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javascript - 如何在 Chrome 上以高分辨率绘制 Canvas ?为什么如果 devicePixelRatio === webkitBackingStorePixelRatio 缩放到 2 倍会提高分辨率?

转载 作者:太空狗 更新时间:2023-10-29 13:42:47 31 4
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我正在尝试将 300dpi 图像绘制到 Canvas 对象,但在 Chrome 中它显示的质量很差。当我使用下面的代码时,它没有改善,但那是因为 devicePixelRatiobackingStoreRatio 相同(均为 1)。

然后我尝试强制更改一些比率并发现以下内容:

  • 如果我将 ratio 更改为 2 并强制运行缩放代码,则它会以更好的分辨率绘制到 Canvas 上。
  • 如果我将 ratio 更改为大于 2 的值(例如 345 6 等)然后它的分辨率!

这一切都是在台式电脑上完成的。

如何确保 Canvas 以高分辨率绘制?

(代码来自:http://www.html5rocks.com/en/tutorials/canvas/hidpi/)

/**
* Writes an image into a canvas taking into
* account the backing store pixel ratio and
* the device pixel ratio.
*
* @author Paul Lewis
* @param {Object} opts The params for drawing an image to the canvas
*/
function drawImage(opts) {

if(!opts.canvas) {
throw("A canvas is required");
}
if(!opts.image) {
throw("Image is required");
}

// get the canvas and context
var canvas = opts.canvas,
context = canvas.getContext('2d'),
image = opts.image,

// now default all the dimension info
srcx = opts.srcx || 0,
srcy = opts.srcy || 0,
srcw = opts.srcw || image.naturalWidth,
srch = opts.srch || image.naturalHeight,
desx = opts.desx || srcx,
desy = opts.desy || srcy,
desw = opts.desw || srcw,
desh = opts.desh || srch,
auto = opts.auto,

// finally query the various pixel ratios
devicePixelRatio = window.devicePixelRatio || 1,
backingStoreRatio = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1,
ratio = devicePixelRatio / backingStoreRatio;

// ensure we have a value set for auto.
// If auto is set to false then we
// will simply not upscale the canvas
// and the default behaviour will be maintained
if (typeof auto === 'undefined') {
auto = true;
}

// upscale the canvas if the two ratios don't match
if (auto && devicePixelRatio !== backingStoreRatio) {

var oldWidth = canvas.width;
var oldHeight = canvas.height;

canvas.width = oldWidth * ratio;
canvas.height = oldHeight * ratio;

canvas.style.width = oldWidth + 'px';
canvas.style.height = oldHeight + 'px';

// now scale the context to counter
// the fact that we've manually scaled
// our canvas element
context.scale(ratio, ratio);

}

context.drawImage(pic, srcx, srcy, srcw, srch, desx, desy, desw, desh);
}

仅进行以下更改会产生高分辨率 Canvas 图像(为什么?):

    //WE FORCE RATIO TO BE 2
ratio = 2;

//WE FORCE IT TO UPSCALE (event though they're equal)
if (auto && devicePixelRatio === backingStoreRatio) {

如果我们把上面的比例改成3,就不是高分辨率了!

编辑:一个额外的观察——即使是 2x 比率,虽然它的分辨率明显更好,但它仍然不如在 img 标签中显示图像那么清晰)

最佳答案

从问题链接的 HTML5Rocks 文章使事情变得比他们需要的更困难,但它犯了与我看到的其他资源相同的基本错误(1234) .这些引用文献对该公式进行了一些修改:

var rect = canvas.getBoundingClientRect();
canvas.width = Math.round (devicePixelRatio * rect.width); // WRONG!

公式错了。更好的公式是

var rect = canvas.getBoundingClientRect();
canvas.width = Math.round (devicePixelRatio * rect.right)
- Math.round (devicePixelRatio * rect.left);

重点是,通过 devicePixelRatio 缩放宽度或高度(,两个位置的差异)没有意义。您应该只缩放绝对位置。我找不到这个确切点的引用,但我认为这是显而易见的,一旦你明白了。

命题。

无法根据矩形的 CSS 宽度和高度(以设备无关像素为单位)计算矩形的物理宽度和高度(以设备像素为单位)。

证明。

假设您有两个元素,它们的边界矩形在与设备无关的像素中是

{ left:   0, top:  10, right:   8, bottom:  20, width:   8, height:  10 },
{ left: 1, top: 20, right: 9, bottom: 30, width: 8, height: 10 }.

现在假设 devicePixelRatio 为 1.4,元素将覆盖这些设备像素矩形:

{ left:   0, top:  14, right:  11, bottom:  28, width:  11, height:  14 },
{ left: 1, top: 28, right: 13, bottom: 42, width: 12, height: 14 },

其中 left、top、right 和 bottom 已乘以 devicePixelRatio 并四舍五入到最接近的整数(使用 Math.round())。

您会注意到这两个矩形在与设备无关的像素中具有相同的宽度,但在设备像素中具有不同的宽度。 ▯

测试。

这是一个用于测试的代码示例。在浏览器中加载它,然后用鼠标放大和缩小。最后一张 Canvas 应该总是有清晰的线条。其他三个在某些分辨率下会很模糊。

在桌面 Firefox、IE、Edge、Chrome 和 Android Chrome 和 Firefox 上测试。 (注意,这对 JSfiddle 不起作用,因为 getBoundingClientRect 在那里返回不正确的值。)

<!DOCTYPE html>
<html>
<head>
<script>
function resize() {
var canvases = document.getElementsByTagName("canvas");
var i, j;
for (i = 0; i != canvases.length; ++ i) {
var canvas = canvases[i];
var method = canvas.getAttribute("method");
var dipRect = canvas.getBoundingClientRect();
var context = canvas.getContext("2d");
switch (method) {
case "0":
// Incorrect:
canvas.width = devicePixelRatio * dipRect.width;
canvas.height = devicePixelRatio * dipRect.height;
break;

case "1":
// Incorrect:
canvas.width = Math.round(devicePixelRatio * dipRect.width);
canvas.height = Math.round(devicePixelRatio * dipRect.height);
break;

case "2":
// Incorrect:
canvas.width = Math.floor(devicePixelRatio * dipRect.width);
canvas.height = Math.floor(devicePixelRatio * dipRect.height);
break;

case "3":
// Correct:
canvas.width = Math.round(devicePixelRatio * dipRect.right)
- Math.round(devicePixelRatio * dipRect.left);
canvas.height = Math.round(devicePixelRatio * dipRect.bottom)
- Math.round(devicePixelRatio * dipRect.top);
break;
}
console.log("method " + method
+ ", devicePixelRatio " + devicePixelRatio
+ ", client rect (DI px) (" + dipRect.left + ", " + dipRect.top + ")"
+ ", " + dipRect.width + " x " + dipRect.height
+ ", canvas width, height (logical px) " + canvas.width + ", " + canvas.height);

context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "cyan";
context.fillRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "black";
for (j = 0; j != Math.floor (canvas.width / 2); ++ j) {
context.fillRect(2 * j, 0, 1, canvas.height);
}
}
};
addEventListener("DOMContentLoaded", resize);
addEventListener("resize", resize);
</script>
</head>
<body>
<canvas method="0" style="position: absolute; left: 1px; top: 10px; width: 8px; height: 10px"></canvas>
<canvas method="1" style="position: absolute; left: 1px; top: 25px; width: 8px; height: 10px"></canvas>
<canvas method="2" style="position: absolute; left: 1px; top: 40px; width: 8px; height: 10px"></canvas>
<canvas method="3" style="position: absolute; left: 1px; top: 55px; width: 8px; height: 10px"></canvas>
</body>
</html>

关于javascript - 如何在 Chrome 上以高分辨率绘制 Canvas ?为什么如果 devicePixelRatio === webkitBackingStorePixelRatio 缩放到 2 倍会提高分辨率?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19142993/

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