Javascript crop and scale image to be 300 pixel - javascript

I want to know how we can scale and crop an image in Javascript. I want to scale it down to 300x300px and crop it a little.
Do you have any suggestions ? I have the following code :
function cropImage(imagePath, newX, newY, newWidth, newHeight) {
//create an image object from the path
var img = document.createElement('img');
img.src = "data:image/png;base64,"+imagePath;
//alert(img.width);
//alert(img.height);
//initialize the canvas object
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
//set the canvas size to the new width and height
canvas.width = 300;
canvas.height = 300;
//draw the image
ctx.drawImage(img, newX, 75, 300, 300, 0, 0, 300, 300);
variables.imageCrop = canvas.toDataURL();}
Thank you !

Try it:
And learn more about .drawImage()
function cropImage(imagePath, leftRight, topBottom, newWidth, newHeight) {
const img = document.createElement('img');
img.src = imagePath;
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
img.addEventListener('load', function() {
//Set your canvas size as your choice
//here i just scaled by 10 with original dimension
canvas.width = img.naturalWidth*10;
canvas.height = img.naturalHeight*10;
const cropLeft = leftRight[0];
const cropRight = img.naturalWidth - leftRight[0] - leftRight[1];
const cropTop = topBottom[0];
const cropBottom = img.naturalHeight - topBottom[0] - topBottom[1];
ctx.drawImage(
img,
cropLeft,cropTop,
cropRight, cropBottom,
0,0, //here you can control placement of cropped image from left and top, by default it stays in 0,0 meaning the top left corner of the canvas
newWidth,newHeight //new width and height of cropped image
);
});
}
//Size of this image is 100x100 px
const img = "https://dummyimage.com/100.png/09f/fff";
//here [10,10] meaning crop 10px from left and 10px from right
//here [20,20] meaning crop 20px from top and 20px from bottom
cropImage(img,[10,10],[20,20], 100, 100);

Related

drawImage resize image to 500px high

I am trying to take the image that is 1280x960 and resize it using drawImage so that is is 600 pixels high. I have worked out the ratio that I think I need to achieve this but don't know how to apply...
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.onload = function () {
canvas.height = this.height;
canvas.width = this.width;
ratio = canvas.height / canvas.width;
console.log(canvas.width + 'x' + canvas.height + ' | ratio = ' + ratio);
ctx.drawImage(img, 0, 0, 300, 500);
}
img.src = 'https://c.slashgear.com/wp-content/uploads/2015/06/dxo-one-sample-3-1280x960.jpg';
<canvas id="mycanvas"></canvas>
How can I specify the resulting image size, making the width automatic? I eventually want this function to resize any image to 500 pixels high.
Here is a solution, a bit roundabout but seems to work. I created a new image using toDataURL() from the original sized canvas. Although the new image is reduced, the total dimension is still that of the original image, such that the remaining space is transparent. Then I set and clip this image into a new canvas. The resulting canvas has the correctly sized image which can be copied and pasted with the desired dimension.
If the snippet below does not display the image in the new canvas, please try the following fiddle which seems to work well: https://jsfiddle.net/jfeferman/u80fhy0z/
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function () {
canvas.height = this.height;
canvas.width = this.width;
ratio = canvas.height / canvas.width;
console.log(canvas.width + 'x' + canvas.height + ' | ratio = ' + ratio);
ctx.drawImage(img, 0, 0, 500 / ratio, 500);
var newImage = new Image();
newImage.crossOrigin = "Anonymous";
newImage.src = canvas.toDataURL();
var newCanvas = document.getElementById("newcanvas");
newCanvas.height = 500;
newCanvas.width = 500 / ratio;
var newCtx = newCanvas.getContext('2d');
newCtx.drawImage(newImage, 0, 0, 500 / ratio, 500, 0, 0, 500 / ratio, 500);
}
img.src = 'https://c.slashgear.com/wp-content/uploads/2015/06/dxo-one-sample-3-1280x960.jpg';
#mycanvas {
display: none;
}
<canvas id="newcanvas"></canvas>
<canvas id="mycanvas"></canvas>
I applied the ratio to your call to drawImage and it seems to work:
ctx.drawImage(img, 0, 0, 500 / ratio, 500);
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.onload = function () {
canvas.height = this.height;
canvas.width = this.width;
ratio = canvas.height / canvas.width;
console.log(canvas.width + 'x' + canvas.height + ' | ratio = ' + ratio);
ctx.drawImage(img, 0, 0);
canvas.style.width = 500 / ratio + "px";
canvas.style.height = 500 + "px";
}
img.src = 'https://c.slashgear.com/wp-content/uploads/2015/06/dxo-one-sample-3-1280x960.jpg';
<canvas id="mycanvas"></canvas>

Image rotation using canvas

I need to rotate an image through canvas and through the cropper.js library I can do the rotation of the image but save the image and condition it with canvas does not save me with the format of the rotation.
In my code what I have is an event that makes me rotating towards 90 or -90 degrees. Then when saving the image I need to be saved with that format.
I need to rotate on the axis of the image so that when the image is saved with rotate canvas it is saved with the correct position. I have seen some ways to do it but it has not worked for me, I do not know that I am losing.
//Events to rotate using cropper Js library
'click #rotateL': function(e, instance){
$('#target').cropper('rotate', -90);
angleInDegrees = angleInDegrees - 90 ;
drawRotated(angleInDegrees);
},
'click #rotateR': function(events, instance){
$('#target').cropper('rotate', 90);
angleInDegrees += 90;
drawRotated(angleInDegrees);
},
function drawRotated(degrees){
var canvas = $("#canvas")[0];
var context = canvas.getContext('2d');
var image = document.createElement("img");
image.src = $('#target').attr("src");
image.onload = function () {
context.drawImage(image,(canvas.width - x1) / 2,
(canvas.height - y1) / 2,x1, y1);
//ctx.drawImage(img, x, y, width, height)
}
context.clearRect(0,0,canvas.width,canvas.height);
context.save();
context.translate(canvas.width/2,canvas.height/2);
context.rotate(degrees*Math.PI/180);
context.drawImage(image, -x1/2,-y1/2);
context.restore();
var dataURL = canvas.toDataURL("image/jpeg");
Session.set("url", dataURL);
}
// event that saves the changes made when you cut the image or rotate.
'click #Save' : function(e) {
$(".loader").fadeIn("slow");
e.preventDefault();
var photoid = $('#photoid').val();
var dataURL = Session.get("url");
var photo = {
srcData : dataURL,
userid : Meteor.userId(),
photo_id : photoid
}
Meteor.call('updatePhoto',photo,function(err) {
if (!err) {
$('#photos').show();
$('#crops').hide();
canvas.height = 0;
canvas.width = 0;
//page relod is better than
//document.getElementById('target').src="";
FlowRouter.go('/search');
FlowRouter.go('/addphoto');
}
});
},
If you are using cropper.js. You can use build-in method getCroppedCanvas to get edited and cropped new canvas back. There is no bother to write on your own.
var canvas = $ ('# target').cropper ('getCroppedCanvas');
console.log (canvas)
var dataURL = canvas.toDataURL ("image / jpeg");
To rotate 90 deg clockwise on a new canvas.
// assuming that image is a loaded image.
const canvas = document.createElement("canvas");
canvas.width = image.height;
canvas.height = image.width;
const ctx = canvas.getContext("2d");
ctx.setTransform(
0,1, // x axis down the screen
-1,0, // y axis across the screen from right to left
image.height, // x origin is on the right side of the canvas
0 // y origin is at the top
);
ctx.drawImage(image,0,0);
To rotate -90Deg onto a new canvas
const canvas = document.createElement("canvas");
canvas.width = image.height;
canvas.height = image.width;
const ctx = canvas.getContext("2d");
ctx.setTransform(
0,-1, // x axis up the screen
1,0, // y axis across the screen from left to right
0, // x origin is on the left side of the canvas
image.width // y origin is at the bottom
);
ctx.drawImage(image,0,0);
The origins are where the top left corner of the image ends up being after the rotation.

How do I extract a portion of an image in canvas and use it as background image for a div?

This is how my code looks:
document.addEventListener('DOMContentLoaded', function () {
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext("2d");
var imageData = ctx.getImageData(0, 0, 300, 300);
var tile = {
'id': 1,
'data': imageData,
'dataUrl': imageData.toDataUrl()
};
var div = document.createElement('div');
div.classList.add('tile');
grid.appendChild(div);
div.style.backgroundImage = ('url(' + tile.dataUrl + ')');
});
I'm trying to extract portion of the image on canvas, from (0,0) with height and width 300px, and convert that imageData object into a dataUrl to be used as a background of a div.
I get an error: imageData.toDataUrl() is not a function. How can I achieve this?
Thanks in advance!
toDataURL is an HTMLCanvasElement method you have to call it from the canvas element itself.
You could draw back your resulted imageData to the canvas after you changed its size to the wanted one, but the easiest solution is to use a second, off-screen canvas, where you will draw the first canvas thanks to the context.drawImage method:
// The crop function
var crop = function(canvas, offsetX, offsetY, width, height, callback) {
// create an in-memory canvas
var buffer = document.createElement('canvas');
var b_ctx = buffer.getContext('2d');
// set its width/height to the required ones
buffer.width = width;
buffer.height = height;
// draw the main canvas on our buffer one
// drawImage(source, source_X, source_Y, source_Width, source_Height,
// dest_X, dest_Y, dest_Width, dest_Height)
b_ctx.drawImage(canvas, offsetX, offsetY, width, height,
0, 0, buffer.width, buffer.height);
// now call the callback with the dataURL of our buffer canvas
callback(buffer.toDataURL());
};
// #main canvas Part
var canvas = document.getElementById('main');
var img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function() {
canvas.width = this.width;
canvas.height = this.height;
canvas.getContext('2d').drawImage(this, 0, 0);
// set a little timeout before calling our cropping thing
setTimeout(function() {
crop(canvas, 100, 70, 70, 70, callback)
}, 1000);
};
img.src = "https://dl.dropboxusercontent.com/s/1alt1303g9zpemd/UFBxY.png";
// what to do with the dataURL of our cropped image
var callback = function(dataURL) {
document.body.style.backgroundImage = 'url(' + dataURL + ')';
}
<canvas id="main" width="284" width="383"></canvas>

Pattern gets shifted when painting at the bottom edge of the canvas

I would like to paint a repeating grass pattern at the bottom of a canvas. The image does repeat, but it's vertically shifted.
The pattern is based on a 192x50 image:
I've noticed that if I paint from the y-coordinates 50, 100, 150, and so on, the pattern is displayed correctly. It doesn't work at other coordinates.
The resulting canvas has a vertically shifted grass pattern:
I don't know why it gets shifted like that.
Below is my code.
HTML:
<canvas id="myCanvas" style="display: block;">
</canvas>
JavaScript:
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
// Grass Background Image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "img/grass.png";
I do the following in a loop:
if (bgReady) {
ctx.drawImage(bgImage,0, canvas.height -50,192,50);
var ptrn = ctx.createPattern(bgImage, "repeat"); // Create a pattern with this image, and set it to repeat".
ctx.fillStyle = ptrn;
ctx.fillRect(0,canvas.height - bgImage.height,canvas.width, 50); // context.fillRect(x, y, width, height);
}
I tried to put your code in jsFiddle and it seems to work as expected:
var canvas = document.getElementById('myCanvas');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
// Grass Background Image
var bgImage = new Image();
bgImage.onload = function () {
var ctx = canvas.getContext("2d");
ctx.drawImage(bgImage,0, canvas.height -50,192,50);
var ptrn = ctx.createPattern(bgImage, "repeat"); // Create a pattern with this image, and set it to repeat".
ctx.fillStyle = ptrn;
ctx.fillRect(0,canvas.height - bgImage.height,canvas.width, 50); // context.fillRect(x, y, width, height);
};
bgImage.src = "data:image/png;base64,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";
https://jsfiddle.net/or68kcpc/
The error must be somewhere else.
The problem is that the pattern is calculated starting from the top left corner of the canvas. If you paint starting at a canvas y-coordinate that isn't an integer multiple of the image height, the visible portion of the pattern won't start at the top of the image.
To fix this, shift the drawing context down before painting with the pattern, then paint the pattern at a location shifted up, then shift the context back up:
var shiftY = canvas.height % image.height;
context.translate(0, shiftY);
context.fillRect(0, canvas.height - image.height - shiftY,
canvas.width, image.height);
context.translate(0, -shiftY);
Run the snippet below to see a demonstration. The canvas height is 120, which means that we start painting from the y-coordinate 120 - 50 = 70, which is not a multiple of 50.
To correct for this, we shift the context down by 120 % 50 = 20 and then shift the painting location up by 20. Thus, the pattern gets painted on the shifted context at the y-coordinate (70 - 20) = 50, which is a multiple of the image height.
var canvas = document.getElementById('myCanvas'),
context = canvas.getContext('2d');
canvas.height = 120;
canvas.width = 500;
var image = new Image();
image.src = 'http://i.stack.imgur.com/2bfPb.png';
image.onload = function () {
var pattern = context.createPattern(image, "repeat");
context.fillStyle = pattern;
var shiftY = canvas.height % image.height;
context.translate(0, shiftY);
context.fillRect(0, canvas.height - image.height - shiftY,
canvas.width, image.height);
context.translate(0, -shiftY);
};
#myCanvas {
border: 1px solid #666;
}
<canvas id="myCanvas"></canvas>
Let me make one more observation. The loop in your code is inefficient and the bgReady flag is unnecessary because you can run the painting code in the image.onload function, as I have done in my snippet.

javascript - Why does this canvas image not rotate correctly?

Why does this canvas image not rotate correctly?
When I click the rotate button the image rotates but gets cropped weirdly. I want the image to stay intact and simply rotate.
Important: I'm not looking to rotate the div, I'm looking to rotate the actual image.
See fiddle:
http://jsfiddle.net/8V4V7/2/
Code:
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
EDIT:
I need the image to rotate by 90 degrees on every click.
I tried the following but it doesn't work:
ctx.rotate(Math.PI/2);
This worked for me (I specified the height and width of the canvas inside the onload function):
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function () {
canvas.height = image.height;
canvas.width = image.width;
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
Edit
Updated function to rotate 90 degrees with every click (remove i in i*Math.PI to rotate 90 degrees only once)
var i = 0;
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
canvas.width = image.height;
canvas.height = image.width;
ctx.translate(canvas.width / 2, canvas.height / 2);
i++;
ctx.rotate(i*Math.PI/2);
ctx.translate(-canvas.width / 2, -canvas.height / 2);
ctx.drawImage(image, 0, 0);
};
}
Updated Fiddle
Just some supporting info for rotations, notably the saving of the context and how to rotate around the center of the image.
var context = canvas.getContext('2d');
//save the context
//pushes a Matrix on the transformation stack
context.save();
context.translate(x, y); //where to put image
context.rotate(angle); //angle in degrees (i think...)
context.scale(scale); //optional scale
//rotate around center of image
context.drawImage(bitmap, -image.width / 2, -image.height / 2);
//or rotate around top left corner of image
context.drawImage(image, 0, 0);
//restore the canvas
//pop a matrix off the transformation stack
context.restore();
References:
https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Transformations
http://html5.litten.com/understanding-save-and-restore-for-the-canvas-context/

Categories

Resources