專案中需要用到HTML5模糊影像,以前用GDI,GDI 中都有現成的元件來實現,HTML5中如何實現?
1.createImageData()
2.getImageData()
3.putImageData()
以上3個函數即可實現,用法和奧義,自己百度吧,我就不重複敘述了,沒多大的意義。
以下是實現模糊演算法的JS,其實還有種2B級演算法就是分佈矩陣,這樣效率提高很多倍,不過效果很差,羽化的效果不強。
實作程式碼:
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 );
}
函數stackBlurCanvasRGBA( id, top_x, top_y, width, height, radius )
{
if ( isNa) radius
var canvas = document.getElementById( id );
var context = canvas.getContext("2d");
嘗試< 嘗試{
imageData = context.getImageData( top_x, top_y, width, height );
🎜> netscape.security.PrivilegeManager.enablePrivilege( " UniversalBrowserRead");
imageData = context.getImageData( top_x, top_y, width, height ); Alert("無法存取本地影像");
throw new Error ("無法存取本地影像資料:" e);
return;
}
");
throw new Error("無法存取影像資料:" e);
}
var Pixels = imageData.data;
, 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_in
var div = 半徑radius 1;
var w4 = 寬度<< 2;
var widthMinus1 = 寬度- 1;
var heightMinus1 = 高度- 1;
var heightMinus1 = 高度- 1;
> var sumFactor = radiusPlus1 * ( radiusPlus1 1 ) / 2;
var stackStart = new BlurStack();
var stack = stackStartStart;
for i 🎜> {
stack = stack.next = new BlurStack( );
if ( i == radiusPlus1 = stackStart;
var stackIn = null;
var stackOut = null;
yw = yi = 0;
var mul_sum = mul_table[半徑]; >
for ( y = 0; y < 高度; y )
{
r_in_sum = g_in_sum = b_in_sum = a_in r_in_sum = g_in_sum = b_in_sum = a_in r_out_sum = radiusPlus1 * ( pr = 像素[yi]);
g_out_sum = radiusPlus1 * ( pg = 像素[yi 1] );
a_out_sum = radiusPlus1 * ( pa = 像素[yi 3] );
r_sum = sumFactor * pr;
a_sum = sumFactor * pa;
stack = stackStart;
for( i = 0;我<半徑 stack.r = pr;
stack.g = pg;
stack.b = pb;
且 }
for( i = 1; i < radiusPlus1; i )
{
);
r_sum = ( stack .r = ( pr = Pixels[p])) * ( rbs = radiusPlus1 - i );
g_sum = ( stack.g = (pg = Pixels[p 1]))) * rbs;< b stack.b = ( pb = Pixels[p 2])) * rbs;
a_sum = ( stack.a = ( pa = Pixels[p 3])) * rbs;
>;
g_in_sum = pg;
b_in_sum = pb stack = stack.next;
}
stackOut = stackEnd;
for ( x = 0; x < width; x )
= (a_sum * mul_sum) >> ; shg_sum;
if ( pa != 0 )
🎜> 像素[yi] = ((r_sum * mul_sum) & gt;> shg_sum) * pa;
像素[yi 1] = ((g_sum * mul_sum) >> shg_sum) * pa;
pa;
} else {
像素[yi] = 像素[yi 1] = 像素[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;
}
> sh g_sum ) * pa; yi += 4;
for ( x = 0; x < width; x )
{
🎜> yi = x << 2;
r_out_sum = radiusPlus1 * ( pr = 像素[yi]);
c iusPlus1 * ( pb = 像素[yi 2] );
a_out_sum = radiusPlus1 * ( pa = Pixels[yi 3]);
🎜> b_sum = sumFactor * pb;
a_sum = 總和* pa;
stack = stack;堆疊啟動;
for(i = 0;我 = 0;我&lt;半徑加1; i)
{
{
stack.g = pg;
stack.b = pb;
stack.b = pb;
stack = stack.next;
}
yp = 寬度;
for( i = 1; i <= radius; i )
{
r_sum = ( stack.r = ( pr = Pixels[yi])) * ( rbs = radiusPlus1 - i );
g_sum = ( stack.g = ( pg = Pixels[yi = ( pb = Pixels[yi 2])) * rbs;
a_sum = ( stack.a = (pa = Pixels[yi > g_in_sum = pg;
b_in_sum = pb;
next;
if( i < heightMinus1 )
= 寬度;
}
}
stackOut = stackEnd ;
for ( y = 0; < 高度;
{
p = yi << 2;
, ( pa > 0 )
{
pa = 255 / pa;
像素[p] = ((r_sum * mul_sum) > shg_sum ) * pa;
像素[p 2] = ((b_sum * mul_sum) >> shg_sum ) * pa;
} else {
} else {
;
}
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 ius re if ( isNaN(radius) || radius < 1 ) re
var canvas = document.getElementById( id );
var context = canvas.getContext("2d");
嘗試< 嘗試{
imageData = context.getImageData( top_x, top_y, width, height );
netscape.security.PrivilegeManager.enablePrivilege( " UniversalBrowserRead");
imageData = context.getImageData( top_x, top_y, width, height ); Alert("無法存取本地影像");
throw new Error ("無法存取本地影像資料:" e);
return;
}
");
throw new Error("無法存取影像資料:" e);
}
var Pixels = imageData.data;
, r_sum, g_sum, b_sum,
r_out_sum, g_out_sum, b_out_sum,
r_in_sum, g_in_sum, b_in_sum,
r_in_sum, g_in_sum, b_in_sum,
r_in_sum, g_in_sum. radius 1;
var w4 = 寬度<< 2;
var widthMinus1 = 寬度- 1;
var heightMinus1 = 高度- 1;
var heightMinus1 = 高度- 1
var heightMinus1 = 高度- 1
半徑 = radiusPlus1 * ( radiusPlus1 1 ) / 2;
var stackStart = new BlurStack();
var stack = stackStart;
= stack.next = new BlurStack( );
if ( i == radiusPlus1 ) var stackEnd = stack;
}
var stackOut = null;
yw = yi = 0;
var mul_sum = mul_table[半徑];
var mul_sum = mul_table[半徑];
var mul_sum = mul_table[半徑];
var mul_sum = mul_table[半徑];
0; y < 高度; y )
{
r_in_sum = g_in_sum = b_in_sum = r_ [yi] );
g_out_sum = radiusPlus1 * (pg = 像素[yi 1] );
b_out_sum = radius pr;
g_sum = sumFactor * pg;
b_sum = sumFactor * pb;
stack = stackStart;
stack .r = pr;
stack.g = pg;
造成 }
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;
}
yw += width;
}
for ( x = 0; x {
yi = x
; r_out_sum = radiusPlus1 * ( pr = 像素[yi]);
g_out_sum = radius_L (pm Plus1 * ( pb = 像素[ yi 2] );
r_sum = sumFactor * pr;
g_sum = sum stack = stackStart;
為( i = 0; radiusPlus1; i )
{
🎜> stack.b = pb;
堆疊中=下一個堆疊;
}
yp = 寬度;
yi = ( yp x )
r_sum = ( stack.r = (pr = Pixels[yi])) * ( rbs = radius - i ); b_sum = ( stack.b = ( pb = Pixels[yi 2])) * rbs g_in_sum = pg;
b_in_sum = pb;
stack = stack }🎜> {
造成
yi = x;
stackIn = stackStart;
y )
{
p = yi 像素[p] = (r_sum * mul_sum) >>> shg_sum;
像素[p 2] = (b_sum * mul_sum) >> shg_sum;
r_sum -= r_out_sum;
b_sum -= b_out_sum;
r_out_sum -= stackIn.r;
g_out_sum -= stackIn。 g;
b_out_sum -= stackIn.b;
p = ( xinus ((p = y inus)(p. 2;
r_sum = ( r_in_sum = ( stackIn.r = Pixels[p]));
b_sum = ( b_in_sum = ( stackIn. b = 像素[p 2]));
stackIn = stackIn.next;
g_out_sum = ( pg = stackOut.g ) ;
b_out_sum = ( pb = stackOut.b );
sum -= pg;
b _in_sum -= pb ;
stackOut.next;
yi = width;
} );
}
函數 BlurStack()
{
this.r = 0;
this.g = 0;
this.b = 0;
this this.next = null;
}
使用方法:
複製程式碼
stackBlurCanvasRGB( targetCanvasID, top_x, top_y, 寬度, 高度, 半徑);