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function sharpen(ctx, w, h, mix) { | |
var x, sx, sy, r, g, b, a, dstOff, srcOff, wt, cx, cy, scy, scx, | |
weights = [0, -1, 0, -1, 5, -1, 0, -1, 0], | |
katet = Math.round(Math.sqrt(weights.length)), | |
half = (katet * 0.5) | 0, | |
dstData = ctx.createImageData(w, h), | |
dstBuff = dstData.data, | |
srcBuff = ctx.getImageData(0, 0, w, h).data, | |
y = h; | |
while (y--) { | |
x = w; | |
while (x--) { | |
sy = y; | |
sx = x; | |
dstOff = (y * w + x) * 4; | |
r = 0; | |
g = 0; | |
b = 0; | |
a = 0; | |
for (cy = 0; cy < katet; cy++) { | |
for (cx = 0; cx < katet; cx++) { | |
scy = sy + cy - half; | |
scx = sx + cx - half; | |
if (scy >= 0 && scy < h && scx >= 0 && scx < w) { | |
srcOff = (scy * w + scx) * 4; | |
wt = weights[cy * katet + cx]; | |
r += srcBuff[srcOff] * wt; | |
g += srcBuff[srcOff + 1] * wt; | |
b += srcBuff[srcOff + 2] * wt; | |
a += srcBuff[srcOff + 3] * wt; | |
} | |
} | |
} | |
dstBuff[dstOff] = r * mix + srcBuff[dstOff] * (1 - mix); | |
dstBuff[dstOff + 1] = g * mix + srcBuff[dstOff + 1] * (1 - mix); | |
dstBuff[dstOff + 2] = b * mix + srcBuff[dstOff + 2] * (1 - mix); | |
dstBuff[dstOff + 3] = srcBuff[dstOff + 3]; | |
} | |
} | |
ctx.putImageData(dstData, 0, 0); | |
} |
Or you could use the SVG convolution matrix
How to get rid of this border or edge sharpening?
Or you could use the SVG convolution matrix
Does this make the sharpened image "visible" to any other code analysing the image later? Or is it just that what is visible on the screen becomes sharper?
Or you could use the SVG convolution matrix
Does this make the sharpened image "visible" to any other code analysing the image later? Or is it just that what is visible on the screen becomes sharper?
The result should be baked into the imageData of the canvas, so any code that is reading the imageData after the image has been sharpened should get the sharpened image. Its not just a visual trick, its visible in code/data. Hope this helps.
@forumwt This version prevents the changing the color of the edges:
export const sharpen = (ctx, w, h, mix) => {
var x, sx, sy, r, g, b, a, dstOff, srcOff, wt, cx, cy, scy, scx,
weights = [0, -1, 0, -1, 5, -1, 0, -1, 0],
katet = Math.round(Math.sqrt(weights.length)),
half = (katet * 0.5) | 0,
dstData = ctx.createImageData(w, h),
dstBuff = dstData.data,
srcBuff = ctx.getImageData(0, 0, w, h).data,
y = h;
while (y--) {
x = w;
while (x--) {
sy = y;
sx = x;
dstOff = (y * w + x) * 4;
r = 0;
g = 0;
b = 0;
a = 0;
if(x>0 && y>0 && x<w-1 && y<h-1) {
for (cy = 0; cy < katet; cy++) {
for (cx = 0; cx < katet; cx++) {
scy = sy + cy - half;
scx = sx + cx - half;
if (scy >= 0 && scy < h && scx >= 0 && scx < w) {
srcOff = (scy * w + scx) * 4;
wt = weights[cy * katet + cx];
r += srcBuff[srcOff] * wt;
g += srcBuff[srcOff + 1] * wt;
b += srcBuff[srcOff + 2] * wt;
a += srcBuff[srcOff + 3] * wt;
}
}
}
dstBuff[dstOff] = r * mix + srcBuff[dstOff] * (1 - mix);
dstBuff[dstOff + 1] = g * mix + srcBuff[dstOff + 1] * (1 - mix);
dstBuff[dstOff + 2] = b * mix + srcBuff[dstOff + 2] * (1 - mix);
dstBuff[dstOff + 3] = srcBuff[dstOff + 3];
} else {
dstBuff[dstOff] = srcBuff[dstOff];
dstBuff[dstOff + 1] = srcBuff[dstOff + 1];
dstBuff[dstOff + 2] = srcBuff[dstOff + 2];
dstBuff[dstOff + 3] = srcBuff[dstOff + 3];
}
}
}
ctx.putImageData(dstData, 0, 0);
}
thanks! the variable
a
that is defined on line 2 is never used btw.