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JavaScript实现的图像模糊算法代码分享
摘要: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()...

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:

复制代码 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:

复制代码 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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