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JavaScript实现的图像模糊算法代码分享

  • 时间:2020-01-05 18:50 编辑: 来源: 阅读:
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摘要:JavaScript实现的图像模糊算法代码分享
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? 1.createImageData() 2.getImageData() 3.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。 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。 实现代码:
[u]复制代码[/u] 代码如下:
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; }
使用方法:
[u]复制代码[/u] 代码如下:
stackBlurImage( sourceImageID, targetCanvasID, radius, blurAlphaChannel ); stackBlurCanvasRGBA( targetCanvasID, top_x, top_y, width, height, radius ); stackBlurCanvasRGB( targetCanvasID, top_x, top_y, width, height, radius );
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