Heim >Web-Frontend >js-Tutorial >Wie kann ich mit HTML5-Canvas eine qualitativ hochwertige Bildverkleinerung erreichen, obwohl Browser-Rendering-Optimierungen zu schlechten Ergebnissen führen?
HTML5 Canvas: Bilder mit hoher Qualität verkleinern
Problem: Das Verkleinern von Bildern mit HTML5 Canvas führt zu schlechter Qualität Ausgabe trotz aktivierter Bildwiedergabeoptimierungen.
Lösung:
Beim Herunterskalieren von Bildern im HTML5-Canvas werden mehrere Pixel im Originalbild in ein einzelnes Pixel im skalierten Bild umgewandelt. Gängige Herunterskalierungstechniken in Browsern handhaben diesen Prozess ineffizient, was zu Detailverlust und Rauschen führt.
Um eine qualitativ hochwertige Herunterskalierung zu erreichen, sollten Sie die Verwendung eines pixelgenauen Algorithmus in Betracht ziehen, der die Beiträge aller Quellpixel zum Ziel genau berechnet Pixel.
Algorithmus:
<code class="javascript">// scales the canvas by (float) scale < 1 // returns a new canvas containing the scaled image. function downScaleCanvas(cv, scale) { if (!(scale < 1) || !(scale > 0)) throw ('scale must be a positive number <1 '); var sqScale = scale * scale; // square scale = area of source pixel within target var sw = cv.width; // source image width var sh = cv.height; // source image height var tw = Math.floor(sw * scale); // target image width var th = Math.floor(sh * scale); // target image height var sx = 0, sy = 0, sIndex = 0; // source x,y, index within source array var tx = 0, ty = 0, yIndex = 0, tIndex = 0; // target x,y, x,y index within target array var tX = 0, tY = 0; // rounded tx, ty var w = 0, nw = 0, wx = 0, nwx = 0, wy = 0, nwy = 0; // weight / next weight x / y // weight is weight of current source point within target. // next weight is weight of current source point within next target's point. var crossX = false; // does scaled px cross its current px right border ? var crossY = false; // does scaled px cross its current px bottom border ? var sBuffer = cv.getContext('2d'). getImageData(0, 0, sw, sh).data; // source buffer 8 bit rgba var tBuffer = new Float32Array(3 * tw * th); // target buffer Float32 rgb var sR = 0, sG = 0, sB = 0; // source's current point r,g,b for (sy = 0; sy < sh; sy++) { ty = sy * scale; // y src position within target tY = 0 | ty; // rounded : target pixel's y yIndex = 3 * tY * tw; // line index within target array crossY = (tY != (0 | ty + scale)); if (crossY) { // if pixel is crossing botton target pixel wy = (tY + 1 - ty); // weight of point within target pixel nwy = (ty + scale - tY - 1); // ... within y+1 target pixel } for (sx = 0; sx < sw; sx++, sIndex += 4) { tx = sx * scale; // x src position within target tX = 0 | tx; // rounded : target pixel's x tIndex = yIndex + tX * 3; // target pixel index within target array crossX = (tX != (0 | tx + scale)); if (crossX) { // if pixel is crossing target pixel's right wx = (tX + 1 - tx); // weight of point within target pixel nwx = (tx + scale - tX - 1); // ... within x+1 target pixel } sR = sBuffer[sIndex ]; // retrieving r,g,b for curr src px. sG = sBuffer[sIndex + 1]; sB = sBuffer[sIndex + 2]; if (!crossX && !crossY) { // pixel does not cross // just add components weighted by squared scale. tBuffer[tIndex ] += sR * sqScale; tBuffer[tIndex + 1] += sG * sqScale; tBuffer[tIndex + 2] += sB * sqScale; } else if (crossX && !crossY) { // cross on X only w = wx * scale; // add weighted component for current px tBuffer[tIndex ] += sR * w; tBuffer[tIndex + 1] += sG * w; tBuffer[tIndex + 2] += sB * w; // add weighted component for next (tX+1) px nw = nwx * scale tBuffer[tIndex + 3] += sR * nw; tBuffer[tIndex + 4] += sG * nw; tBuffer[tIndex + 5] += sB * nw; } else if (crossY && !crossX) { // cross on Y only w = wy * scale; // add weighted component for current px tBuffer[tIndex ] += sR * w; tBuffer[tIndex + 1] += sG * w; tBuffer[tIndex + 2] += sB * w; // add weighted component for next (tY+1) px nw = nwy * scale tBuffer[tIndex + 3 * tw ] += sR * nw; tBuffer[tIndex + 3 * tw + 1] += sG * nw; tBuffer[tIndex + 3 * tw + 2] += sB * nw; } else { // crosses both x and y : four target points involved // add weighted component for current px w = wx * wy; tBuffer[tIndex ] += sR * w; tBuffer[tIndex + 1] += sG * w; tBuffer[tIndex + 2] += sB * w; // for tX + 1; tY px nw = nwx * wy; tBuffer[tIndex + 3] += sR * nw; tBuffer[tIndex + 4] += sG * nw; tBuffer[tIndex + 5] += sB * nw; // for tX ; tY + 1 px nw = wx * nwy; tBuffer[tIndex + 3 * tw ] += sR * nw; tBuffer[tIndex + 3 * tw + 1] += sG * nw; tBuffer[tIndex + 3 * tw + 2] += sB * nw; // for tX + 1 ; tY +1 px nw = nwx * nwy; tBuffer[tIndex + 3 * tw + 3] += sR * nw; tBuffer[tIndex + 3 * tw + 4] += sG * nw; tBuffer[tIndex + 3 * tw + 5] += sB * nw; } } // end for sx } // end for sy // create result canvas var resCV = document.createElement('canvas'); resCV.width = tw; resCV.height = th; var resCtx = resCV.getContext('2d'); var imgRes = resCtx.getImageData(0, 0, tw, th); var tByteBuffer = imgRes.data; // convert float32 array into a UInt8Clamped Array var pxIndex = 0; // for (sIndex = 0, tIndex = 0; pxIndex < tw * th; sIndex += 3, tIndex += 4, pxIndex++) { tByteBuffer[tIndex] = Math.ceil(tBuffer[sIndex]); tByteBuffer[tIndex + 1] = Math.ceil(tBuffer[sIndex + 1]); tByteBuffer[tIndex + 2] = Math.ceil(tBuffer[sIndex + 2]); tByteBuffer[tIndex + 3] = 255; } // writing result to canvas. resCtx.putImageData(imgRes, 0, 0); return resCV; }</code>
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