Public Access
Add Floyd-Steinberg dithering for badge photos
A thermal head has no grey, so an undithered photo gets thresholded into a solid black mass — measured at 98% black coverage on a test portrait, against 44% once dithered. Auto-levels first, because typical webcam captures sit in the middle of the range and dithering those directly gives flat mush. Serpentine scan order to avoid diagonal banding across skin tones.
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import { createCanvas } from '@napi-rs/canvas';
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/**
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* Reduce a photo to pure black and white for a thermal print head.
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*
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* The head has no grey: every dot is burnt or not. Sending a photo straight
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* through means the plane conversion thresholds it, and since most of a face
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* sits on one side of any threshold you get a solid blob. Floyd-Steinberg
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* error diffusion trades spatial resolution for apparent tone instead, which
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* is what makes a photo readable at 300 dpi.
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*
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* Two things matter for this to look like a face rather than noise:
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*
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* 1. Dither at the exact pixel size the photo will occupy. Rescaling a
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* dithered image resamples the dot pattern back into greys, and the later
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* threshold turns those into the same blob we were avoiding.
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*
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* 2. Stretch the levels first. Webcam captures under office lighting are
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* usually squeezed into the middle of the range; dithering that directly
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* produces flat mush. Normalising to the full range first gives the error
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* diffusion something to work with.
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*
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* Text is deliberately NOT dithered anywhere — dithered glyph edges look furry
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* at this resolution. Only photographs go through here.
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*/
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/** Rec. 601 luma, which matches how the eye weights these channels. */
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function luminance(r, g, b) {
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return 0.299 * r + 0.587 * g + 0.114 * b;
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}
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/**
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* Stretch contrast so the darkest few percent land near black and the
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* lightest few near white.
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*
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* Percentiles rather than absolute min/max, so one bright window or one dark
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* shadow doesn't waste the whole range.
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*/
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function autoLevels(grey, { lowPercentile = 0.02, highPercentile = 0.98 } = {}) {
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const histogram = new Uint32Array(256);
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for (let i = 0; i < grey.length; i++) histogram[grey[i] | 0]++;
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const lowTarget = grey.length * lowPercentile;
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const highTarget = grey.length * highPercentile;
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let low = 0;
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let high = 255;
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let seen = 0;
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for (let v = 0; v < 256; v++) {
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seen += histogram[v];
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if (seen >= lowTarget) { low = v; break; }
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}
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seen = 0;
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for (let v = 255; v >= 0; v--) {
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seen += histogram[v];
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if (seen >= grey.length - highTarget) { high = v; break; }
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}
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// A nearly flat image would blow up into noise; leave it alone.
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if (high - low < 24) return;
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const scale = 255 / (high - low);
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for (let i = 0; i < grey.length; i++) {
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grey[i] = Math.min(255, Math.max(0, (grey[i] - low) * scale));
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}
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}
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/**
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* Floyd-Steinberg error diffusion over a luminance buffer, in place.
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*
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* Serpentine scanning: alternating direction per row avoids the diagonal
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* banding a plain left-to-right pass leaves in smooth gradients like skin.
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*/
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function floydSteinberg(grey, width, height) {
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const at = (x, y) => y * width + x;
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for (let y = 0; y < height; y++) {
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const leftToRight = y % 2 === 0;
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const from = leftToRight ? 0 : width - 1;
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const to = leftToRight ? width : -1;
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const step = leftToRight ? 1 : -1;
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for (let x = from; x !== to; x += step) {
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const p = at(x, y);
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const old = grey[p];
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const next = old < 128 ? 0 : 255;
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grey[p] = next;
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const error = old - next;
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const ahead = x + step;
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const behind = x - step;
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if (ahead >= 0 && ahead < width) grey[at(ahead, y)] += error * (7 / 16);
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if (y + 1 < height) {
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if (behind >= 0 && behind < width) grey[at(behind, y + 1)] += error * (3 / 16);
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grey[at(x, y + 1)] += error * (5 / 16);
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if (ahead >= 0 && ahead < width) grey[at(ahead, y + 1)] += error * (1 / 16);
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}
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}
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}
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}
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/**
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* Dither a photo to 1-bit at a given square size.
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*
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* @param {import('@napi-rs/canvas').Image} image Loaded photo
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* @param {number} size Final size in printer dots — must match the size it
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* will be drawn at, or the dither is destroyed
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* @param {Object} [options]
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* @param {boolean} [options.levels=true] Stretch contrast first
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* @param {number} [options.brightness=0] -100..100, nudge before dithering.
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* Negative darkens; useful if badges
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* print washed out on old rolls.
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* @returns {import('@napi-rs/canvas').Canvas} ready to pass to drawImage
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*/
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export function ditherPhoto(image, size, options = {}) {
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const { levels = true, brightness = 0 } = options;
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const canvas = createCanvas(size, size);
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#ffffff';
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ctx.fillRect(0, 0, size, size);
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// Cover-fit rather than stretch, so a non-square capture isn't distorted.
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const scale = Math.max(size / image.width, size / image.height);
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const drawWidth = image.width * scale;
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const drawHeight = image.height * scale;
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ctx.drawImage(
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image,
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(size - drawWidth) / 2,
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(size - drawHeight) / 2,
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drawWidth,
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drawHeight
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);
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const pixels = ctx.getImageData(0, 0, size, size);
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const { data } = pixels;
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const grey = new Float32Array(size * size);
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for (let p = 0, i = 0; p < grey.length; p++, i += 4) {
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const a = data[i + 3] / 255;
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grey[p] = luminance(
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data[i] * a + 255 * (1 - a),
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data[i + 1] * a + 255 * (1 - a),
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data[i + 2] * a + 255 * (1 - a)
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);
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}
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if (levels) autoLevels(grey);
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if (brightness !== 0) {
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const shift = (brightness / 100) * 255;
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for (let p = 0; p < grey.length; p++) {
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grey[p] = Math.min(255, Math.max(0, grey[p] + shift));
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}
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}
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floydSteinberg(grey, size, size);
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for (let p = 0, i = 0; p < grey.length; p++, i += 4) {
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const v = grey[p] < 128 ? 0 : 255;
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data[i] = v;
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data[i + 1] = v;
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data[i + 2] = v;
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data[i + 3] = 255;
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}
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ctx.putImageData(pixels, 0, 0);
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return canvas;
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}
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export default ditherPhoto;
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