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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