Reputation: 11826
I'm trying to draw an image on a canvas, then use css to fit the canvas within a certain size. It turns out that many browsers don't scale the canvas down very nicely. Firefox on OS X seems to be one of the worst, but I haven't tested very many. Here is a minimal example of the problem:
<img>
<canvas></canvas>
img, canvas {
width: 125px;
}
var image = document.getElementsByTagName('img')[0],
canvas = document.getElementsByTagName('canvas')[0];
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
Running in a codepen: http://codepen.io/ford/pen/GgMzJd
Here's the result in Firefox (screenshot from a retina display):
What's happening is that both the <img>
and <canvas>
start at the same size and are scaled down by the browser with css (the image width is 783px). Apparently, the browser does some nice smoothing/interpolation on the <img>
, but not on the <canvas>
.
I've tried:
image-rendering
, but the defaults seem to already be what I want.Context2D.imageSmoothingEnabled
, but once again, the defaults describe what I want.How can I make the image on the right look like the image on the left? Preferably in as little code as possible (I'd rather not implement bicubic interpolation myself, for example).
Upvotes: 15
Views: 17086
Reputation: 1246
Simple answer, you can't do it. The canvas is just like a bitmap, nothing more.
My idea: You should redraw the whole surface on zooming, and make sure you scale the image you're drawing to the canvas. As it is a vector graphic, this should work. But you're going to have to redraw the canvas for sure.
Upvotes: 0
Reputation: 2865
It's not good idea to scale canvas and think that you solved the image scale problem.you can pass your dynamic value to canvas,and then draw with that size whatever you want. here is link of canvas doc: http://www.w3docs.com/learn-javascript/canvas.html
Upvotes: 0
Reputation: 544
You can fix the pixelation issue by scaling the canvas's backing store by the window.devicePixelRatio
value. Unfortunately, the shoddy image filtering seems to be a browser limitation at this time, and the only reliable fix is to roll your own.
Replace your current onload with:
image.onload = function() {
var dpr = window.devicePixelRatio;
canvas.width = image.width * dpr;
canvas.height = image.height * dpr;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
Results:
Tested on Firefox 35.0.1 on Windows 8.1. Note that your current code doesn't handle browser zoom events, which could reintroduce pixelation. You can fix this by handling the resize event.
Upvotes: 7
Reputation: 19294
Canvas is not quite meant to be css zoomed : Try over-sampling : use twice the required canvas size, and css scaling will do a fine job in down-scaling the canvas.
On hi-dpi devices you should double yet another time the resolution to reach the
same quality.
(even on a standard display, X4 shines a bit more).
(Image, canvas 1X, 2X and 4X)
var $ = document.getElementById.bind(document);
var image = $('fntimg');
image.onload = function() {
drawAllImages();
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
function drawAllImages() {
drawImage(1);
drawImage(2);
drawImage(4);
}
function drawImage(x) {
console.log('cv' + x + 'X');
var canvas = $('cv' + x + 'X');
canvas.width = x * image.width;
canvas.height = x * image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
img,
canvas {
width: 125px;
}
<br>
<img id='fntimg'>
<canvas id='cv1X'></canvas>
<canvas id='cv2X'></canvas>
<canvas id='cv4X'></canvas>
<br>
Upvotes: 5