這次帶給大家canvas怎麼編輯操作影像,canvas編輯操作影像的注意事項有哪些,下面就是實戰案例,一起來看一下。
本次文章將分成幾個小功能的形式來詳細介紹canvas圖像編輯
縮放
下面是一張分析圖,假設預設情況下,圖片和canvas寬高相同。圖片的縮放(scale)範圍為0.5到3,縮放時改變的是圖片的大小和圖片的座標位置
W(宽) = canvas.width * scale H(高) = canvas.height * scale x坐标 = (W - canvas.width)/2; y坐标 = (H - canvas.height)/2;
因此,程式碼如下:
<canvas id="drawing" > <p>The canvas element is not supported!</p> </canvas> <br> <input id="scale-range" min="0.5" max="1.5" step="0.01" type="range" > <script> var drawing = document.getElementById('drawing'); if(drawing.getContext){ var context = drawing.getContext('2d'); var slider = document.getElementById('scale-range'); var W = 400; var H = 290; drawing.width = W; drawing.height = H; var image = new Image(); image.src="http://sandbox.runjs.cn/uploads/rs/26/ddzmgynp/chunfen.jpg"; image.onload = function(){ drawImgByScale(slider.value); slider.onmousemove = function(){ drawImgByScale(slider.value); } } function drawImgByScale(scale){ var imgW = W * scale; var imgH = H * scale; var dx =(W - imgW)/2; var dy =(H - imgH)/2; context.clearRect(0,0,W,H); context.drawImage(image,dx,dy,imgW,imgH); } } </script>
水印
利用canvas可以實現為圖片添加浮水印的功能,先透過file控制項的reader選擇圖片,然後使用canvas新增圖片及浮水印,並且使用toDataURL()和a標籤實現新增浮水印後的圖片的下載功能
<canvas id="drawing" > <p>The canvas element is not supported!</p> </canvas> <p> <span> <input type="file" id="addImgHelper" > <button id="addImg">选择图片</button> </span> <span> <button id="addWaterMark" disabled>添加水印</button> <span>水印文字为</span> <input id="waterMarkWords" type="text" value="小火柴的蓝色理想"> </span> <span> <button id="downloadImg" disabled>下载图片</button> <a id="downloadImgHelper" href="#" rel="external nofollow" download="带水印图片" ></a> </span> </p> <script> if(drawing.getContext){ var cxt = drawing.getContext('2d'); var W,H; addImg.onclick = function(){ addImgHelper.click(); } addImgHelper.onchange = function(){ addWaterMark.disabled = true; downloadImg.disabled = true; var file = addImgHelper.files[0]; if(file && /image/.test(file.type)){ var reader = new FileReader(); reader.readAsDataURL(file); reader.onload = function(){ var img = new Image(); img.src= reader.result; img.onload = function(){ addWaterMark.disabled = false; drawing.width = W = img.width; drawing.height = H = img.height; cxt.drawImage(img,0,0); addWaterMark.onclick = function(){ downloadImg.disabled = false; cxt.clearRect(0,0,W,H); cxt.drawImage(img,0,0); var str = waterMarkWords.value; cxt.font = "bold 50px Arial"; cxt.lineWidth = '1'; cxt.fillStyle = 'rgba(255,255,255,0.5)'; cxt.textBaseline = "bottom"; cxt.textAlign = 'end'; cxt.fillText(str,W-10,H-10,W/2); downloadImg.onclick = function(){ downloadImgHelper.href = drawing.toDataURL('image/png'); downloadImgHelper.click(); } } } } } } } </script>
放大鏡
下面來實現一個放大鏡的效果,滑鼠按下並移動時,顯示目前圖片區域的放大效果,抬起後效果消失。 放大鏡效果主要使用離屏canvas的技術,離屏canvas放置的是圖片的放大版,而普通canvas則放置圖片的正常版
<canvas id="drawing" > <p>The canvas element is not supported!</p> </canvas> <canvas id="drawingOff" > <p>The canvas element is not supported!</p> </canvas> <script> if(drawing.getContext){ var cxt = drawing.getContext('2d'); var cxtOff = drawingOff.getContext('2d'); var W,H; var scale = 1.5; var img = new Image(); img.src="http://sandbox.runjs.cn/uploads/rs/26/ddzmgynp/chunfen.jpg"; img.onload = function(){ W = img.width; H = img.height; drawing.width = W/scale; drawing.height = H/scale; drawingOff.width = W; drawingOff.height = H; cxt.drawImage(img,0,0,W/scale,H/scale); cxtOff.drawImage(img,0,0); drawing.onmousedown = function(e){ e = e || event; var x0 = this.offsetLeft; var y0 = this.offsetTop; drawMagnifier(e); drawing.onmousemove = function(e){ drawMagnifier(e); } document.onmouseup = function(e){ cxt.clearRect(0,0,W/scale,H/scale); cxt.drawImage(img,0,0,W/scale,H/scale); drawing.onmousemove = null; } function drawMagnifier(e){ cxt.clearRect(0,0,W/scale,H/scale); cxt.drawImage(img,0,0,W/scale,H/scale); var x = (e.clientX-x0); var y = (e.clientY-y0); var r = 40; var dx = x - r; var dy = y - r; var sx = x*scale - r; var sy = y*scale - r; cxt.save(); cxt.beginPath(); cxt.arc(x,y,r,0,Math.PI*2); cxt.lineWidth = 4; cxt.strokeStyle = '#069'; cxt.stroke(); cxt.clip(); cxt.drawImage(drawingOff,sx,sy,2*r,2*r,dx,dy,2*r,2*r); cxt.restore(); } } } } </script>
# 濾鏡
以下利用canvas的getImageData()方法,取得原始影像數據,透過對影像資料進行修改,然後輸出修改後的影像資料
<canvas id="drawing1" > <p>The canvas element is not supported!</p> </canvas> <canvas id="drawing2" > <p>The canvas element is not supported!</p> </canvas> <br> <button id="noGreen">无绿色</button> <button id="noBlue">无蓝色</button> <button id="toGrey">灰度</button> <button id="toBlackWhite">黑白</button> <button id="reverse">反色</button> <script> if(drawing1.getContext){ var cxt1 = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var img = new Image(); img.src="chunfen.jpg"; img.onload = function(){ cxt1.drawImage(img,0,0); function filter(fn){ var imageData = cxt1.getImageData(0,0,img.width,img.height); cxt2.clearRect(0,0,drawing2.width,drawing2.height); var data = imageData.data; for(var i = 0, len = data.length; i < len; i+=4){ fn(data,i) } imageData.data = data; cxt2.putImageData(imageData,0,0); } function fnNoGreen(data,i){ data[i+1] = 0; } function fnNoBlue(data,i){ data[i+2] = 0; } function fnReverse(data,i){ var red = data[i]; var green = data[i+1]; var blue = data[i+2]; var alpha = data[i+3]; data[i] = 255 - red; data[i+1] = 255 - green; data[i+2] = 255 - blue; } function fnToGrey(data,i){ var red = data[i]; var green = data[i+1]; var blue = data[i+2]; var alpha = data[i+3]; var average = Math.floor((red+green+blue)/3); data[i] = data[i+1] = data[i+2] = average; } function fnToBlackWhite(data,i){ var red = data[i]; var green = data[i+1]; var blue = data[i+2]; var alpha = data[i+3]; var average = Math.floor((red+green+blue)/3); if(average > 255/2){ var result = 255; }else{ var result = 0; } data[i] = data[i+1] = data[i+2] = result; } toGrey.onclick = function(){ filter(fnToGrey); } noGreen.onclick = function(){ filter(fnNoGreen); } noBlue.onclick = function(){ filter(fnNoBlue); } toBlackWhite.onclick = function(){ filter(fnToBlackWhite); } reverse.onclick = function(){ filter(fnReverse); } } } </script>
馬賽克效果
【普通模糊效果】
普通模糊效果不僅需要使用目前像素點,還需要使用周圍的像素點,並把這些像素點都賦予平均值
function fnToBlur(n){ cxt2.clearRect(0,0,drawing2.width,drawing2.height); var imageData = cxt1.getImageData(0,0,drawing2.width,drawing2.height); var tempImageData = imageData; var data = imageData.data; var tempData = tempImageData.data; var blurR = n; var totalnum = (2*blurR + 1)*(2*blurR + 1); for(var i = blurR; i < drawing2.height - blurR; i++){ for(var j = blurR; j < drawing2.width - blurR; j++){ var totalr = 0, totalg = 0, totalb = 0; for(var dx = -blurR; dx <= blurR; dx++){ for(var dy = -blurR; dy <= blurR; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; totalr += tempData[p*4+0]; totalg += tempData[p*4+1]; totalb += tempData[p*4+2]; } } var p = i*drawing2.width + j; data[p*4+0] = totalr / totalnum; data[p*4+1] = totalg / totalnum; data[p*4+2] = totalb / totalnum; } } imageData.data = data; cxt2.putImageData(imageData,0,0); }
【馬賽克效果】
馬賽克效果則是把一塊區域的值,全部都賦予平均值
function fnToMosaic(n){ cxt2.clearRect(0,0,drawing2.width,drawing2.height); var imageData = cxt1.getImageData(0,0,drawing2.width,drawing2.height); var tempImageData = imageData; var data = imageData.data; var tempData = tempImageData.data; var size = n; var totalnum = size*size; for(var i = 0; i < drawing2.height; i+=size){ for(var j = 0; j < drawing2.width; j+=size){ var totalr = 0, totalg = 0, totalb = 0; for(var dx = 0; dx < size; dx++){ for(var dy = 0; dy < size; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; totalr += tempData[p*4+0]; totalg += tempData[p*4+1]; totalb += tempData[p*4+2]; } } var p = i*drawing2.width + j; var resr = totalr / totalnum; var resg = totalg / totalnum; var resb = totalb / totalnum; for(var dx = 0; dx < size; dx++){ for(var dy = 0; dy < size; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; data[p*4+0]= resr; data[p*4+1]= resg; data[p*4+2]= resb; } } } } imageData.data = data; cxt2.putImageData(imageData,0,0); }
以下是一個實例
<script> if(drawing1.getContext){ var cxt1 = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var img = new Image(); img.src="chunfen.jpg"; img.onload = function(){ cxt1.drawImage(img,0,0); toLightBlur.onclick = function(){ fnToBlur(1); } toHeavyBlur.onclick = function(){ fnToBlur(3); } toLightMosaic.onclick = function(){ fnToMosaic(4); } toHeavyMosaic.onclick = function(){ fnToMosaic(9); } function fnToBlur(n){ cxt2.clearRect(0,0,drawing2.width,drawing2.height); var imageData = cxt1.getImageData(0,0,drawing2.width,drawing2.height); var tempImageData = imageData; var data = imageData.data; var tempData = tempImageData.data; var blurR = n; var totalnum = (2*blurR + 1)*(2*blurR + 1); for(var i = blurR; i < drawing2.height - blurR; i++){ for(var j = blurR; j < drawing2.width - blurR; j++){ var totalr = 0, totalg = 0, totalb = 0; for(var dx = -blurR; dx <= blurR; dx++){ for(var dy = -blurR; dy <= blurR; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; totalr += tempData[p*4+0]; totalg += tempData[p*4+1]; totalb += tempData[p*4+2]; } } var p = i*drawing2.width + j; data[p*4+0] = totalr / totalnum; data[p*4+1] = totalg / totalnum; data[p*4+2] = totalb / totalnum; } } imageData.data = data; cxt2.putImageData(imageData,0,0); } function fnToMosaic(n){ cxt2.clearRect(0,0,drawing2.width,drawing2.height); var imageData = cxt1.getImageData(0,0,drawing2.width,drawing2.height); var tempImageData = imageData; var data = imageData.data; var tempData = tempImageData.data; var size = n; var totalnum = size*size; for(var i = 0; i < drawing2.height; i+=size){ for(var j = 0; j < drawing2.width; j+=size){ var totalr = 0, totalg = 0, totalb = 0; for(var dx = 0; dx < size; dx++){ for(var dy = 0; dy < size; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; totalr += tempData[p*4+0]; totalg += tempData[p*4+1]; totalb += tempData[p*4+2]; } } var p = i*drawing2.width + j; var resr = totalr / totalnum; var resg = totalg / totalnum; var resb = totalb / totalnum; for(var dx = 0; dx < size; dx++){ for(var dy = 0; dy < size; dy++){ var x = i + dx; var y = j + dy; var p = x*drawing2.width + y; data[p*4+0]= resr; data[p*4+1]= resg; data[p*4+2]= resb; } } } } imageData.data = data; cxt2.putImageData(imageData,0,0); } } } </script>
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