使用 javascript 画布调整图像大小(平滑)
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【中文标题】使用 javascript 画布调整图像大小(平滑)【英文标题】:Resize image with javascript canvas (smoothly) 【发布时间】:2013-10-16 05:28:47 【问题描述】:我正在尝试使用画布调整一些图像的大小,但我对如何平滑它们一无所知。 在 Photoshop、浏览器等上。他们使用了一些算法(例如双三次、双线性),但我不知道这些算法是否内置在画布中。
这是我的小提琴:http://jsfiddle.net/EWupT/
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width=300
canvas.height=234
ctx.drawImage(img, 0, 0, 300, 234);
document.body.appendChild(canvas);
第一个是正常调整大小的图像标签,第二个是画布。请注意画布是如何不那么光滑的。我怎样才能实现“平滑”?
【问题讨论】:
与相比,画布中的结果模糊的问题吗?如果是这样,很可能您有视网膜屏幕(DPR >= 2),您可以放大画布以实现与 中看到的类似的结果,例如像这样 — jsfiddle.net/c8uo3pda/4 【参考方案1】:export const resizeImage = (imageFile, size = 80) =>
let resolver = ()=>;
let reader = new FileReader();
reader.onload = function (e)
let img = document.createElement("img");
img.onload = function (event)
// Dynamically create a canvas element
let canvas = document.createElement("canvas");
canvas.width=size;
canvas.height=size;
// let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
// Actual resizing
ctx.drawImage(img, 0, 0, size, size);
// Show resized image in preview element
let dataurl = canvas.toDataURL(imageFile.type);
resolver(dataurl);
img.src = e.target.result;
reader.readAsDataURL(imageFile);
return new Promise((resolve, reject) =>
resolver = resolve;
)
;
【讨论】:
【参考方案2】:我通过使用画布的比例解决了这个问题,我的情况下图像质量变得非常好。
首先我缩放画布内的内容:
ctx.scale(2, 2)
然后用css将canvas标签横向扩展:
#myCanvas transform: scale(0.5);
【讨论】:
【参考方案3】:这是我的代码,希望对 SO 社区中的某些人有用:
您可以将目标图像尺寸作为参数包含在脚本调用中。这将是图像宽度或高度的结果值,以较大者为准。较小的尺寸会调整大小,保持图像纵横比不变。您还可以在脚本中硬编码您的默认目标大小。
您可以轻松更改脚本以满足您的特定需求,例如您想要的输出图像类型(默认为“image/png”),并决定您希望按百分比调整图像大小以获得更精细的图像类型结果(参见代码中的 const percentStep)。
const ResizeImage = ( _ =>
const MAX_LENGTH = 260; // default target size of largest dimension, either witdth or height
const percentStep = .3; // resizing steps until reaching target size in percents (30% default)
const canvas = document.createElement("canvas");
const canvasContext = canvas.getContext("2d");
const image = new Image();
const doResize = (callback, maxLength) =>
// abort with error if image has a dimension equal to zero
if(image.width == 0 || image.height == 0)
return blob: null, error: "either image width or height was zero ";
// use caller dimension or default length if none provided
const length = maxLength == null ? MAX_LENGTH : maxLength;
canvas.width = image.width;
canvas.height = image.height;
canvasContext.drawImage(image, 0, 0, image.width, image.height);
// if image size already within target size, just copy and return blob
if(image.width <= length && image.height <= length)
canvas.toBlob( blob =>
callback( blob: blob, error: null );
, "image/png", 1);
return;
var startDim = Math.max(image.width, image.height);
var startSmallerDim = Math.min(image.width, image.height);
// gap to decrease in size until we reach the target size,
// be it by decreasing the image width or height,
// whichever is largest
const gap = startDim - length;
// step length of each resizing iteration
const step = parseInt(percentStep*gap);
// no. of iterations
var nSteps = 0;
if(step == 0)
step = 1;
else
nSteps = parseInt(gap/step);
// length of last additional resizing step, if needed
const lastStep = gap % step;
// aspect ratio = value by which we'll multiply the smaller dimension
// in order to keep the aspect ratio unchanged in each iteration
const ratio = startSmallerDim/startDim;
var newDim; // calculated new length for the bigger dimension of the image, be it image width or height
var smallerDim; // length along the smaller dimension of the image, width or height
for(var i = 0; i < nSteps; i++)
// decrease longest dimension one step in pixels
newDim = startDim - step;
// decrease shortest dimension proportionally, so as to keep aspect ratio
smallerDim = parseInt(ratio*newDim);
// assign calculated vars to their corresponding canvas dimension, width or height
if(image.width > image.height)
[canvas.width, canvas.height] = [newDim, smallerDim];
else
[canvas.width, canvas.height] = [smallerDim, newDim];
// draw image one step smaller
canvasContext.drawImage(canvas, 0, 0, canvas.width, canvas.height);
// cycle var startDim for new loop
startDim = newDim;
// do last missing resizing step to finally reach target image size
if(lastStep > 0)
if(image.width > image.height)
[canvas.width, canvas.height] = [startDim - lastStep, parseInt(ratio*(startDim - lastStep))];
else
[canvas.width, canvas.height] = [parseInt(ratio*(startDim -lastStep)), startDim - lastStep];
canvasContext.drawImage(image, 0, 0, canvas.width, canvas.height);
// send blob to caller
canvas.toBlob( blob =>
callback(blob: blob, error: null);
, "image/png", 1);
;
const resize = async (imgSrc, callback, maxLength) =>
image.src = imgSrc;
image.onload = _ =>
doResize(callback, maxLength);
;
;
return resize: resize
)();
用法:
ResizeImage.resize("./path/to/image/or/blob/bytes/to/resize", imageObject =>
if(imageObject.error != null)
// handle errors here
console.log(imageObject.error);
return;
// do whatever you want with the blob, like assinging it to
// an img element, or uploading it to a database
// ...
document.querySelector("#my-image").src = imageObject.blob;
// ...
, 300);
【讨论】:
【参考方案4】:我不明白为什么没有人建议createImageBitmap
。
createImageBitmap(
document.getElementById('image'),
resizeWidth: 300, resizeHeight: 234, resizeQuality: 'high'
)
.then(imageBitmap =>
document.getElementById('canvas').getContext('2d').drawImage(imageBitmap, 0, 0)
);
效果很好(假设您为图像和画布设置了 ID)。
【讨论】:
因为没有被广泛支持caniuse.com/#search=createImageBitmap 73% 的用户支持 createImageBitmap。根据您的用例,它可能已经足够好了。只是 Safari 拒绝添加对它的支持。我认为这是一个可能的解决方案,值得一提。 不错的解决方案,但不幸的是它在 Firefox 上不起作用【参考方案5】:因为Trung Le Nguyen Nhat's fiddle 根本不正确 (它只是在最后一步中使用原始图像) 我用性能比较写了我自己的一般小提琴:
FIDDLE
基本上是:
img.onload = function()
var canvas = document.createElement('canvas'),
ctx = canvas.getContext("2d"),
oc = document.createElement('canvas'),
octx = oc.getContext('2d');
canvas.width = width; // destination canvas size
canvas.height = canvas.width * img.height / img.width;
var cur =
width: Math.floor(img.width * 0.5),
height: Math.floor(img.height * 0.5)
oc.width = cur.width;
oc.height = cur.height;
octx.drawImage(img, 0, 0, cur.width, cur.height);
while (cur.width * 0.5 > width)
cur =
width: Math.floor(cur.width * 0.5),
height: Math.floor(cur.height * 0.5)
;
octx.drawImage(oc, 0, 0, cur.width * 2, cur.height * 2, 0, 0, cur.width, cur.height);
ctx.drawImage(oc, 0, 0, cur.width, cur.height, 0, 0, canvas.width, canvas.height);
【讨论】:
有史以来最被低估的答案。 作为一个魅力!非常感谢! 这应该是公认的答案。只需确保将“宽度”替换为所需的宽度值即可。【参考方案6】:虽然其中一些 code-sn-ps 简短且有效,但遵循和理解它们并非易事。
由于我不喜欢 stack-overflow 中的“复制粘贴”,我希望开发人员能够理解他们推送到软件中的代码,希望您会发现以下内容对您有用。
DEMO:使用 JS 和 html Canvas Demo fiddler 调整图像大小。
您可能会发现 3 种不同的方法来调整大小,这将帮助您了解代码的工作原理以及原因。
https://jsfiddle.net/1b68eLdr/93089/
完整的演示代码,以及您可能希望在代码中使用的 TypeScript 方法,都可以在 GitHub 项目中找到。
https://github.com/eyalc4/ts-image-resizer
这是最终代码:
export class ImageTools
base64ResizedImage: string = null;
constructor()
ResizeImage(base64image: string, width: number = 1080, height: number = 1080)
let img = new Image();
img.src = base64image;
img.onload = () =>
// Check if the image require resize at all
if(img.height <= height && img.width <= width)
this.base64ResizedImage = base64image;
// TODO: Call method to do something with the resize image
else
// Make sure the width and height preserve the original aspect ratio and adjust if needed
if(img.height > img.width)
width = Math.floor(height * (img.width / img.height));
else
height = Math.floor(width * (img.height / img.width));
let resizingCanvas: HTMLCanvasElement = document.createElement('canvas');
let resizingCanvasContext = resizingCanvas.getContext("2d");
// Start with original image size
resizingCanvas.width = img.width;
resizingCanvas.height = img.height;
// Draw the original image on the (temp) resizing canvas
resizingCanvasContext.drawImage(img, 0, 0, resizingCanvas.width, resizingCanvas.height);
let curImageDimensions =
width: Math.floor(img.width),
height: Math.floor(img.height)
;
let halfImageDimensions =
width: null,
height: null
;
// Quickly reduce the dize by 50% each time in few iterations until the size is less then
// 2x time the target size - the motivation for it, is to reduce the aliasing that would have been
// created with direct reduction of very big image to small image
while (curImageDimensions.width * 0.5 > width)
// Reduce the resizing canvas by half and refresh the image
halfImageDimensions.width = Math.floor(curImageDimensions.width * 0.5);
halfImageDimensions.height = Math.floor(curImageDimensions.height * 0.5);
resizingCanvasContext.drawImage(resizingCanvas, 0, 0, curImageDimensions.width, curImageDimensions.height,
0, 0, halfImageDimensions.width, halfImageDimensions.height);
curImageDimensions.width = halfImageDimensions.width;
curImageDimensions.height = halfImageDimensions.height;
// Now do final resize for the resizingCanvas to meet the dimension requirments
// directly to the output canvas, that will output the final image
let outputCanvas: HTMLCanvasElement = document.createElement('canvas');
let outputCanvasContext = outputCanvas.getContext("2d");
outputCanvas.width = width;
outputCanvas.height = height;
outputCanvasContext.drawImage(resizingCanvas, 0, 0, curImageDimensions.width, curImageDimensions.height,
0, 0, width, height);
// output the canvas pixels as an image. params: format, quality
this.base64ResizedImage = outputCanvas.toDataURL('image/jpeg', 0.85);
// TODO: Call method to do something with the resize image
;
【讨论】:
【参考方案7】:我创建了一个可重用的 Angular 服务来为任何感兴趣的人处理高质量的图像/画布大小调整:https://gist.github.com/transitive-bullshit/37bac5e741eaec60e983
该服务包括两种解决方案,因为它们都有各自的优缺点。 lanczos 卷积方法以较慢为代价获得更高质量,而逐步缩小方法可产生合理的抗锯齿结果,并且速度明显更快。
示例用法:
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
)
)
【讨论】:
很抱歉 - 我更改了我的 github 用户名。刚刚更新了链接gist.github.com/transitive-bullshit/37bac5e741eaec60e983 我看到了 angular 这个词,感觉很有趣【参考方案8】:我写了一个小的 js-utility 来在前端裁剪和调整图像大小。这是 GitHub 项目上的link。您也可以从最终图像中获取 blob 以发送它。
import imageSqResizer from './image-square-resizer.js'
let resizer = new imageSqResizer(
'image-input',
300,
(dataUrl) =>
document.getElementById('image-output').src = dataUrl;
);
//Get blob
let formData = new FormData();
formData.append('files[0]', resizer.blob);
//get dataUrl
document.getElementById('image-output').src = resizer.dataUrl;
【讨论】:
【参考方案9】:您可以使用向下步进来获得更好的结果。大多数浏览器在调整图像大小时似乎会use linear interpolation rather than bi-cubic。
(更新在规范中添加了一个质量属性,imageSmoothingQuality
,目前仅在 Chrome 中可用。)
除非选择不平滑或最近邻,否则浏览器将始终在缩小图像后对图像进行插值,因为此功能用作低通滤波器以避免锯齿。
双线性使用 2x2 像素进行插值,而双三次使用 4x4,因此通过逐步执行此操作,您可以在使用双线性插值的同时获得接近双三次结果的结果图像。
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.onload = function ()
// set size proportional to image
canvas.height = canvas.width * (img.height / img.width);
// step 1 - resize to 50%
var oc = document.createElement('canvas'),
octx = oc.getContext('2d');
oc.width = img.width * 0.5;
oc.height = img.height * 0.5;
octx.drawImage(img, 0, 0, oc.width, oc.height);
// step 2
octx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5);
// step 3, resize to final size
ctx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5,
0, 0, canvas.width, canvas.height);
img.src = "//i.imgur.com/SHo6Fub.jpg";
<img src="//i.imgur.com/SHo6Fub.jpg" >
<canvas id="canvas" width=300></canvas>
根据您调整大小的剧烈程度,如果差异较小,您可以跳过第 2 步。
在演示中,您可以看到新结果现在与图像元素非常相似。
【讨论】:
@steve heh,有时会发生这些事情 :) 对于图像,您通常可以通过设置 css BTW 来覆盖它。 Ken,第一个结果很好,但是当我更改图像时,您会发现它太模糊了jsfiddle.net/kcHLG在这种情况下和其他情况下可以做什么? @steve 您可以将步骤数减少到只有 1 或没有(对于某些图像,这可以正常工作)。另请参阅this answer,它与此类似,但在这里我添加了锐化卷积,以便您可以在缩小后使生成的图像更清晰。 @steve 是一个修改过的小提琴,只使用了一个额外的步骤:jsfiddle.net/AbdiasSoftware/kcHLG/1 @neaumusic 该代码是 OPs 代码的延续。如果你打开小提琴,你会看到 ctx 被定义。为了避免误解,我在这里内联了。【参考方案10】:根据 K3N 的回答,我一般会为任何人重写代码
var oc = document.createElement('canvas'), octx = oc.getContext('2d');
oc.width = img.width;
oc.height = img.height;
octx.drawImage(img, 0, 0);
while (oc.width * 0.5 > width)
oc.width *= 0.5;
oc.height *= 0.5;
octx.drawImage(oc, 0, 0, oc.width, oc.height);
oc.width = width;
oc.height = oc.width * img.height / img.width;
octx.drawImage(img, 0, 0, oc.width, oc.height);
更新 JSFIDDLE 演示
这是我的ONLINE DEMO
【讨论】:
这不起作用:每次调整画布大小时,它都会清除其上下文。你需要2张画布。这里和直接用最终尺寸调用drawImage是一样的。【参考方案11】:我创建了一个库,允许您在保留所有颜色数据的同时降低任何百分比。
https://github.com/danschumann/limby-resize/blob/master/lib/canvas_resize.js
您可以在浏览器中包含该文件。结果看起来像 Photoshop 或图像魔术,保留所有颜色数据,平均像素,而不是取附近的并丢弃其他的。它不使用公式来猜测平均值,而是取精确的平均值。
【讨论】:
我现在可能会使用 webgl 来调整大小以上是关于使用 javascript 画布调整图像大小(平滑)的主要内容,如果未能解决你的问题,请参考以下文章