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  • HTML5 实现图像模糊算法

    做个广告,WEB/PHP/JQ/HTML5/MYSQL/QQ群6848027

    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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  • 原文地址:https://www.cnblogs.com/cfas/p/3645054.html
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