HTML5 实现图像模糊算法
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项目中需要用到HTML5模糊图像,以前用GDI,GDI+中都有现成的组件来实现,HTML5中如何实现?
createImageData()
getImageData()
putImageData()
以上3个函数即可实现,用法和奥义,自己百度吧,我就不重复叙述了,没多大的意义
能用上面的函数熟练操作图像像素时
看看阮神介绍的高斯模糊算法
http://www.ruanyifeng.com/blog/2012/11/gaussian_blur.html
以下是实现模糊算法的JS,其实还有种2B级算法就是分布矩阵,这样效率提高很多倍,不过效果很差,羽化的效果不强
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 { 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("Cannot access local image"); throw new Error("unable to access local image data: " + e); return; } } } catch(e) { alert("Cannot access image"); throw new Error("unable to access image data: " + e); } var pixels = 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 = radius + radius + 1; var w4 = width << 2; var widthMinus1 = width - 1; var heightMinus1 = height - 1; var radiusPlus1 = radius + 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 = pixels[yi] ); g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] ); b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] ); a_out_sum = radiusPlus1 * ( pa = pixels[yi+3] ); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; a_sum += sumFactor * pa; stack = stackStart; for( i = 0; i < radiusPlus1; 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 = pixels[p])) * ( rbs = radiusPlus1 - i ); g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs; b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs; a_sum += ( stack.a = ( pa = pixels[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++ ) { pixels[yi+3] = pa = (a_sum * mul_sum) >> shg_sum; if ( pa != 0 ) { pa = 255 / pa; pixels[yi] = ((r_sum * mul_sum) >> shg_sum) * pa; pixels[yi+1] = ((g_sum * mul_sum) >> shg_sum) * pa; pixels[yi+2] = ((b_sum * mul_sum) >> shg_sum) * pa; } else { pixels[yi] = pixels[yi+1] = pixels[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 = pixels[yi]); g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]); b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]); a_out_sum = radiusPlus1 * ( pa = pixels[yi+3]); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; a_sum += sumFactor * pa; stack = stackStart; for( i = 0; i < radiusPlus1; i++ ) { stack.r = pr; stack.g = pg; stack.b = pb; stack.a = pa; stack = stack.next; } yp = width; for( i = 1; i <= radius; i++ ) { yi = ( yp + x ) << 2; r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i ); g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs; b_sum += ( stack.b = ( pb = pixels[yi+2])) * rbs; a_sum += ( stack.a = ( pa = pixels[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; pixels[p+3] = pa = (a_sum * mul_sum) >> shg_sum; if ( pa > 0 ) { pa = 255 / pa; pixels[p] = ((r_sum * mul_sum) >> shg_sum ) * pa; pixels[p+1] = ((g_sum * mul_sum) >> shg_sum ) * pa; pixels[p+2] = ((b_sum * mul_sum) >> shg_sum ) * pa; } else { pixels[p] = pixels[p+1] = pixels[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("Cannot access local image"); throw new Error("unable to access local image data: " + e); return; } } } catch(e) { alert("Cannot access image"); throw new Error("unable to access image data: " + e); } var pixels = 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 = radius + radius + 1; var w4 = width << 2; var widthMinus1 = width - 1; var heightMinus1 = height - 1; var radiusPlus1 = radius + 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 = pixels[yi] ); g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] ); b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] ); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; stack = stackStart; for( i = 0; i < radiusPlus1; 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 = pixels[yi]); g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]); b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; stack = stackStart; for( i = 0; i < radiusPlus1; i++ ) { stack.r = pr; stack.g = pg; stack.b = pb; stack = stack.next; } yp = width; for( i = 1; i <= radius; i++ ) { yi = ( yp + x ) << 2; r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i ); g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs; b_sum += ( stack.b = ( pb = pixels[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 = yi << 2; pixels[p] = (r_sum * mul_sum) >> shg_sum; pixels[p+1] = (g_sum * mul_sum) >> shg_sum; pixels[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 = pixels[p])); g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1])); b_sum += ( b_in_sum += ( stackIn.b = pixels[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 ); } function BlurStack() { this.r = 0; this.g = 0; this.b = 0; this.a = 0; this.next = null; }
用法
1:stackBlurImage( sourceImageID, targetCanvasID, radius, blurAlphaChannel );
2:stackBlurCanvasRGBA( targetCanvasID, top_x, top_y, width, height, radius );
3:stackBlurCanvasRGB( targetCanvasID, top_x, top_y, width, height, radius );
createImageData() | 创建新的、空白的 ImageData 对象 |
getImageData() | 返回 ImageData 对象,该对象为画布上指定的矩形复制像素数据 |
putImageData() |
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