更新:一旦我让这个演示工作......神圣的烟雾,它很慢,就像12-16秒只有2级渲染(当图像大约是1000x2000像素时)。这甚至不值得打扰。
我在这里的最佳答案中发现了这个非常棒且充满希望的代码:Resizing an image in an HTML5 canvas
//returns a function that calculates lanczos weight
function lanczosCreate(lobes){
return function(x){
if (x > lobes)
return 0;
x *= Math.PI;
if (Math.abs(x) < 1e-16)
return 1
var xx = x / lobes;
return Math.sin(x) * Math.sin(xx) / x / xx;
}
}
//elem: canvas element, img: image element, sx: scaled width, lobes: kernel radius
function thumbnailer(elem, img, sx, lobes){
this.canvas = elem;
elem.width = img.width;
elem.height = img.height;
elem.style.display = "none";
this.ctx = elem.getContext("2d");
this.ctx.drawImage(img, 0, 0);
this.img = img;
this.src = this.ctx.getImageData(0, 0, img.width, img.height);
this.dest = {
width: sx,
height: Math.round(img.height * sx / img.width),
};
this.dest.data = new Array(this.dest.width * this.dest.height * 3);
this.lanczos = lanczosCreate(lobes);
this.ratio = img.width / sx;
this.rcp_ratio = 2 / this.ratio;
this.range2 = Math.ceil(this.ratio * lobes / 2);
this.cacheLanc = {};
this.center = {};
this.icenter = {};
setTimeout(this.process1, 0, this, 0);
}
thumbnailer.prototype.process1 = function(self, u){
self.center.x = (u + 0.5) * self.ratio;
self.icenter.x = Math.floor(self.center.x);
for (var v = 0; v < self.dest.height; v++) {
self.center.y = (v + 0.5) * self.ratio;
self.icenter.y = Math.floor(self.center.y);
var a, r, g, b;
a = r = g = b = 0;
for (var i = self.icenter.x - self.range2; i <= self.icenter.x + self.range2; i++) {
if (i < 0 || i >= self.src.width)
continue;
var f_x = Math.floor(1000 * Math.abs(i - self.center.x));
if (!self.cacheLanc[f_x])
self.cacheLanc[f_x] = {};
for (var j = self.icenter.y - self.range2; j <= self.icenter.y + self.range2; j++) {
if (j < 0 || j >= self.src.height)
continue;
var f_y = Math.floor(1000 * Math.abs(j - self.center.y));
if (self.cacheLanc[f_x][f_y] == undefined)
self.cacheLanc[f_x][f_y] = self.lanczos(Math.sqrt(Math.pow(f_x * self.rcp_ratio, 2) + Math.pow(f_y * self.rcp_ratio, 2)) / 1000);
weight = self.cacheLanc[f_x][f_y];
if (weight > 0) {
var idx = (j * self.src.width + i) * 4;
a += weight;
r += weight * self.src.data[idx];
g += weight * self.src.data[idx + 1];
b += weight * self.src.data[idx + 2];
}
}
}
var idx = (v * self.dest.width + u) * 3;
self.dest.data[idx] = r / a;
self.dest.data[idx + 1] = g / a;
self.dest.data[idx + 2] = b / a;
}
if (++u < self.dest.width)
setTimeout(self.process1, 0, self, u);
else
setTimeout(self.process2, 0, self);
};
thumbnailer.prototype.process2 = function(self){
self.canvas.width = self.dest.width;
self.canvas.height = self.dest.height;
self.ctx.drawImage(self.img, 0, 0);
self.src = self.ctx.getImageData(0, 0, self.dest.width, self.dest.height);
var idx, idx2;
for (var i = 0; i < self.dest.width; i++) {
for (var j = 0; j < self.dest.height; j++) {
idx = (j * self.dest.width + i) * 3;
idx2 = (j * self.dest.width + i) * 4;
self.src.data[idx2] = self.dest.data[idx];
self.src.data[idx2 + 1] = self.dest.data[idx + 1];
self.src.data[idx2 + 2] = self.dest.data[idx + 2];
}
}
self.ctx.putImageData(self.src, 0, 0);
self.canvas.style.display = "block";
}
...
img.onload = function() {
var canvas = document.createElement("canvas");
new thumbnailer(canvas, img, 188, 3); //this produces lanczos3
//but feel free to raise it up to 8. Your client will appreciate
//that the program makes full use of his machine.
document.body.appendChild(canvas);
}
但是,此实现会加载图像并呈现它,故事结束。
我一直在尝试重新实现此代码,以便每当现有画布缩放(想想,放大和缩小图像或文档)时进行过滤,而无需加载新图像或创建新图像画布。
我如何使其适应这种方式?或者甚至可能吗?
答案 0 :(得分:0)
你想要做的是像singleton那样重用你的画布对象。这样您就可以节省每次创建新画布对象的成本,并且您将重用相同的对象
function getCanvas(){
var canvas;
if (typeof canvas === "undefined"){ canvas = document.createElement("canvas");}
return canvas;
}
img.onload = function() {
var canvas = getCanvas("canvas");
.... THE REST OF YOUR CODE .......
}
。
然而,这并不会减慢您的代码速度,图像缩放算法是非常繁重的算法,使用密集的CPU“通常会在非常低的级别上使用gpu加速”,并使用像{等高级技术{3}} r等等。这里有关于图像缩放如何工作的multiple buffer,它在java中,但你可以插入任何语言。
Javascript还没有为这种技术做好准备,因此我建议您使用canvas api中提供的interesting tutorial in java.net,就像在您阅读的教程中一样,有效的方法是使用canvas2Dcontext。
var ctx = canvas.getContext("2d");
ctx.scale(2,2);