JavaScript_javascript スキルに実装された画像ぼかしアルゴリズムのコード共有

WBOY
リリース: 2016-05-16 16:51:40
オリジナル
1637 人が閲覧しました

HTML5 のぼかし画像は、以前は GDI を使用して実装する必要がありました。それを HTML5 で実装するにはどうすればよいですか?
1.createImageData()
2.getImageData()
3.putImageData()
上記の 3 つの関数は実装できます。使用方法と秘密については、繰り返しません。説明はあまり意味がありません。

以下はファジー アルゴリズムを実装する JS です。実際には、分散行列である別の 2B レベルのアルゴリズムがあり、これにより効率が何倍にも向上しますが、効果は非常に低く、フェザリング効果は強くありません。
実装コード:

コードをコピー コードは次のとおりです:

var mul_table = [
        512,512,456,512,328,456,335,512,405,328,271,456,388,335,292,512,
        454,405,364,328,298,271,496,456,420,388,360,335,312,292,273,512,
        482,454,428,405,383,364,345,328,312,298,284,271,259,496,475,456,
        437,420,404,388,374,360,347,335,323,312,302,292,282,273,265,512,
        497,482,468,454,441,428,417,405,394,383,373,364,354,345,337,328,
        320,312,305,298,291,284,278,271,265,259,507,496,485,475,465,456,
        446,437,428,420,412,404,396,388,381,374,367,360,354,347,341,335,
        329,323,318,312,307,302,297,292,287,282,278,273,269,265,261,512,
        505,497,489,482,475,468,461,454,447,441,435,428,422,417,411,405,
        399,394,389,383,378,373,368,364,359,354,350,345,341,337,332,328,
        324,320,316,312,309,305,301,298,294,291,287,284,281,278,274,271,
        268,265,262,259,257,507,501,496,491,485,480,475,470,465,460,456,
        451,446,442,437,433,428,424,420,416,412,408,404,400,396,392,388,
        385,381,377,374,370,367,363,360,357,354,350,347,344,341,338,335,
        332,329,326,323,320,318,315,312,310,307,304,302,299,297,294,292,
        289,287,285,282,280,278,275,273,271,269,267,265,263,261,259];

  
var shg_table = [
         9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,
        17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,
        19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,
        20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,
        21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,
        21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,
        22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,
        22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,
        23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
        23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
        23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
        23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
        24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
        24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
        24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
        24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ];

function stackBlurImage( imageID, canvasID, radius, blurAlphaChannel )
{

     var img = document.getElementById( imageID );
    var w = img.naturalWidth;
    var h = img.naturalHeight;

    var canvas = document.getElementById( canvasID );

    canvas.style.width  = w + "px";
    canvas.style.height = h + "px";
    canvas.width = w;
    canvas.height = h;

    var context = canvas.getContext("2d");
    context.clearRect( 0, 0, w, h );
    context.drawImage( img, 0, 0 );

    if ( isNaN(radius) || radius < 1 ) return;

if ( blurAlphaChannel )
stackBlurCanvasRGBA( canvasID, 0, 0, w, h, radius );
else
stackBlurCanvasRGB( canvasID, 0, 0, w, h, radius );
}


function stackBlurCanvasRGBA( id, top_x, top_y, width, height, radius )
{
if ( isNaN(radius) || radius <1 ) return;
radius |= 0 ;

var Canvas = document.getElementById( id );
var context = Canvas.getContext("2d");
var imageData;

try {
try { yimagedata = context.getimagedata(top_x、top_y、width、height);
} catch(e){


try {<<> netscape.security.privilegemanager.enableprivilegege( "UniversalBrowserRead");
imageData = context.getImageData( top_x, top_y, width, height );
} catch(e) {
alert("ローカル イメージにアクセスできません");
throw new Error("ローカル画像データにアクセスできません: " e);
return;
}
}
} catch(e) {
alter("画像にアクセスできません");
throw new Error("画像データにアクセスできません: " e);
}

varPixel = imageData.data;

var x, y, i, p, yp, yi、yw、r_sum、g_sum、b_sum、a_sum、
r_out_sum、g_out_sum、b_out_sum、a_out_sum、
r_in_sum、g_in_sum、b_in_sum、a_in_sum、
pr、pg、pb、pa、rbs;

var div = 半径 radius 1;
var w4 = 幅 << 2;
var widthMinus1 = 幅 - 1;
var heightMinus1 = 高さ - 1;
var radiusPlus1 = 半径 1;
var sumFactor = radiusPlus1 * ( radiusPlus1 1 ) / 2;

var stackStart = new BlurStack();
var stack = stackStart;
for ( i = 1; i < div; i )
{
stack = stack.next = new BlurStack( );
if ( i == radiusPlus1 ) var stackEnd = stack;
}
stack.next = stackStart;
var stackIn = null;
var stackOut = null;

yw = yi = 0;

var mul_sum = mul_table[radius];
var shg_sum = shg_table[radius];

for ( y = 0; y < height; y )
{
r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;

r_out_sum = radiusPlus1 * ( pr = ピクセル[yi] );
g_out_sum = radiusPlus1 * ( pg = ピクセル[yi 1] );
b_out_sum = radiusPlus1 * ( pb = ピクセル[yi 2] );
a_out_sum = radiusPlus1 * ( pa = ピクセル[yi 3] );

r_sum = sumFactor * pr;
g_sum = sumFactor * pg;
b_sum = sumFactor * pb;
a_sum = sumFactor * pa;

stack = stackStart;

for( i = 0;私は<半径プラス1; i )
{
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack.a = pa;
stack = stack.next ;
}

for( i = 1; i < radiusPlus1; i )
{
p = yi (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
r_sum = ( stack.r = ( pr = ピクセル[p])) * ( rbs = radiusPlus1 - i );
g_sum = ( stack.g = ( pg = ピクセル[p 1])) * rbs;
b_sum = ( stack.b = ( pb = ピクセル[p 2])) * rbs;
a_sum = ( stack.a = ( pa = ピクセル[p 3])) * rbs;

r_in_sum = pr;
g_in_sum = pg;
b_in_sum = pb;
a_in_sum = pa;

stack = stack.next;
}


stackIn = stackStart;
stackOut = stackEnd;
for ( x = 0; x < width; x )
{
ピクセル[yi 3] = pa = (a_sum * mul_sum) >> ; shg_sum;
if ( pa != 0 )
{
pa = 255 / pa;
ピクセル[yi] = ((r_sum * mul_sum) ;> shg_sum) * pa;
ピクセル[yi 1] = ((g_sum * mul_sum) >> shg_sum) * pa;
ピクセル[yi 2] = ((b_sum * mul_sum) >> shg_sum) * pa;
} else {
ピクセル[yi] = ピクセル[yi 1] = ピクセル[yi 2] = 0;
}

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;
            a_sum -= a_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;
            a_out_sum -= stackIn.a;

            p =  ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;

r_in_sum += ( stackIn.r = pixels[p]);
g_in_sum += ( stackIn.g = pixels[p+1]);
b_in_sum += ( stackIn.b = pixels[p+2]);
a_in_sum += ( stackIn.a = pixels[p+3]);

r_sum += r_in_sum;
g_sum += g_in_sum;
b_sum += b_in_sum;
a_sum += a_in_sum;

stackIn = stackIn.next;

r_out_sum += ( pr = stackOut.r );
g_out_sum += ( pg = stackOut.g );
b_out_sum += ( pb = stackOut.b );
a_out_sum += ( pa = stackOut.a );

r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;

stackOut = stackOut.next;

yi += 4;
}
yw += width;
}


for ( x = 0; x < width; x )
{
g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0;

yi = x <<; 2;
r_out_sum = radiusPlus1 * ( pr = ピクセル[yi]);
g_out_sum = radiusPlus1 * ( pg = ピクセル[yi 1]);
b_out_sum = radiusPlus1 * ( pb = ピクセル[yi 2] );
a_out_sum = radiusPlus1 * ( pa = ピクセル[yi 3]);

r_sum = sumFactor * pr;
g_sum = sumFactor * pg;
b_sum = sumFactor * pb;
a_sum = sumfactor * pa;

stack = stackstart;


stack.g = pg;
stack.b = pb;
stack.a = pa;
stack = stack.next;
}
yp = 幅;

for( i = 1; i <= radius; i )
{
yi = ( yp x ) << 2;

r_sum = ( stack.r = ( pr = ピクセル[yi])) * ( rbs = radiusPlus1 - i );
g_sum = ( stack.g = ( pg = ピクセル[yi 1 ])) * rbs;
b_sum = ( stack.b = ( pb = ピクセル[yi 2])) * rbs;
a_sum = ( stack.a = ( pa = ピクセル[yi 3])) * rbs;

r_in_sum = pr;
g_in_sum = pg;
b_in_sum = pb;
a_in_sum = pa;

stack = stack.next;

if( i < heightMinus1 )
{
yp = width;
}
}

yi = x;
stackIn = stackStart;
stackOut = stackEnd ;
for ( y = 0; y < height; y )
{
p = yi << 2;
ピクセル[p 3] = pa = (a_sum * mul_sum) >> shg_sum;
if ( pa > 0 )
{
pa = 255 / pa;
ピクセル[p] = ((r_sum * mul_sum) ;> shg_sum ) * pa;
ピクセル[p 1] = ((g_sum * mul_sum) >> shg_sum ) * pa;
ピクセル[p 2] = ((b_sum * mul_sum) >> shg_sum ) * pa;
} else {
ピクセル[p] = ピクセル[p 1] = ピクセル[p 2] = 0;
}

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;
            a_sum -= a_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;
            a_out_sum -= stackIn.a;

            p = ( x + (( ( p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;

r_sum += ( r_in_sum += ( stackIn.r = pixels[p]));
g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1]));
b_sum += ( b_in_sum += ( stackIn.b = pixels[p+2]));
a_sum += ( a_in_sum += ( stackIn.a = pixels[p+3]));

stackIn = stackIn.next;

r_out_sum += ( pr = stackOut.r );
g_out_sum += ( pg = stackOut.g );
b_out_sum += ( pb = stackOut.b );
a_out_sum += ( pa = stackOut.a );

r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;

stackOut = stackOut.next;

yi += width;
}
}

context.putImageData( imageData, top_x, top_y );

}


function stackBlurCanvasRGB( id, top_x, top_y, width, height, radius )
{
if ( isNaN(radius) || radius <1 ) return;
radius |= 0 ;

var Canvas = document.getElementById( id );
var context = Canvas.getContext("2d");
var imageData;

try {
try {
imageData = context.getImageData( top_x, top_y, width, height );
} catch(e) {


try {
netscape.security.PrivilegeManager.enablePrivilege( "UniversalBrowserRead");
imageData = context.getImageData( top_x, top_y, width, height );
} catch(e) {
alert("ローカル イメージにアクセスできません");
throw new Error("ローカル画像データにアクセスできません: " e);
return;
}
}
} catch(e) {
alter("画像にアクセスできません");
throw new Error("画像データにアクセスできません: " e);
}

varPixel = imageData.data;

var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum,
r_out_sum, g_out_sum, b_out_sum,
r_in_sum, g_in_sum, b_in_sum,
pr, pg, pb, rbs;

var div = 半径 radius 1;
var w4 = 幅 << 2;
var widthMinus1 = 幅 - 1;
var heightMinus1 = 高さ - 1;
var radiusPlus1 = 半径 1;
var sumFactor = radiusPlus1 * ( radiusPlus1 1 ) / 2;

var stackStart = new BlurStack();
var stack = stackStart;
for ( i = 1; i < div; i )
{
stack = stack.next = new BlurStack( );
if ( i == radiusPlus1 ) var stackEnd = stack;
}
stack.next = stackStart;
var stackIn = null;
var stackOut = null;

yw = yi = 0;

var mul_sum = mul_table[radius];
var shg_sum = shg_table[radius];

for ( y = 0; y < height; y )
{
r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0;

r_out_sum = radiusPlus1 * ( pr = ピクセル[yi] );
g_out_sum = radiusPlus1 * ( pg = ピクセル[yi 1] );
b_out_sum = radiusPlus1 * ( pb = ピクセル[yi 2] );

r_sum = sumFactor * pr;
g_sum = sumFactor * pg;
b_sum = sumFactor * pb;

stack = stackStart;

for( i = 0;私は<半径プラス1; i )
{
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack = stack.next;
}

for( i = 1; i < radiusPlus1; i++ )
{
p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
r_sum += ( stack.r = ( pr = pixels[p])) * ( rbs = radiusPlus1 - i );
g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs;
b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs;

r_in_sum += pr;
g_in_sum += pg;
b_in_sum += pb;

stack = stack.next;
}


stackIn = stackStart;
stackOut = stackEnd;
for ( x = 0; x < width; x++ )
{
pixels[yi] = (r_sum * mul_sum) >> shg_sum;
            pixels[yi+1] = (g_sum * mul_sum) >> shg_sum;
            pixels[yi+2] = (b_sum * mul_sum) >> shg_sum;

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;

            p =  ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;

r_in_sum += ( stackIn.r = pixels[p]);
g_in_sum += ( stackIn.g = pixels[p+1]);
b_in_sum += ( stackIn.b = pixels[p+2]);

r_sum += r_in_sum;
g_sum += g_in_sum;
b_sum += b_in_sum;

stackIn = stackIn.next;

r_out_sum += ( pr = stackOut.r );
g_out_sum += ( pg = stackOut.g );
b_out_sum += ( pb = stackOut.b );

r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;

stackOut = stackOut.next;

yi += 4;
}
yw += width;
}


for ( x = 0; x < width; x )
{
g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0;

yi = x < ;< 2;
r_out_sum = radiusPlus1 * ( pr = ピクセル[yi]);
g_out_sum = radiusPlus1 * ( pg = ピクセル[yi 1]);
b_out_sum = radiusPlus1 * ( pb = ピクセル[yi 2] );

r_sum = sumFactor * pr;
g_sum = sumFactor * pg;
b_sum = sumFactor * pb;

stack = stackStart;

for( i = 0; i {
stack.g = pg;
stack.b = pb;
スタック.ネクスト;
}


yp = width;

for(i = 1; i&lt; = radius; i)
{
yi =(yp x)&lt; <; 2;

r_sum = ( stack.r = ( pr = ピクセル[yi])) * ( rbs = radiusPlus1 - i );
g_sum = ( stack.g = ( pg = ピクセル[yi 1 ])) * rbs;
b_sum = ( stack.b = ( pb = ピクセル[yi 2])) * rbs;

r_in_sum = pr;
g_in_sum = pg;
b_in_sum = pb;

stack = stack.next;

if( i < heightMinus1 )
{
yp = width;
}
}

yi = x;
stackIn = stackStart;
stackOut = stackEnd;
for ( y = 0; y < height; y )
{
p = イー<< 2;
ピクセル[p] = (r_sum * mul_sum) >> shg_sum;
ピクセル[p 1] = (g_sum * mul_sum) >> shg_sum;
ピクセル[p 2] = (b_sum * mul_sum) >> shg_sum;

r_sum -= r_out_sum;
g_sum -= g_out_sum;
b_sum -= b_out_sum;

r_out_sum -= stackIn.r;
g_out_sum -= stackIn。 g;
b_out_sum -= stackIn.b;

p = ( x (( ( p = y radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;

r_sum = ( r_in_sum = ( stackIn.r = ピクセル[p]));
g_sum = ( g_in_sum = ( stackIn.g = ピクセル[p 1]));
b_sum = ( b_in_sum = ( stackIn.b = ピクセル[p 2]));

stackIn = stackIn.next;

r_out_sum = ( pr = stackOut.r );
g_out_sum = ( pg = stackOut.g );
b_out_sum = ( pb = stackOut.b );

r_in_sum -= pr;
g_in_sum -= pg;
b _in_sum -= pb;

stackOut = stackOut.next;

yi = width;
}
}

context.putImageData( imageData, top_x, top_y );

}

関数 BlurStack()
{
this.r = 0;
this.g = 0;
this.b = 0;
this.a = 0;
this.next = null;
}

使用方法:

复制代代码如下:
stackBlurImage(sourceImageID, targetCanvasID, radius, BlurAlphaChannel );
stackBlurCanvasRGBA ( targetCanvasID、top_x、top_y、幅、高さ、半径 );
stackBlurCanvasRGB( targetCanvasID、top_x、top_y、幅、高さ、半径 );
関連ラベル:
ソース:php.cn
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