使用 HTML5 画布创建图像时是否可以设置自定义 DPI/PPI?我知道如何在画布上绘制并将其导出为图像,但如何确保输出图像具有特定的 DPI/PPI。我想使用 SVG 元素在画布上绘图是一种方法,但是当我将整个画布导出为图像时,这不会被展平吗?或者计算设备 DPI,然后缩放图像以满足我的 DPI 要求,但这似乎不是正确的解决方案。
画布有两种不同的“尺寸”:它们的 DOM 宽度/高度和 CSS 宽度/高度。您可以通过增加 DOM 大小同时保持 CSS 大小固定来增加画布的分辨率,然后使用 .scale() 方法将所有未来的绘制缩放到新的更大尺寸。这是一个例子:
function changeResolution(canvas, scaleFactor) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Resize canvas and scale future draws.
canvas.width = Math.ceil(canvas.width * scaleFactor);
canvas.height = Math.ceil(canvas.height * scaleFactor);
var ctx = canvas.getContext('2d');
ctx.scale(scaleFactor, scaleFactor);
}
画布默认分辨率为96dpi(CSS英寸,并非基于实际屏幕)。因此,scaleFactor 为 2 时为 192dpi,3 为 288dpi 等。事实上,这里的版本应该可以提供您所需的 DPI:
function setDPI(canvas, dpi) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Resize canvas and scale future draws.
var scaleFactor = dpi / 96;
canvas.width = Math.ceil(canvas.width * scaleFactor);
canvas.height = Math.ceil(canvas.height * scaleFactor);
var ctx = canvas.getContext('2d');
ctx.scale(scaleFactor, scaleFactor);
}
玩得开心!请注意,这两个代码示例在每个画布上只能使用一次,它们假设当前 DOM 大小是原始大小(可以对其进行调整以更改该大小)。此外,重新缩放需要在您在画布上进行任何绘图之前进行。感谢这篇文章提供的方法和信息!
编辑:这是一个更强大的功能,可以扩展未来的绘图并维护现有的画布内容。这可以多次调用重新缩放。
function setDPI(canvas, dpi) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Get size information.
var scaleFactor = dpi / 96;
var width = parseFloat(canvas.style.width);
var height = parseFloat(canvas.style.height);
// Backup the canvas contents.
var oldScale = canvas.width / width;
var backupScale = scaleFactor / oldScale;
var backup = canvas.cloneNode(false);
backup.getContext('2d').drawImage(canvas, 0, 0);
// Resize the canvas.
var ctx = canvas.getContext('2d');
canvas.width = Math.ceil(width * scaleFactor);
canvas.height = Math.ceil(height * scaleFactor);
// Redraw the canvas image and scale future draws.
ctx.setTransform(backupScale, 0, 0, backupScale, 0, 0);
ctx.drawImage(backup, 0, 0);
ctx.setTransform(scaleFactor, 0, 0, scaleFactor, 0, 0);
}
块(除其他外):
https://github.com/imaya/CanvasTool.PngEncoder将 HTML5 画布导出为 Base64 编码的 PNG 的最小示例:
// convert dots per inch into dots per metre
var pixelsPerM = dpi * 100 / 2.54;
var param = {
bitDepth : 8,
colourType : 2,
filterType : 0,
height : canvas.height,
interlaceMethod : 0,
phys : {
unit : 1,
x : pixelsPerM,
y : pixelsPerM
},
width : canvas.width
};
var array = canvas.getContext('2d').getImageData(0, 0, canvas.width,
canvas.height).data;
var png = new window.CanvasTool.PngEncoder(array, param).convert();
var base64 = 'data:image/png;base64,' + btoa(png);
例如,如果设备像素比为2,CSS中画布为600x400像素,则画布实际大小应为1200x800像素,画布上下文比例应为2。
<style>
canvas {
width: 600px;
height: 400px;
}
</style>
<canvas></canvas>
const canvas = document.querySelector('canvas')
const ctx = canvas.getContext('2d')
const dpr = window.devicePixelRatio || 2
const { width, height } = canvas.getBoundingClientRect()
if (canvas.width !== width * dpr || canvas.height !== height * dpr) {
canvas.width = width * dpr // 600 x 2 = 1200
canvas.height = height * dpr // 400 x 2 = 800
}
// Reset scale to identical matrix to allow multiple re-scales.
ctx.setTransform(1, 0, 0, 1, 0, 0)
ctx.scale(dpr, dpr)
现在,绘图将缩放至指定的设备像素比。
画布 CSS 宽度和高度可以制作
npm install changedpi --save
另请参阅
Canvas2Image.saveAsImage('fileName.png', canvas, 2000, 3000, 300, 'png');
-
import Url from './url';
import * as ChangeDpi from 'changeDPI';
export default class Canvas2Image {
static saveAsImage(fileName, canvas, width, height, dpi, type) {
type = this._fixType(type);
canvas = this._scaleCanvas(canvas, width, height);
let dataUrl = canvas.toDataURL(type);
let dataUrlWithDpi = ChangeDpi.changeDpiDataUrl(dataUrl, dpi)
dataUrlWithDpi = dataUrlWithDpi.replace(type, 'image/octet-stream');
Url.download(fileName, dataUrlWithDpi);
}
static _fixType(type) {
type = type.toLowerCase().replace(/jpg/i, 'jpeg');
const r = type.match(/png|jpeg|bmp|gif/)[0];
return `image/${r}`;
}
static _scaleCanvas(canvas, width, height) {
const w = canvas.width;
const h = canvas.height;
if (width === undefined) {
width = w;
}
if (height === undefined) {
height = h;
}
const retCanvas = document.createElement('canvas');
const retCtx = retCanvas.getContext('2d');
retCanvas.width = width;
retCanvas.height = height;
retCtx.drawImage(canvas, 0, 0, w, h, 0, 0, width, height);
return retCanvas;
}
}
-
export default class Url {
static download(fileName, url) {
const element = document.createElement('a');
element.setAttribute('href', url);
element.setAttribute('download', fileName);
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
static createUrlForBlob(blob) {
return this._URL.createObjectURL(blob);
}
static clearBlobUrl(blobUrl) {
this._URL.revokeObjectURL(blobUrl);
}
static get _URL() {
return window.URL || window.webkitURL || window;
}
}