我正在尝试构建一个简单的基于HTML5画布的图像处理器,它采用图像并生成图像的平铺版本,每个图块是底层图像区域的平均颜色。
这很容易在Web Worker的上下文之外进行,但是我想使用worker来阻止ui处理线程。 Uint8ClampedArray形式的数据采取让我头疼如何处理瓦片。
下面是一个插图,展示了我到目前为止所做的以及它是如何工作的。
http://plnkr.co/edit/AiHmLM1lyJGztk8GHrso?p=preview
相关代码位于worker.js
这是:
onmessage = function (e) {
var i,
j = 0,
k = 0,
data = e.data,
imageData = data.imageData,
tileWidth = Math.floor(data.tileWidth),
tileHeight = Math.floor(data.tileHeight),
width = imageData.width,
height = imageData.height,
tile = [],
len = imageData.data.length,
offset,
processedData = [],
tempData = [],
timesLooped = 0,
tileIncremented = 1;
function sampleTileData(tileData) {
var blockSize = 20, // only visit every x pixels
rgb = {r:0,g:0,b:0},
i = -4,
count = 0,
length = tileData.length;
while ((i += blockSize * 4) < length) {
if (tileData[i].r !== 0 && tileData[i].g !== 0 && tileData[i].b !== 0) {
++count;
rgb.r += tileData[i].r;
rgb.g += tileData[i].g;
rgb.b += tileData[i].b;
}
}
// ~~ used to floor values
rgb.r = ~~(rgb.r/count);
rgb.g = ~~(rgb.g/count);
rgb.b = ~~(rgb.b/count);
processedData.push(rgb);
}
top:
for (; j <= len; j += (width * 4) - (tileWidth * 4), timesLooped++) {
if (k === (tileWidth * 4) * tileHeight) {
k = 0;
offset = timesLooped - 1 < tileHeight ? 4 : 0;
j = ((tileWidth * 4) * tileIncremented) - offset;
timesLooped = 0;
tileIncremented++;
sampleTileData(tempData);
tempData = [];
//console.log('continue "top" loop for new tile');
continue top;
}
for (i = 0; i < tileWidth * 4; i++) {
k++;
tempData.push({r: imageData.data[j+i], g: imageData.data[j+i+1], b: imageData.data[j+i+2], a: imageData.data[j+i+3]});
}
//console.log('continue "top" loop for new row per tile');
}
postMessage(processedData);
};
我确信从标记的for循环开始,我有更好的方法来完成我正在尝试做的事情。因此,非常感谢任何替代方法或建议。
更新
我采取了不同的方法来解决这个问题:
http://jsfiddle.net/TunMn/425/
关闭,但没有。
我知道问题是什么,但我不知道如何去修改它。再次,任何帮助将不胜感激。
答案 0 :(得分:1)
您可以尝试以下方法:
这给出了准确的结果,但速度较慢,取决于CORS限制。
您可以在下面看到原始图像闪烁。这表明异步方法有效,因为它允许UI在处理块中的块时进行更新。
window.onload = function() {
var img = document.querySelector("img"),
canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
w = img.naturalWidth, h = img.naturalHeight,
// store average tile colors here:
tileColors = [];
// draw in image
canvas.width = w; canvas.height = h;
ctx.drawImage(img, 0, 0);
// MAIN CALL: calculate, when done the callback function will be invoked
avgTiles(function() {console.log("done!")});
// The tiling function
function avgTiles(callback) {
var cols = 8, // number of tiles (make sure it produce integer value
rows = 8, // for tw/th below:)
tw = (w / cols)|0, // pixel width/height of each tile
th = (h / rows)|0,
x = 0, y = 0;
(function process() { // for async processing
var data, len, count, r, g, b, i;
while(x < cols) { // get next tile on x axis
r = g = b = i = 0;
data = ctx.getImageData(x * tw, y * th, tw, th).data; // single tile
len = data.length;
count = len / 4;
while(i < len) { // calc this tile's color average
r += data[i++]; // add values for each component
g += data[i++];
b += data[i++];
i++
}
// store average color to array, no need to write back at this point
tileColors.push({
r: (r / count)|0,
g: (g / count)|0,
b: (b / count)|0
});
x++; // next tile
}
y++; // next row, but do an async break below:
if (y < rows) {
x = 0;
setTimeout(process, 9); // call it async to allow browser UI to update
}
else {
// draw tiles with average colors, fillRect is faster than setting each pixel:
for(y = 0; y < rows; y++) {
for(x = 0; x < cols; x++) {
var col = tileColors[y * cols + x]; // get stored color
ctx.fillStyle = "rgb(" + col.r + "," + col.g + "," + col.b + ")";
ctx.fillRect(x * tw, y * th, tw, th);
}
}
// we're done, invoke callback
callback()
}
})(); // to self-invoke process()
}
};
<canvas></canvas>
<img src="http://i.imgur.com/X7ZrRkn.png" crossOrigin="anonymous">
我们也可以让浏览器利用插值和采样来完成整个工作。
当浏览器缩小图像时,它将计算每个新像素的平均值。如果我们在向上扩展时关闭线性插值,我们将把每个平均像素作为方块:
这比第一种方法快很多倍,您将能够使用受CORS限制的图像。请注意,它可能不如第一种方法准确,但是,可以通过在几个步骤中缩小图像来提高精度,每个步长只有一半。
window.onload = function() {
var img = document.querySelector("img"),
canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
w = img.naturalWidth, h = img.naturalHeight;
// draw in image
canvas.width = w; canvas.height = h;
// scale down image so number of pixels represent number of tiles,
// here use two steps so we get a more accurate result:
ctx.drawImage(img, 0, 0, w, h, 0, 0, w*0.5, h*0.5); // 50%
ctx.drawImage(canvas, 0, 0, w*0.5, h*0.5, 0, 0, 8, 8); // 8 tiles
// turn off image-smoothing
ctx.imageSmoothingEnabled =
ctx.msImageSmoothingEnabled =
ctx.mozImageSmoothingEnabled =
ctx.webkitImageSmoothingEnabled = false;
// scale image back up
ctx.drawImage(canvas, 0, 0, 8, 8, 0, 0, w, h);
};
<canvas></canvas>
<img src="http://i.imgur.com/X7ZrRkn.png" crossOrigin="anonymous">