热门标签 | HotTags
当前位置:  开发笔记 > 前端 > 正文

JavaScript实现的图像模糊算法代码分享

这篇文章主要介绍了JavaScript实现的图像模糊算法代码分享,需要的朋友可以参考下

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:

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     {
        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     {
        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         {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack.a = pa;
            stack = stack.next;
        }

        for( i = 1; i         {
            p = yi + (( widthMinus1             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         {
            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 )
            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     {
        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         {
            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             {
                yp += width;
            }
        }

        yi = x;
        stackIn = stackStart;
        stackOut = stackEnd;
        for ( y = 0; 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)
            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     {
        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     {
        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         {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack = stack.next;
        }

        for( i = 1; i         {
            p = yi + (( widthMinus1             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         {
            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 )
            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     {
        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         {
            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             {
                yp += width;
            }
        }

        yi = x;
        stackIn = stackStart;
        stackOut = stackEnd;
        for ( y = 0; 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)
            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:

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 );


推荐阅读
  • 深入理解OAuth认证机制
    本文介绍了OAuth认证协议的核心概念及其工作原理。OAuth是一种开放标准,旨在为第三方应用提供安全的用户资源访问授权,同时确保用户的账户信息(如用户名和密码)不会暴露给第三方。 ... [详细]
  • 1:有如下一段程序:packagea.b.c;publicclassTest{privatestaticinti0;publicintgetNext(){return ... [详细]
  • 本文介绍了Java并发库中的阻塞队列(BlockingQueue)及其典型应用场景。通过具体实例,展示了如何利用LinkedBlockingQueue实现线程间高效、安全的数据传递,并结合线程池和原子类优化性能。 ... [详细]
  • 360SRC安全应急响应:从漏洞提交到修复的全过程
    本文详细介绍了360SRC平台处理一起关键安全事件的过程,涵盖从漏洞提交、验证、排查到最终修复的各个环节。通过这一案例,展示了360在安全应急响应方面的专业能力和严谨态度。 ... [详细]
  • 根据最新发布的《互联网人才趋势报告》,尽管大量IT从业者已转向Python开发,但随着人工智能和大数据领域的迅猛发展,仍存在巨大的人才缺口。本文将详细介绍如何使用Python编写一个简单的爬虫程序,并提供完整的代码示例。 ... [详细]
  • 本文将深入探讨PHP编程语言的基本概念,并解释PHP概念股的含义。通过详细解析,帮助读者理解PHP在Web开发和股票市场中的重要性。 ... [详细]
  • 本次考试于2016年10月25日上午7:50至11:15举行,主要涉及数学专题,特别是斐波那契数列的性质及其在编程中的应用。本文将详细解析考试中的题目,并提供解题思路和代码实现。 ... [详细]
  • 脑机接口(BCI)技术正逐步将科幻变为现实,从帮助听障人士恢复听力到使瘫痪者重新站立,甚至可能将多年的学习过程压缩至瞬间。本文探讨了这一前沿技术的现状、挑战及其未来前景。 ... [详细]
  • 本文介绍了一种解决二元可满足性(2-SAT)问题的方法。通过具体实例,详细解释了如何构建模型、应用算法,并提供了编程实现的细节和优化建议。 ... [详细]
  • 自己用过的一些比较有用的css3新属性【HTML】
    web前端|html教程自己用过的一些比较用的css3新属性web前端-html教程css3刚推出不久,虽然大多数的css3属性在很多流行的浏览器中不支持,但我个人觉得还是要尽量开 ... [详细]
  • 在给定的数组中,除了一个数字外,其他所有数字都是相同的。任务是找到这个唯一的不同数字。例如,findUniq([1, 1, 1, 2, 1, 1]) 返回 2,findUniq([0, 0, 0.55, 0, 0]) 返回 0.55。 ... [详细]
  • 本文探讨了如何在给定整数N的情况下,找到两个不同的整数a和b,使得它们的和最大,并且满足特定的数学条件。 ... [详细]
  • 深度学习理论解析与理解
    梯度方向指示函数值增加的方向,由各轴方向的偏导数综合而成,其模长表示函数值变化的速率。本文详细探讨了导数、偏导数、梯度等概念,并结合Softmax函数、卷积神经网络(CNN)中的卷积计算、权值共享及池化操作进行了深入分析。 ... [详细]
  • 机器学习中的相似度度量与模型优化
    本文探讨了机器学习中常见的相似度度量方法,包括余弦相似度、欧氏距离和马氏距离,并详细介绍了如何通过选择合适的模型复杂度和正则化来提高模型的泛化能力。此外,文章还涵盖了模型评估的各种方法和指标,以及不同分类器的工作原理和应用场景。 ... [详细]
  • 百度搜索结果链接提取工具 UrlGetter V1.43
    该工具专为获取百度搜索引擎的结果页面中的网址链接而设计,能够解析并转换为原始URL。通过正则表达式匹配技术,精准提取网页链接,并提供详细的使用说明和下载资源。 ... [详细]
author-avatar
lin
这个家伙很懒,什么也没留下!
PHP1.CN | 中国最专业的PHP中文社区 | DevBox开发工具箱 | json解析格式化 |PHP资讯 | PHP教程 | 数据库技术 | 服务器技术 | 前端开发技术 | PHP框架 | 开发工具 | 在线工具
Copyright © 1998 - 2020 PHP1.CN. All Rights Reserved | 京公网安备 11010802041100号 | 京ICP备19059560号-4 | PHP1.CN 第一PHP社区 版权所有