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. It looks as if it was downsized in photoshop with the resampling set to 'Nearest Neighbor' instead of Bicubic. I know its possible to get this to look right, because this site can do it just fine using a canvas as well. I've tried using the same code they do as shown in the "[Source]" link, but it still looks terrible. Is there something I'm missing, some setting that needs to be set or something?
编辑:
我正在调整一张jpg图片的大小。我试过在链接的网站和photoshop中调整相同的jpg图片的大小,缩小后看起来很好。
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:
看来我错了,链接网站并没有做任何更好的工作缩小图像。我尝试了其他建议的方法,没有一个看起来更好。这就是不同方法的结果:
ps:
帆布:
使用图像渲染:optimizeQuality设置并按宽度/高度缩放:
使用-moz-transform设置和缩放:
Canvas在pixastic上调整大小:
我猜这意味着firefox没有像它应该的那样使用双三次抽样。我只能等他们真的加进去了。
EDIT3:
原始图像
我把@syockit的答案和降阶方法转换成了一个可重用的Angular服务,有兴趣的朋友可以访问:https://gist.github.com/fisch0920/37bac5e741eaec60e983
我包括了这两种解决方案,因为它们都有各自的优点和缺点。lanczos卷积方法的质量更高,但代价是速度较慢,而逐步降尺度方法产生了合理的抗锯齿结果,而且速度明显更快。
使用示例:
angular.module('demo').controller('ExampleCtrl', function (imageService) {
// EXAMPLE USAGE
// NOTE: it's bad practice to access the DOM inside a controller,
// but this is just to show the example usage.
// resize by lanczos-sinc filter
imageService.resize($('#myimg')[0], 256, 256)
.then(function (resizedImage) {
// do something with resized image
})
// resize by stepping down image size in increments of 2x
imageService.resizeStep($('#myimg')[0], 256, 256)
.then(function (resizedImage) {
// do something with resized image
})
})
如果你只是想调整图像的大小,我建议用CSS设置图像的宽度和高度。这里有一个简单的例子:
.small-image {
width: 100px;
height: 100px;
}
注意,高度和宽度也可以使用JavaScript设置。下面是快速代码示例:
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
此外,为了确保调整大小的图像看起来不错,在图像选择器中添加以下css规则:
-ms-interpolation-mode: bicubic:在IE7中引入
图像渲染:optimizeQuality:在FireFox 3.6中引入
据我所知,除了IE之外,所有浏览器都默认使用双三次算法来调整图像大小,所以你调整后的图像在Firefox和Chrome中应该看起来不错。
如果设置css的宽度和高度不工作,你可能想玩一个css转换:
-moz-transform: scale(sx[, sy])
-webkit-transform:规模(sx (sy))
如果出于任何原因你需要使用画布,请注意有两种方法可以调整图像的大小:通过css调整画布的大小或以较小的尺寸绘制图像。
请参阅这个问题了解更多细节。
快速图像调整/重采样算法使用Hermite过滤器与JavaScript。支持透明,给予优质。预览:
更新:在GitHub上添加2.0版本(更快,web工作者+可转移对象)。终于我让它工作了!
前往: https://github.com/viliusle/Hermite-resize
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);
}