时间:2020-10-15 23:15:59 | 栏目:JavaScript代码 | 点击:次
前面的话
本文将分为几个小功能的形式来详细介绍canvas图像编辑
缩放
下面是一张分析图,假设默认情况下,图片和canvas宽高相同。图片的缩放(scale)范围为0.5到3,缩放时改变的是图片的大小和图片的坐标位置
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,代码如下
<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可以实现向图片添加水印的功能,先通过file控件的reader选择图片,然后使用canvas添加图片及水印,并且使用toDataURL()和a标签实现添加水印后的图片的下载功能
<canvas id="drawing" > <p>The canvas element is not supported!</p> </canvas> <div> <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> </div> <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>
放大镜
下面来实现一个放大镜的效果,鼠标按下并移动时,显示当前图片区域的放大效果,抬起后效果消失。放大镜效果主要使用离屏canvas的技术,离屏canvas放置的是图片的放大版,而普通canvas则放置图片的正常版
<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>
滤镜
下面利用canvas的getImageData()方法,获取原始图像数据,通过对图像数据进行修改,然后输出修改后的图像数据
<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>
马赛克效果
【普通模糊效果】
普通模糊效果不仅需要使用当前像素点,还需要使用周围的像素点,并把这些像素点都赋予平均值
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); }
【马赛克效果】
马赛克效果则是把一块区域的值,全部都赋予平均值
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); }
下面是一个实例
<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="toLightBlur">轻度模糊</button> <button id="toHeavyBlur">重度模糊</button> <button id="toLightMosaic">轻度马赛克</button> <button id="toHeavyMosaic">重度马赛克</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); 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>