本文介绍了KineticJS:如何在KineticJS中减小PNG / JPG图像的质量?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我想减小KineticJS中的PNG / JPG图片,而不会降低质量。
我做了以下操作,但结果质量很差:
var stage = new Kinetic.Stage({
container:'container',
width:1000,
height:1000
});
var layer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function(){
var someImage = new Kinetic.Image({
image:imageObj,
});
//将形状添加到图层
layer.add(someImage);
//将层添加到阶段
stage.add(layer);
someImage.scale({
x:500,
y:500
});
layer.draw();
};
imageObj.src = // some image;
解决方案
下面是一个函数,它接受源图像(或画布)并缩小比例:
function scaleImage(source,scaleFactor){
var canvas = document.createElement(canvas);
var ctx = canvas.getContext(2d);
canvas.width = source.width * scaleFactor;
canvas.height = source.height * scaleFactor;
ctx.drawImage(source,0,0,source.width * scaleFactor,source.height * scaleFactor);
return(canvas);
}
scaleImage函数可以像这样用来缩小非常大的图像: / p>
A演示:
var img = new Image();
img.onload = start;
img.src =hugeImage.png;
function start(){
// c1是0.50 img的大小
var c1 = scaleImage(img,0.50);
// c2是0.50的大小c1(==原始img的25%)
var c2 = scaleImage(c1,0.50);
//然后使用c2作为源创建一个Kinetic.Image
image1 = new Kinetic.Image({
x:10,
y: 10,
image:c2,
draggable:true
});
layer.add(image1);
layer.draw();
}
I want to downsize a PNG/JPG image in KineticJS without losing quality.
I did the following but it leads to very poor quality:
var stage = new Kinetic.Stage({
container: 'container',
width: 1000,
height: 1000
});
var layer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function () {
var someImage = new Kinetic.Image({
image: imageObj,
});
// add the shape to the layer
layer.add(someImage);
// add the layer to the stage
stage.add(layer);
someImage.scale({
x: 500,
y: 500
});
layer.draw();
};
imageObj.src = // some image;
解决方案
You can get good results by down-scaling the image in increments.
Here's a function that takes a source image (or canvas) and scales it down:
function scaleImage(source,scaleFactor){
var canvas=document.createElement("canvas");
var ctx=canvas.getContext("2d");
canvas.width=source.width*scaleFactor;
canvas.height=source.height*scaleFactor;
ctx.drawImage(source,0,0,source.width*scaleFactor,source.height*scaleFactor);
return(canvas);
}
The scaleImage function could be used like this to downscale a very large image:
A Demo: http://jsfiddle.net/m1erickson/zYLLe/
var img=new Image();
img.onload=start;
img.src="hugeImage.png";
function start(){
// c1 is 0.50 the size of img
var c1=scaleImage(img,0.50);
// c2 is 0.50 the size of c1 (==25% of the original img)
var c2=scaleImage(c1,0.50);
// and then create a Kinetic.Image using c2 as a source
image1 = new Kinetic.Image({
x:10,
y:10,
image:c2,
draggable: true
});
layer.add(image1);
layer.draw();
}
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