsciiRenderer. The rest is magic.
  5. *
  6. * Ascii generation is based on http://www.nihilogic.dk/labs/jsascii/
  7. * Maybe more about this later with a blog post at http://lab4games.net/zz85/blog
  8. *
  9. * 16 April 2012 - @blurspline
  10. */
  11. THREE.AsciiEffect = function( renderer, charSet, options ) {
  12. // its fun to create one your own!
  13. charSet = (charSet === undefined) ? ' .:-=+*#%@' : charSet;
  14. // ' .,:;=|iI+hHOE#`$';
  15. // darker bolder character set from https://github.com/saw/Canvas-ASCII-Art/
  16. // ' .\'`^",:;Il!i~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$'.split('');
  17. if (!options) options = {};
  18. // Some ASCII settings
  19. var bResolution = !options['resolution'] ? 0.15 : options['resolution']; // Higher for more details
  20. var iScale = !options['scale'] ? 1 : options['scale'];
  21. var bColor = !options['color'] ? false : options['color']; // nice but slows down rendering!
  22. var bAlpha = !options['alpha'] ? false : options['alpha']; // Transparency
  23. var bBlock = !options['block'] ? false : options['block']; // blocked characters. like good O dos
  24. var bInvert = !options['invert'] ? false : options['invert']; // black is white, white is black
  25. var strResolution = 'low';
  26. renderer = (renderer === undefined) ? THREE.CanvasRenderer : renderer; //THREE.WebGLRenderer
  27. var canvasRenderer = new renderer();
  28. var width, height;
  29. var domElement = document.createElement('div');
  30. var oAscii = document.createElement("table");
  31. domElement.appendChild(oAscii);
  32. var iWidth, iHeight;
  33. var oImg;
  34. this.setSize = function(w, h) {
  35. width = w;
  36. height = h;
  37. canvasRenderer.setSize( w, h );
  38. initAsciiSize();
  39. };
  40. this.render = function() {
  41. canvasRenderer.render.apply(canvasRenderer, arguments);
  42. asciifyImage(canvasRenderer, oAscii);
  43. };
  44. this.domElement = domElement;
  45. // Throw in ascii library from http://www.nihilogic.dk/labs/jsascii/jsascii.js
  46. /*
  47. * jsAscii 0.1
  48. * Copyright (c) 2008 Jacob Seidelin, [email protected], http://blog.nihilogic.dk/
  49. * MIT License [http://www.nihilogic.dk/licenses/mit-license.txt]
  50. */
  51. function initAsciiSize() {
  52. iWidth = Math.round(width * fResolution);
  53. iHeight = Math.round(height * fResolution);
  54. oCanvas.width = iWidth;
  55. oCanvas.height = iHeight;
  56. // oCanvas.style.display = "none";
  57. // oCanvas.style.width = iWidth;
  58. // oCanvas.style.height = iHeight;
  59. oImg = canvasRenderer.domElement;
  60. if (oImg.style.backgroundColor) {
  61. oAscii.rows[0].cells[0].style.backgroundColor = oImg.style.backgroundColor;
  62. oAscii.rows[0].cells[0].style.color = oImg.style.color;
  63. }
  64. oAscii.cellSpacing = 0;
  65. oAscii.cellPadding = 0;
  66. var oStyle = oAscii.style;
  67. oStyle.display = "inline";
  68. oStyle.width = Math.round(iWidth/fResolution*iScale) + "px";
  69. oStyle.height = Math.round(iHeight/fResolution*iScale) + "px";
  70. oStyle.whiteSpace = "pre";
  71. oStyle.margin = "0px";
  72. oStyle.padding = "0px";
  73. oStyle.letterSpacing = fLetterSpacing + "px";
  74. oStyle.fontFamily = strFont;
  75. oStyle.fontSize = fFontSize + "px";
  76. oStyle.lineHeight = fLineHeight + "px";
  77. oStyle.textAlign = "left";
  78. oStyle.textDecoration = "none";
  79. }
  80. var aDefaultCharList = (" .,:;i1tfLCG08@").split("");
  81. var aDefaultColorCharList = (" CGO08@").split("");
  82. var strFont = "courier new, monospace";
  83. var oCanvasImg = canvasRenderer.domElement;
  84. var oCanvas = document.createElement("canvas");
  85. if (!oCanvas.getContext) {
  86. return;
  87. }
  88. var oCtx = oCanvas.getContext("2d");
  89. if (!oCtx.getImageData) {
  90. return;
  91. }
  92. var aCharList = (bColor ? aDefaultColorCharList : aDefaultCharList);
  93. if (charSet) aCharList = charSet;
  94. var fResolution = 0.5;
  95. switch (strResolution) {
  96. case "low" : fResolution = 0.25; break;
  97. case "medium" : fResolution = 0.5; break;
  98. case "high" : fResolution = 1; break;
  99. }
  100. if (bResolution) fResolution = bResolution;
  101. // Setup dom
  102. var fFontSize = (2/fResolution)*iScale;
  103. var fLineHeight = (2/fResolution)*iScale;
  104. // adjust letter-spacing for all combinations of scale and resolution to get it to fit the image width.
  105. var fLetterSpacing = 0;
  106. if (strResolution == "low") {
  107. switch (iScale) {
  108. case 1 : fLetterSpacing = -1; break;
  109. case 2 :
  110. case 3 : fLetterSpacing = -2.1; break;
  111. case 4 : fLetterSpacing = -3.1; break;
  112. case 5 : fLetterSpacing = -4.15; break;
  113. }
  114. }
  115. if (strResolution == "medium") {
  116. switch (iScale) {
  117. case 1 : fLetterSpacing = 0; break;
  118. case 2 : fLetterSpacing = -1; break;
  119. case 3 : fLetterSpacing = -1.04; break;
  120. case 4 :
  121. case 5 : fLetterSpacing = -2.1; break;
  122. }
  123. }
  124. if (strResolution == "high") {
  125. switch (iScale) {
  126. case 1 :
  127. case 2 : fLetterSpacing = 0; break;
  128. case 3 :
  129. case 4 :
  130. case 5 : fLetterSpacing = -1; break;
  131. }
  132. }
  133. // can't get a span or div to flow like an img element, but a table works?
  134. // convert img element to ascii
  135. function asciifyImage(canvasRenderer, oAscii)
  136. {
  137. oCtx.clearRect(0, 0, iWidth, iHeight);
  138. oCtx.drawImage(oCanvasImg, 0, 0, iWidth, iHeight);
  139. var oImgData = oCtx.getImageData(0, 0, iWidth, iHeight).data;
  140. // Coloring loop starts now
  141. var strChars = "";
  142. // console.time('rendering');
  143. for (var y=0;y<iHeight;y+=2) {
  144. for (var x=0;x<iWidth;x++) {
  145. var iOffset = (y*iWidth + x) * 4;
  146. var iRed = oImgData[iOffset];
  147. var iGreen = oImgData[iOffset + 1];
  148. var iBlue = oImgData[iOffset + 2];
  149. var iAlpha = oImgData[iOffset + 3];
  150. var iCharIdx;
  151. var fBrightness;
  152. fBrightness = (0.3*iRed + 0.59*iGreen + 0.11*iBlue) / 255;
  153. // fBrightness = (0.3*iRed + 0.5*iGreen + 0.3*iBlue) / 255;
  154. if (iAlpha == 0) {
  155. // should calculate alpha instead, but quick hack :)
  156. //fBrightness *= (iAlpha / 255);
  157. fBrightness = 1;
  158. }
  159. iCharIdx = Math.floor((1-fBrightness) * (aCharList.length-1));
  160. if (bInvert) {
  161. iCharIdx = aCharList.length - iCharIdx - 1;
  162. }
  163. // good for debugging
  164. //fBrightness = Math.floor(fBrightness * 10);
  165. //strThisChar = fBrightness;
  166. var strThisChar = aCharList[iCharIdx];
  167. if (strThisChar===undefined || strThisChar == " ")
  168. strThisChar = "&nbsp;";
  169. if (bColor) {
  170. strChars += "<span style='"
  171. + "color:rgb("+iRed+","+iGreen+","+iBlue+");"
  172. + (bBlock ? "background-color:rgb("+iRed+","+iGreen+","+iBlue+");" : "")
  173. + (bAlpha ? "opacity:" + (iAlpha/255) + ";" : "")
  174. + "'>" + strThisChar + "</span>";
  175. } else {
  176. strChars += strThisChar;
  177. }
  178. }
  179. strChars += "<br/>";
  180. }
  181. oAscii.innerHTML = "<tr><td>" + strChars + "</td></tr>";
  182. // console.timeEnd('rendering');
  183. // return oAscii;
  184. }
  185. // end modified asciifyImage block
  186. };