如何在 html canvas 中绘制更细但更清晰的线条?

How do I draw thin but sharper lines in html canvas?

我有以下 javascript 代码来绘制图形 sheet。但问题是当我打印输出时,细线看起来并不清晰。当您缩放 html 页面时,问题就很明显了。我想让线条更清晰。但是宽度应该是一样的。可能吗?请帮忙。

function drawBkg(canvasElem, squareSize, minorLineWidthStr, lineColStr)
{
    var nLinesDone = 0;
    var i, curX, curY;
    var ctx = canvasElem.getContext('2d');
    ctx.clearRect(0,0,canvasElem.width,canvasElem.height);

    // draw the vertical lines
    curX=0;
    ctx.strokeStyle = lineColStr;
while (curX < canvasElem.width)
{

    if (nLinesDone % 5 == 0)
        ctx.lineWidth = 0.7;
    else
        ctx.lineWidth = minorLineWidthStr;

    ctx.beginPath();
    ctx.moveTo(curX, 0);
    ctx.lineTo(curX, canvasElem.height);
    ctx.stroke();

    curX += squareSize;
    nLinesDone++;
}

    // draw the horizontal lines
    curY=0;
    nLinesDone = 0;
    while (curY < canvasElem.height)
    {
        if (nLinesDone % 5 == 0)
            ctx.lineWidth = 0.7;
    else
        ctx.lineWidth = minorLineWidthStr;
    ctx.beginPath();
    ctx.moveTo(0, curY);
    ctx.lineTo(canvasElem.width, curY);
    ctx.stroke();

    curY += squareSize;
    nLinesDone++;
}
}

drawBkg(byId('canvas'), 3.78, "0.35", "green");

您遇到的是您的屏幕 PPI and your printer's DPI

Canvas输出的是光栅图,如果你设置它的大小为96px,分辨率为96ppi的显示器会输出为一英寸大的图像,但是300ppi的打印机会输出它作为 3.125 英寸的图像。
这样做时,打印操作将缩减图像的采样率,使其适合这个新尺寸。 (每个像素将相乘,因此它覆盖更大的区域)。

但是 canvas context2d 有一个 scale() method,所以如果你所有的绘图都是基于矢量的1,你可以:

  • 打印前创建一个更大的 canvas,
  • 将其上下文的比例设置为所需的因子,
  • 调用与较小 canvas
  • 相同的绘图
  • 如果您直接从浏览器的 "print the page" 打印,请将较大的 canvas style.widthstyle.height 属性设置为 widthheight 较小的属性,
  • 将较小的 canvas 节点替换为较大的节点,
  • 打印,
  • 把大的canvas换成原来的

为此,您需要稍微重写您的函数,这样它就不会将传递的 canvas' width/height 作为值,而是您选择的值。

function drawBkg(ctx, width, height, squareSize, minorLineWidthStr, lineColStr) {
  var nLinesDone = 0;
  var i, curX, curY;
  ctx.clearRect(0, 0, width, height);

  // draw the vertical lines
  curX = 0;
  ctx.strokeStyle = lineColStr;
  while (curX < width) {
    if (nLinesDone % 5 == 0)
      ctx.lineWidth = 0.7;
    else
      ctx.lineWidth = minorLineWidthStr;
    ctx.beginPath();
    ctx.moveTo(curX, 0);
    ctx.lineTo(curX, height);
    ctx.stroke();
    curX += squareSize;
    nLinesDone++;
  }

  // draw the horizontal lines
  curY = 0;
  nLinesDone = 0;
  while (curY < height) {
    if (nLinesDone % 5 == 0)
      ctx.lineWidth = 0.7;
    else
      ctx.lineWidth = minorLineWidthStr;
    ctx.beginPath();
    ctx.moveTo(0, curY);
    ctx.lineTo(width, curY);
    ctx.stroke();

    curY += squareSize;
    nLinesDone++;
  }
}


// your drawings
var smallCanvas = document.getElementById('smallCanvas');
var smallCtx = smallCanvas.getContext('2d');
drawBkg(smallCtx, smallCanvas.width, smallCanvas.height, 3.78, "0.35", "green");


// a function to get the screen's ppi
function getPPI() {
  var test = document.createElement('div');
  test.style.width = "1in";
  test.style.height = 0;
  document.body.appendChild(test);
  var dpi = devicePixelRatio || 1;
  var ppi = parseInt(getComputedStyle(test).width) * dpi;
  document.body.removeChild(test);
  return ppi;
}

function scaleAndPrint(outputDPI) {
  var factor = outputDPI / getPPI();
  var bigCanvas = smallCanvas.cloneNode();
  // set the required size of our "printer version" canvas
  bigCanvas.width = smallCanvas.width * factor;
  bigCanvas.height = smallCanvas.height * factor;
  // set the display size the same as the original one to don't brake the page's layout
  var rect = smallCanvas.getBoundingClientRect();
  bigCanvas.style.width = rect.width + 'px';
  bigCanvas.style.height = rect.height + 'px';
  var bigCtx = bigCanvas.getContext('2d');

  // change the scale of our big context
  bigCtx.scale(factor, factor);

  // tell the function we want the height and width of the small canvas
  drawBkg(bigCtx, smallCanvas.width, smallCanvas.height, 3.78, "0.35", "green");
  // replace our original canvas with the bigger one
  smallCanvas.parentNode.replaceChild(bigCanvas, smallCanvas);
  // call the printer
  print();
  // set the original one back
  bigCanvas.parentNode.replaceChild(smallCanvas, bigCanvas);
}

btn_o.onclick = function() { print(); };
btn_s.onclick = function() { scaleAndPrint(300);};
<button id="btn_o">print without scaling</button>
<button id="btn_s">print with scaling</button>
<br>
<canvas id="smallCanvas" width="250" height="500"></canvas>

1. canvas 上的所有绘图操作都是基于矢量的,除了 drawImage()putImageData()

实现更清晰线条的最简单方法是使用过采样:您绘制分辨率大于屏幕分辨率的 canvas。

在 Javascript 中,如果您想按 X 倍进行过采样:

  • 将canvas的宽度和高度更改为width*Xheight*X
  • 将 canvas 的上下文缩放 X
  • 将 Css 宽度和高度固定为初始宽度和高度,以在屏幕上保持相同的尺寸。

在下面的示例中,我首先 向下 采样了 canvas 以便于查看。您必须放大很多才能看到无上采样、2 倍和 4 倍之间的区别。

function overSampleCanvas(tgtCanvas, ctx, factor) {
  var width = tgtCanvas.width;
  var height = tgtCanvas.height;
  tgtCanvas.width = 0 | (width * factor);
  tgtCanvas.height = 0 | (height * factor);
  tgtCanvas.style.width = width + 'px';
  tgtCanvas.style.height = height + 'px';
  ctx.scale(factor, factor);
}

// -------------------- example

var $ = document.getElementById.bind(document);

var cv05 = $('cv05'),
  ctx05 = cv05.getContext('2d');
var cv = $('cv'),
  ctx = cv.getContext('2d');
var cv2X = $('cv2X'),
  ctx2X = cv2X.getContext('2d');
var cv4X = $('cv4X'),
  ctx4X = cv4X.getContext('2d');

overSampleCanvas(cv05, ctx05, 0.5);
overSampleCanvas(cv2X, ctx2X, 2);
overSampleCanvas(cv4X, ctx4X, 4);


function drawCircle(ctx) {
  ctx.beginPath();
  ctx.arc(100, 100, 50, 0, 6.28);
  ctx.fillStyle = '#AB6';
  ctx.fill();
}

drawCircle(ctx05);
drawCircle(ctx);
drawCircle(ctx2X);
drawCircle(ctx4X);
 canvas downsampled by 2X, normal, then upsampled by 2X, then 4X. <br>

<canvas id="cv05" width="100" height="100"></canvas>
<canvas id="cv" width="100" height="100"></canvas>
<canvas id="cv2X" width="100" height="100"></canvas>
<canvas id="cv4X" width="100" height="100"></canvas>