如何在Chrome上绘制高分辨率画布?以及为什么如果设备PixelRatio === webkitBackingStor

How draw in high resolution to canvas on Chrome? And why if devicePixelRatio === webkitBackingStorePixelRatio does scaling to 2x improve resolution?

本文关键字:如果 为什么 webkitBackingStor PixelRatio Chrome 绘制 高分辨率      更新时间:2023-09-26

我正在尝试将 300dpi 的图像绘制到画布对象上,但在 Chrome 中它以非常差的质量显示。当我使用以下代码时,它没有改进,但那是因为devicePixelRatiobackingStoreRatio相同(两者都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并强制缩放代码运行,则它会以更好的分辨率绘制到画布。
  • 如果我将ratio更改为大于 2 的任何值(例如 3456等(,那么它的分辨率很差

这一切都是在台式计算机上完成的。

如何确保画布以高分辨率绘制?

(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);
}

仅进行以下更改会导致高分辨率画布图像(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) {

如果我们把上面改成3的比例,就不再是高分辨率了!

编辑:一个额外的观察 - 即使使用2倍比率,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(

从这个问题链接的HTML5Rocks文章使事情变得比他们需要的更加困难,但它犯了与我见过的其他资源相同的基本错误(1,2,3,4(。这些参考给出了这个公式的一些变化:

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

公式是错误的。一个更好的公式是

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

关键是,通过设备PixelRatio缩放宽度或高度(两个位置的差异(是没有意义的。你只应该缩放一个绝对位置。我找不到这个确切点的参考,但我认为这是显而易见的,一旦你得到它。

命题。

无法根据矩形的 CSS 宽度和高度(以设备无关的像素为单位(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,其边界矩形以与设备无关的像素为单位为

{ 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,左,上,右和下已乘以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。

下面是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。最后一张画布应始终具有清晰的线条。其他三个在某些分辨率下会模糊不清。

在桌面Firefox,IE,Edge,Chrome和Android Chrome和Firefox上进行了测试。(注意,这在JSfiddle上不起作用,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>
您可以使用

的一个技巧是实际将画布宽度和高度设置为照片的像素高度和宽度,然后使用 css 调整图像大小。下面是一个 sudo 代码示例。

canvasElement.width = imgWidth;
canvasElement.height = imgHeight;
canvasElement.getContext("2d").drawImage(ARGS);

然后,您可以使用宽度和高度设置或3D变换。

canvasElement.style.transform = "scale3d(0.5,0.5,0)";

canvasElement.style.width = newWidth;
canvasElement.style.height = newWidth * imgHeight / imgWidth;
我建议您使用 3d 转换

,因为当您使用 3d 转换时,元素的图像数据会被复制到 GPU,因此您不必担心任何质量下降。

我希望这有帮助!

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