piskel/js/utils/ImageResizer.js

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(function () {
var ns = $.namespace('pskl.utils');
ns.ImageResizer = {
resize : function (image, targetWidth, targetHeight, smoothingEnabled) {
var canvas = pskl.CanvasUtils.createCanvas(targetWidth, targetHeight);
var context = canvas.getContext('2d');
context.save();
if (!smoothingEnabled) {
pskl.CanvasUtils.disableImageSmoothing(canvas);
}
context.translate(canvas.width / 2, canvas.height / 2);
context.scale(targetWidth / image.width, targetHeight / image.height);
context.drawImage(image, -image.width / 2, -image.height / 2);
context.restore();
return canvas;
},
/**
* Manual implementation of resize using a nearest neighbour algorithm
* It is slower than relying on the native 'disabledImageSmoothing' available on CanvasRenderingContext2d.
* But it can be useful if :
* - IE < 11 (doesn't support msDisableImageSmoothing)
* - need to display a gap between pixel
*
* @param {Canvas2d} source original image to be resized, as a 2d canvas
* @param {Number} zoom ratio between desired dim / source dim
* @param {Number} margin gap to be displayed between pixels
* @return {Canvas2d} the resized canvas
*/
resizeNearestNeighbour : function (source, zoom, margin) {
margin = margin || 0;
var canvas = pskl.CanvasUtils.createCanvas(zoom*source.width, zoom*source.height);
var context = canvas.getContext('2d');
var imgData = pskl.CanvasUtils.getImageDataFromCanvas(source);
var yRanges = {},
xOffset = 0,
yOffset = 0,
xRange,
yRange;
// Draw the zoomed-up pixels to a different canvas context
for (var x = 0; x < source.width; x++) {
// Calculate X Range
xRange = Math.floor((x + 1) * zoom) - xOffset;
for (var y = 0; y < source.height; y++) {
// Calculate Y Range
if (!yRanges[y + ""]) {
// Cache Y Range
yRanges[y + ""] = Math.floor((y + 1) * zoom) - yOffset;
}
yRange = yRanges[y + ""];
var i = (y * source.width + x) * 4;
var r = imgData[i];
var g = imgData[i + 1];
var b = imgData[i + 2];
var a = imgData[i + 3];
context.fillStyle = "rgba(" + r + "," + g + "," + b + "," + (a / 255) + ")";
context.fillRect(xOffset, yOffset, xRange-margin, yRange-margin);
yOffset += yRange;
}
yOffset = 0;
xOffset += xRange;
}
return canvas;
}
};
})();