本文翻译自:Resizing an image in an HTML5 canvas
I'm trying to create a thumbnail image on the client side using javascript and a canvas element, but when I shrink the image down, it looks terrible. 我正在尝试使用javascript和canvas元素在客户端创建缩略图,但是当我缩小图像时,它看起来很糟糕。 It looks as if it was downsized in photoshop with the resampling set to 'Nearest Neighbor' instead of Bicubic. 看起来好像是在Photoshop中缩小了尺寸,将重采样设置为“最近的邻居”而不是Bicubic。 I know its possible to get this to look right, because this site can do it just fine using a canvas as well. 我知道有可能使它看起来正确,因为该站点也可以使用画布来完成它。 I've tried using the same code they do as shown in the "[Source]" link, but it still looks terrible. 我尝试使用与[[Source]]链接中所示相同的代码,但是它看起来仍然很糟糕。 Is there something I'm missing, some setting that needs to be set or something? 是否有我所缺少的东西,需要设置的设置或其他东西?
EDIT: 编辑:
I'm trying to resize a jpg. 我正在尝试调整jpg的大小。 I have tried resizing the same jpg on the linked site and in photoshop, and it looks fine when downsized. 我尝试在链接的网站和photoshop中调整相同jpg的大小,缩小尺寸后看起来不错。
Here is the relevant code: 以下是相关代码:
reader.onloadend = function(e)
{
var img = new Image();
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
img.onload = function()
{
var ratio = 1;
if(img.width > maxWidth)
ratio = maxWidth / img.width;
else if(img.height > maxHeight)
ratio = maxHeight / img.height;
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
};
img.src = reader.result;
}
EDIT2: 编辑2:
Seems I was mistaken, the linked website wasn't doing any better of a job of downsizing the image. 似乎我弄错了,链接的网站在缩小图像尺寸方面做得更好。 I tried the other methods suggested and none of them look any better. 我尝试了建议的其他方法,但没有一个看起来更好。 This is what the different methods resulted in: 这是不同方法导致的结果:
Photoshop: Photoshop:
Canvas: 帆布:
Image with image-rendering: optimizeQuality set and scaled with width/height: 具有图像渲染的图像:optimizeQuality设置并随宽度/高度缩放:
Image with image-rendering: optimizeQuality set and scaled with -moz-transform: 具有图像渲染的图像:optimizeQuality设置并使用-moz-transform缩放:
Canvas resize on pixastic: 画布在像素上调整大小:
I guess this means firefox isn't using bicubic sampling like its supposed to. 我猜这意味着Firefox并未像预期的那样使用三次三次采样。 I'll just have to wait until they actually add it. 我只需要等待,直到他们实际添加它。
EDIT3: 编辑3:
#1楼
参考:https://stackoom.com/question/9fII/调整HTML-画布中图像的大小
#2楼
This is a javascript function adapted from @Telanor's code. 这是从@Telanor的代码改编而成的javascript函数。 When passing a image base64 as first argument to the function, it returns the base64 of the resized image. 将图像base64作为第一个参数传递给函数时,它将返回调整后大小的图像的base64。 maxWidth and maxHeight are optional. maxWidth和maxHeight是可选的。
function thumbnail(base64, maxWidth, maxHeight) {
// Max size for thumbnail
if(typeof(maxWidth) === 'undefined') var maxWidth = 500;
if(typeof(maxHeight) === 'undefined') var maxHeight = 500;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
// Determine new ratio based on max size
var ratio = 1;
if(img.width > maxWidth)
ratio = maxWidth / img.width;
else if(img.height > maxHeight)
ratio = maxHeight / img.height;
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
return canvas.toDataURL();
}
#3楼
Thanks @syockit for an awesome answer. 感谢@syockit提供了一个很棒的答案。 however, I had to reformat a little as follows to make it work. 但是,我必须重新格式化以下内容才能使其正常运行。 Perhaps due to DOM scanning issues: 可能是由于DOM扫描问题:
$(document).ready(function () {
$('img').on("load", clickA);
function clickA() {
var img = this;
var canvas = document.createElement("canvas");
new thumbnailer(canvas, img, 50, 3);
document.body.appendChild(canvas);
}
function thumbnailer(elem, img, sx, lobes) {
this.canvas = elem;
elem.width = img.width;
elem.height = img.height;
elem.style.display = "none";
this.ctx = elem.getContext("2d");
this.ctx.drawImage(img, 0, 0);
this.img = img;
this.src = this.ctx.getImageData(0, 0, img.width, img.height);
this.dest = {
width: sx,
height: Math.round(img.height * sx / img.width)
};
this.dest.data = new Array(this.dest.width * this.dest.height * 3);
this.lanczos = lanczosCreate(lobes);
this.ratio = img.width / sx;
this.rcp_ratio = 2 / this.ratio;
this.range2 = Math.ceil(this.ratio * lobes / 2);
this.cacheLanc = {};
this.center = {};
this.icenter = {};
setTimeout(process1, 0, this, 0);
}
//returns a function that calculates lanczos weight
function lanczosCreate(lobes) {
return function (x) {
if (x > lobes)
return 0;
x *= Math.PI;
if (Math.abs(x) < 1e-16)
return 1
var xx = x / lobes;
return Math.sin(x) * Math.sin(xx) / x / xx;
}
}
process1 = function (self, u) {
self.center.x = (u + 0.5) * self.ratio;
self.icenter.x = Math.floor(self.center.x);
for (var v = 0; v < self.dest.height; v++) {
self.center.y = (v + 0.5) * self.ratio;
self.icenter.y = Math.floor(self.center.y);
var a, r, g, b;
a = r = g = b = 0;
for (var i = self.icenter.x - self.range2; i <= self.icenter.x + self.range2; i++) {
if (i < 0 || i >= self.src.width)
continue;
var f_x = Math.floor(1000 * Math.abs(i - self.center.x));
if (!self.cacheLanc[f_x])
self.cacheLanc[f_x] = {};
for (var j = self.icenter.y - self.range2; j <= self.icenter.y + self.range2; j++) {
if (j < 0 || j >= self.src.height)
continue;
var f_y = Math.floor(1000 * Math.abs(j - self.center.y));
if (self.cacheLanc[f_x][f_y] == undefined)
self.cacheLanc[f_x][f_y] = self.lanczos(Math.sqrt(Math.pow(f_x * self.rcp_ratio, 2) + Math.pow(f_y * self.rcp_ratio, 2)) / 1000);
weight = self.cacheLanc[f_x][f_y];
if (weight > 0) {
var idx = (j * self.src.width + i) * 4;
a += weight;
r += weight * self.src.data[idx];
g += weight * self.src.data[idx + 1];
b += weight * self.src.data[idx + 2];
}
}
}
var idx = (v * self.dest.width + u) * 3;
self.dest.data[idx] = r / a;
self.dest.data[idx + 1] = g / a;
self.dest.data[idx + 2] = b / a;
}
if (++u < self.dest.width)
setTimeout(process1, 0, self, u);
else
setTimeout(process2, 0, self);
};
process2 = function (self) {
self.canvas.width = self.dest.width;
self.canvas.height = self.dest.height;
self.ctx.drawImage(self.img, 0, 0);
self.src = self.ctx.getImageData(0, 0, self.dest.width, self.dest.height);
var idx, idx2;
for (var i = 0; i < self.dest.width; i++) {
for (var j = 0; j < self.dest.height; j++) {
idx = (j * self.dest.width + i) * 3;
idx2 = (j * self.dest.width + i) * 4;
self.src.data[idx2] = self.dest.data[idx];
self.src.data[idx2 + 1] = self.dest.data[idx + 1];
self.src.data[idx2 + 2] = self.dest.data[idx + 2];
}
}
self.ctx.putImageData(self.src, 0, 0);
self.canvas.style.display = "block";
}
});
#4楼
Fast image resize/resample algorithm using Hermite filter with JavaScript. 使用带有JavaScript的Hermite过滤器的快速图像调整大小/重采样算法。 Support transparency, gives good quality. 支持透明,提供良好的质量。 Preview: 预习:
Update : version 2.0 added on GitHub (faster, web workers + transferable objects). 更新 :在GitHub上添加了2.0版(更快,网络工作者+可转移对象)。 Finally i got it working! 终于我得到了它的工作!
Git: https://github.com/viliusle/Hermite-resize Git: https : //github.com/viliusle/Hermite-resize
Demo: http://viliusle.github.io/miniPaint/ 演示: http : //viliusle.github.io/miniPaint/
/**
* Hermite resize - fast image resize/resample using Hermite filter. 1 cpu version!
*
* @param {HtmlElement} canvas
* @param {int} width
* @param {int} height
* @param {boolean} resize_canvas if true, canvas will be resized. Optional.
*/
function resample_single(canvas, width, height, resize_canvas) {
var width_source = canvas.width;
var height_source = canvas.height;
width = Math.round(width);
height = Math.round(height);
var ratio_w = width_source / width;
var ratio_h = height_source / height;
var ratio_w_half = Math.ceil(ratio_w / 2);
var ratio_h_half = Math.ceil(ratio_h / 2);
var ctx = canvas.getContext("2d");
var img = ctx.getImageData(0, 0, width_source, height_source);
var img2 = ctx.createImageData(width, height);
var data = img.data;
var data2 = img2.data;
for (var j = 0; j < height; j++) {
for (var i = 0; i < width; i++) {
var x2 = (i + j * width) * 4;
var weight = 0;
var weights = 0;
var weights_alpha = 0;
var gx_r = 0;
var gx_g = 0;
var gx_b = 0;
var gx_a = 0;
var center_y = (j + 0.5) * ratio_h;
var yy_start = Math.floor(j * ratio_h);
var yy_stop = Math.ceil((j + 1) * ratio_h);
for (var yy = yy_start; yy < yy_stop; yy++) {
var dy = Math.abs(center_y - (yy + 0.5)) / ratio_h_half;
var center_x = (i + 0.5) * ratio_w;
var w0 = dy * dy; //pre-calc part of w
var xx_start = Math.floor(i * ratio_w);
var xx_stop = Math.ceil((i + 1) * ratio_w);
for (var xx = xx_start; xx < xx_stop; xx++) {
var dx = Math.abs(center_x - (xx + 0.5)) / ratio_w_half;
var w = Math.sqrt(w0 + dx * dx);
if (w >= 1) {
//pixel too far
continue;
}
//hermite filter
weight = 2 * w * w * w - 3 * w * w + 1;
var pos_x = 4 * (xx + yy * width_source);
//alpha
gx_a += weight * data[pos_x + 3];
weights_alpha += weight;
//colors
if (data[pos_x + 3] < 255)
weight = weight * data[pos_x + 3] / 250;
gx_r += weight * data[pos_x];
gx_g += weight * data[pos_x + 1];
gx_b += weight * data[pos_x + 2];
weights += weight;
}
}
data2[x2] = gx_r / weights;
data2[x2 + 1] = gx_g / weights;
data2[x2 + 2] = gx_b / weights;
data2[x2 + 3] = gx_a / weights_alpha;
}
}
//clear and resize canvas
if (resize_canvas === true) {
canvas.width = width;
canvas.height = height;
} else {
ctx.clearRect(0, 0, width_source, height_source);
}
//draw
ctx.putImageData(img2, 0, 0);
}
#5楼
If you're simply trying to resize an image, I'd recommend setting width
and height
of the image with CSS. 如果您只是想调整图像的大小,建议您使用CSS设置图像的width
和height
。 Here's a quick example: 这是一个简单的示例:
.small-image {
width: 100px;
height: 100px;
}
Note that the height
and width
can also be set using JavaScript. 注意, height
和width
也可以使用JavaScript进行设置。 Here's quick code sample: 这是快速的代码示例:
var img = document.getElement("my-image");
img.style.width = 100 + "px"; // Make sure you add the "px" to the end,
img.style.height = 100 + "px"; // otherwise you'll confuse IE
Also, to ensure that the resized image looks good, add the following css rules to image selector: 另外,为确保调整后的图像看起来不错,请在图像选择器中添加以下css规则:
-
-ms-interpolation-mode: bicubic
: introduce in IE7-ms-interpolation-mode: bicubic
:在IE7中引入 -
image-rendering: optimizeQuality
: introduced in FireFox 3.6image-rendering: optimizeQuality
:FireFox 3.6中引入
As far as I can tell, all browsers except IE using an bicubic algorithm to resize images by default, so your resized images should look good in Firefox and Chrome. 据我所知,默认情况下,除IE以外的所有浏览器均使用双三次算法来调整图像大小,因此,在Firefox和Chrome浏览器中,调整大小后的图像应该看起来不错。
If setting the css width
and height
doesn't work, you may want to play with a css transform
: 如果设置CSS的width
和height
不起作用,则可能需要使用CSS transform
:
If for whatever reason you need to use a canvas, please note that there are two ways an image can be resize: by resizing the canvas with css or by drawing the image at a smaller size. 如果出于任何原因需要使用画布,请注意可以通过两种方式调整图像的大小:使用CSS调整画布的大小或以较小的尺寸绘制图像。
See this question for more details. 有关更多详细信息,请参见此问题 。
#6楼
i got this image by right clicking the canvas element in firefox and saving as. 我通过右键单击firefox中的canvas元素并将其另存为得到此图像。
var img = new Image();
img.onload = function () {
console.debug(this.width,this.height);
var canvas = document.createElement('canvas'), ctx;
canvas.width = 188;
canvas.height = 150;
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
ctx.drawImage(img,0,0,188,150);
};
img.src = 'original.jpg';
so anyway, here is a 'fixed' version of your example: 因此,无论如何,这是示例的“固定”版本:
var img = new Image();
// added cause it wasnt defined
var canvas = document.createElement("canvas");
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
// adding it to the body
document.body.appendChild(canvasCopy);
var copyContext = canvasCopy.getContext("2d");
img.onload = function()
{
var ratio = 1;
// defining cause it wasnt
var maxWidth = 188,
maxHeight = 150;
if(img.width > maxWidth)
ratio = maxWidth / img.width;
else if(img.height > maxHeight)
ratio = maxHeight / img.height;
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
// the line to change
// ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
// the method signature you are using is for slicing
ctx.drawImage(canvasCopy, 0, 0, canvas.width, canvas.height);
};
// changed for example
img.src = 'original.jpg';