Html5 Canvas: Is There A Way To Resize Image With "nearest Neighbour" Resampling?
Solution 1:
I wrote a NN resizing script a while ago using ImageData (around line 1794)
https://github.com/arahaya/ImageFilters.js/blob/master/imagefilters.js
You can see a demo here
http://www.arahaya.com/imagefilters/
unfortunately the builtin resizing should be slightly faster.
Solution 2:
I'll echo what others have said and tell you it's not a built-in function. After running into the same issue, I've made one below.
It uses fillRect() instead of looping through each pixel and painting it. Everything is commented to help you better understand how it works.
//img is the original image, scale is a multiplier. It returns the resized image.
function Resize_Nearest_Neighbour( img, scale ){
//make shortcuts for image width and heightvar w = img.width;
var h = img.height;
//---------------------------------------------------------------//draw the original image to a new canvas//---------------------------------------------------------------//set up the canvasvar c = document.createElement("CANVAS");
var ctx = c.getContext("2d");
//disable antialiasing on the canvas
ctx.imageSmoothingEnabled = false;
//size the canvas to match the input image
c.width = w;
c.height = h;
//draw the input image
ctx.drawImage( img, 0, 0 );
//get the input image as image datavar inputImg = ctx.getImageData(0,0,w,h);
//get the data array from the canvas image datavardata = inputImg.data;
//---------------------------------------------------------------//resize the canvas to our bigger output image//---------------------------------------------------------------
c.width = w * scale;
c.height = h * scale;
//---------------------------------------------------------------//loop through all the data, painting each pixel larger//---------------------------------------------------------------for ( var i = 0; i < data.length; i+=4 ){
//find the colour of this particular pixelvar colour = "#";
//---------------------------------------------------------------//convert the RGB numbers into a hex string. i.e. [255, 10, 100]//into "FF0A64"//---------------------------------------------------------------
function _Dex_To_Hex( number ){
varout = number.toString(16);
if ( out.length < 2 ){
out = "0" + out;
}
returnout;
}
for ( var colourIndex = 0; colourIndex < 3; colourIndex++ ){
colour += _Dex_To_Hex( data[ i+colourIndex ] );
}
//set the fill colour
ctx.fillStyle = colour;
//---------------------------------------------------------------//convert the index in the data array to x and y coordinates//---------------------------------------------------------------var index = i/4;
var x = index % w;
//~~ is a faster way to do 'Math.floor'var y = ~~( index / w );
//---------------------------------------------------------------//draw an enlarged rectangle on the enlarged canvas//---------------------------------------------------------------
ctx.fillRect( x*scale, y*scale, scale, scale );
}
//get the output image from the canvasvar output = c.toDataURL("image/png");
//returns image data that can be plugged into an img tag's srcreturn output;
}
Below is an example of it in use.
Your image would appear in the HTML like this:
<img id="pixel-image" src="" data-src="pixel-image.png"/>
The data-src
tag contains the URL for the image you want to enlarge. This is a custom data tag. The code below will take the image URL from the data tag and put it through the resizing function, returning a larger image (30x the original size) which then gets injected into the src
attribute of the img
tag.
Remember to put the function Resize_Nearest_Neighbour
(above) into the <script>
tag before you include the following.
functionLoad_Image( element ){
var source = element.getAttribute("data-src");
var img = newImage();
img.addEventListener("load", function(){
var bigImage = Resize_Nearest_Neighbour( this, 30 );
element.src = bigImage;
});
img.src = source;
}
Load_Image( document.getElementById("pixel-image") );
Solution 3:
This CSS on the canvas element works:
image-rendering: pixelate;
This works in Chrome 93, as of September 2021.
Solution 4:
There is no built-in way. You have to do it yourself with getImageData
.
Solution 5:
Based on Paul Irish's comment:
functionresizeBase64(base64, zoom) {
returnnewPromise(function(resolve, reject) {
var img = document.createElement("img");
// once image loaded, resize it
img.onload = function() {
// get image sizevar imageWidth = img.width;
var imageHeight = img.height;
// create and draw image to our first offscreen canvasvar canvas1 = document.createElement("canvas");
canvas1.width = imageWidth;
canvas1.height = imageHeight;
var ctx1 = canvas1.getContext("2d");
ctx1.drawImage(this, 0, 0, imageWidth, imageHeight);
// get pixel data from first canvasvar imgData = ctx1.getImageData(0, 0, imageWidth, imageHeight).data;
// create second offscreen canvas at the zoomed sizevar canvas2 = document.createElement("canvas");
canvas2.width = imageWidth * zoom;
canvas2.height = imageHeight * zoom;
var ctx2 = canvas2.getContext("2d");
// draw the zoomed-up pixels to a the second canvasfor (var x = 0; x < imageWidth; ++x) {
for (var y = 0; y < imageHeight; ++y) {
// find the starting index in the one-dimensional image datavar i = (y * imageWidth + x) * 4;
var r = imgData[i];
var g = imgData[i + 1];
var b = imgData[i + 2];
var a = imgData[i + 3];
ctx2.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a / 255 + ")";
ctx2.fillRect(x * zoom, y * zoom, zoom, zoom);
}
}
// resolve promise with the zoomed base64 image datavar dataURI = canvas2.toDataURL();
resolve(dataURI);
};
img.onerror = function(error) {
reject(error);
};
// set the img soruce
img.src = base64;
});
}
resizeBase64(src, 4).then(function(zoomedSrc) {
console.log(zoomedSrc);
});
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