based on this question
How to use LUT with JavaScript?
I tried to use this code
http://jsfiddle.net/gxu080ve/1/
var img = new Image,
canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
src = "http://i.imgur.com/0vcCTK9.jpg?1"; // insert image url here
img.crossOrigin = "Anonymous";
img.onload = function() {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage( img, 0, 0 );
// alternateImage(img, canvas, ctx);
localStorage.setItem( "savedImageData", canvas.toDataURL("image/png") );
loadNew();
}
img.src = src;
// make sure the load event fires for cached images too
if ( img.complete || img.complete === undefined ) {
img.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw==";
img.src = src;
}
var imgLut = new Image,
canvasLut = document.getElementById("myCanvasLut"),
ctxLut = canvasLut.getContext("2d"),
srcLut = "https://gm1.ggpht.com/nX2ZUYrMwPSXu5zGeeoMKyZP_R4nE205ivAdc3_yaccMEy8QYInfY_ynUB-NmrjvPKn0i1k7bdtHyk3Ul99ndvjvoCASud8FdIdq1fRrqDOCGK01rXgZZQ34ATKvtrkoysUCBmTUG70ZW_-TQxHExbu8gjhH-haIg0EuiWgJSxkL45jE1B4xWaOQNQXgJtmb7i1bSVcRgdmJq0XbttjsZnZn3YTW_LYw_3F-WyEEryTRritkZm6CW6NgaoVUfGH6XIaHp5Igs_dzm01lci9XwvoUwS0KA85w3npkjseL0zZX6u-pYWbSXOzkTLDJDMKPpOPt1VH6UUwARlD1YH1dQb0qdq4FrN8_beghJc00UaO9WHgyLyQ-NXMXFt5zXpeKuWtGwWtB0bzDhEvUXUhoDeOwaTbHlEjv3NgrqfzzpLBfLMM9J2BZLZodaEFA6WiroIsq70Qh6g_yMCVg02oi3s-L_2SSW2duayIIcfljyOxmC5AHbjzS2i-4RnKlVzK5Ge39wmiXX_4wtL0nb5XeDPwGbqqJsCPaeIYFN7z43HW6bA--5E3pUo3mjxLPTMSa8T-omZIw7w=w1896-h835-l75";
function loadNew(){
imgLut.crossOrigin = "Anonymous2";
imgLut.onload = function() {
canvasLut.width = imgLut.width;
canvasLut.height = imgLut.height;
ctxLut.drawImage( imgLut, 0, 0 );
filterImage(img, imgLut, canvasLut, ctxLut);
localStorage.setItem( "savedImageDataLut", canvasLut.toDataURL("image/png") );
}
imgLut.src = srcLutbyte;
// make sure the load event fires for cached images too
if ( imgLut.complete || imgLut.complete === undefined ) {
imgLut.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw==";
imgLut.src = srcLutbyte;
}
}
function alternateImage(img, canvastoapply, ctxToApply){
//var c=document.getElementById("myCanvas");
//var img=document.getElementById("scream");
ctxToApply.drawImage(img,0,0);
var imgData=ctxToApply.getImageData(0,0,canvastoapply.width,canvastoapply.height);
// invert colors
for (var i=0;i<imgData.data.length;i+=4){
imgData.data[i]=255-imgData.data[i];
imgData.data[i+1]=255-imgData.data[i+1];
imgData.data[i+2]=255-imgData.data[i+2];
imgData.data[i+3]=255;
}
ctxToApply.putImageData(imgData,0,0);
};
function filterImage(img, filter, canvastoapply, ctxToApply){
//var c=document.getElementById("myCanvas");
//var img=document.getElementById("scream");
// ctxToApply.drawImage(img,0,0);
var lutWidth = canvasLut.width;
var imgData=ctx.getImageData(0,0,canvas.width,canvas.height);
var filterData=ctxToApply.getImageData(0,0,canvastoapply.width,canvastoapply.height);
// invert colors
for (var i=0;i<imgData.data.length;i+=4){
var r=Math.floor(imgData.data[i]/4);
var g=Math.floor(imgData.data[i+1]/4);
var b=Math.floor(imgData.data[i+2]/4);
var a=255;
var lutX = (b % 8) * 64 + r;
var lutY = Math.floor(b / 8) * 64 + g;
var lutIndex = (lutY * lutWidth + lutX)*4;
var Rr = filterData.data[lutIndex];
var Gg = filterData.data[lutIndex+1];
var Bb = filterData.data[lutIndex+2];
imgData.data[i] = filterData.data[lutIndex];
imgData.data[i+1] = filterData.data[lutIndex+1];
imgData.data[i+2] = filterData.data[lutIndex+2];
imgData.data[i+3] = 255;
}
ctx.putImageData(imgData,0,0);
for the attached LUT and it does not work properly because it only has 5 colums instead of 8. Of course I read the comment from How to use LUT with JavaScript? which says "This code only applies for 64x64x64 3DLUT images. The parameters vary if your LUT has other dimensions; the / 4, * 64, % 8, / 8 must be changed for other dimensions, but in this question's scope the LUT is 64x64x64."
i tried to do so and only ended in a mess.
What would I please have to change to make it work?
Related
I have recently been working on a web based project using canvas on HTML5. The program consists of a 16x16 grid of tiles that have been pseudo-randomly generated. I am relatively new to canvas, but have built this program in several other environments, none of which however compile successfully to a web based language. this is the main code section that is giving me bother:
var A = 8765432352450986;
var B = 8765432352450986;
var M = 2576436549074795;
var X = 1;
var rx = 0;
var ry = 0;
this.image = new Image();
var i = 0;
var ii = 0;
while(i < 16)
{
while(ii < 16)
{
this.image = new Image();
this.image.src = "textures/grass.png";
x = (((A*X)+B)%M)%M;
if((x/2)%1 == 0)
{
this.image.src = "textures/grass.png";
}
if((x/8)%1 == 0)
{
this.image.src = "textures/hill.png";
}
if((x/21)%1 == 0)
{
this.image.src = "textures/trees.png";
}
if((x/24)%1 == 0)
{
this.image.src = "textures/sea.png";
}
if((x/55)%1 == 0)
{
this.image.src = "textures/mountain.png";
}
if((x/78)%1 == 0)
{
this.image.src = "textures/lake.png";
}
if((x/521)%1 == 0)
{
this.image.src = "textures/volcano.png";
}
if((x/1700)%1 == 0)
{
this.image.src = "textures/shrine.png";
}
if((x/1890)%1 == 0)
{
this.image.src = "textures/outpost.png";
}
if((x/1999)%1 == 0)
{
this.image.src = "textures/civ.png";
}
ctx = myGameArea.context;
ctx.drawImage(this.image,rx, ry, 20, 20);
ii ++;
rx += 20;
}
i ++;
rx = 0;
ry += 16;
}
I would like canvas to draw along the lines of this code above, effectively generating a grid like this
pre generated grid image
(please try and ignore the obvious bad tile drawings, I planned on either finding an artist or trying slightly harder on them when I get the game fully working.)
The black square is a separate movable object. I haven't got as far as implementing it in this version, but if you have any suggestions for it please tell me
in the full html file I have now, the canvas renders but none of the background (using the w3schools tutorials, I can make objects render however)
In short: how do I render a background consisting of a 16x16 grid of pseudo-random tiles on an event triggered or on page loaded, using canvas or if that does not work another web based technology
Thank you for your time.
A few problems but the main one is that you need to give an image some time to load before you can draw it to the canvas.
var image = new Image();
image.src = "image.png";
// at this line the image may or may not have loaded.
// If not loaded you can not draw it
To ensure an image has loaded you can add a onload event handler to the image
var image = new Image();
image.src = "image.png";
image.onload = function(){ ctx.drawImage(image,0,0); }
The onload function will be called after all the current code has run.
To load many images you want to know when all have loaded. One way to do this is to count the number of images you are loading, and then use the onload to count the number of images that have loaded. When the loaded count is the same as the loading count you know all have loaded and can then call a function to draw what you want with the images.
// Array of image names
const imageNames = "grass,hill,trees,sea,mountain,lake,volcano,shrine,outpost,civ".split(",");
const images = []; // array of images
const namedImages = {}; // object with named images
// counts of loaded and waiting toload images
var loadedCount = 0;
var imageCount = 0;
// tile sizes
const tileWidth = 20;
const tileHeight = 20;
// NOT SURE WHERE YOU GOT THIS FROM so have left it as you had in your code
// Would normally be from a canvas element via canvasElement.getContext("2d")
var ctx = myGameArea.context;
// seeded random function encapsulated in a singleton
// You can set the seed by passing it as an argument rand(seed) or
// just get the next random by not passing the argument. rand()
const rand = (function(){
const A = 8765432352450986;
const B = 8765432352450986; // This value should not be the same as A?? left as is so you get the same values
const M = 2576436549074795;
var seed = 1;
return (x = seed) => seed = ((A * x) + B) % M;
}());
// function loads an image with name
function addImage(name){
const image = new Image;
image.src = "textures/" + name + ".png";
image.onload = () => {
loadedCount += 1;
if(loadedCount === imageCount){
if(typeof allImagesLoaded === "function"){
allImagesLoaded();
}
}
}
imageCount += 1;
images.push(image);
namedImages[name] = image;
}
imageNames.forEach(addImage); // start loading all the images
// This function draws the tiles
function allImagesLoaded(){ /// function that is called when all the images have been loaded
var i, x, y, image;
for(i = 0; i < 256; i += 1){ // loop 16 by 16 times
ctx.drawImage(
images[Math.floor(rand()) % images.length]; //random function does not guarantee an integer so must floor
(i % 16) * tileWidth, // x position
Math.floor(i / 16) * tileHeight, // y position
tileWidth, tileHeight // width and height
);
}
}
I want to capture whole div as image and save on local for proof.I have searched and read many articles about svg to image or div to image.
I have tried some js library for this.But when i try to capture image from div then some captures only div content and some captures only svg content.
s.jpg , a.jpg
html2canvas(contentDiv, {
onrendered: function(can) {
dirty.appendChild(can);
}
});
// first convert your svg to png
exportInlineSVG(svg, function(data, canvas) {
svg.parentNode.replaceChild(canvas, svg);
// then call html2canvas
html2canvas(contentDiv, {
onrendered: function(can) {
can.id = 'canvas';
clean.appendChild(can);
}
});
})
function exportInlineSVG(svg, receiver, params, quality) {
if (!svg || !svg.nodeName || svg.nodeName !== 'svg') {
console.error('Wrong arguments : should be \n exportSVG(SVGElement, function([dataURL],[canvasElement]) || IMGElement || CanvasElement [, String_toDataURL_Params, Float_Params_quality])')
return;
}
var xlinkNS = "http://www.w3.org/1999/xlink";
var clone;
// This will convert an external image to a dataURL
var toDataURL = function(image) {
var img = new Image();
// CORS workaround, this won't work in IE<11
// If you are sure you don't need it, remove the next line and the double onerror handler
// First try with crossorigin set, it should fire an error if not needed
img.crossOrigin = 'Anonymous';
img.onload = function() {
// we should now be able to draw it without tainting the canvas
var canvas = document.createElement('canvas');
var bbox = image.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
// draw the loaded image
canvas.getContext('2d').drawImage(this, 0, 0, bbox.width, bbox.height);
// set our original <image>'s href attribute to the dataURL of our canvas
image.setAttributeNS(xlinkNS, 'href', canvas.toDataURL());
// that was the last one
if (++encoded === total) exportDoc()
}
// No CORS set in the response
img.onerror = function() {
// save the src
var oldSrc = this.src;
// there is an other problem
this.onerror = function() {
console.warn('failed to load an image at : ', this.src);
if (--total === encoded && encoded > 0) exportDoc();
}
// remove the crossorigin attribute
this.removeAttribute('crossorigin');
// retry
this.src = '';
this.src = oldSrc;
}
// load our external image into our img
img.src = image.getAttributeNS(xlinkNS, 'href');
}
// The final function that will export our svgNode to our receiver
var exportDoc = function() {
// check if our svgNode has width and height properties set to absolute values
// otherwise, canvas won't be able to draw it
var bbox = svg.getBBox();
// avoid modifying the original one
clone = svg.cloneNode(true);
if (svg.width.baseVal.unitType !== 1) clone.setAttribute('width', bbox.width);
if (svg.height.baseVal.unitType !== 1) clone.setAttribute('height', bbox.height);
parseStyles();
// serialize our node
var svgData = (new XMLSerializer()).serializeToString(clone);
// remember to encode special chars
var svgURL = 'data:image/svg+xml; charset=utf8, ' + encodeURIComponent(svgData);
var svgImg = new Image();
svgImg.onload = function() {
// if we set a canvas as receiver, then use it
// otherwise create a new one
var canvas = (receiver && receiver.nodeName === 'CANVAS') ? receiver : document.createElement('canvas');
// IE11 doesn't set a width on svg images...
canvas.width = this.width || bbox.width;
canvas.height = this.height || bbox.height;
canvas.getContext('2d').drawImage(this, 0, 0, canvas.width, canvas.height);
// try to catch IE
try {
// if we set an <img> as receiver
if (receiver.nodeName === 'IMG') {
// make the img looks like the svg
receiver.setAttribute('style', getSVGStyles(receiver));
receiver.src = canvas.toDataURL(params, quality);
} else {
// make the canvas looks like the canvas
canvas.setAttribute('style', getSVGStyles(canvas));
// a container element
if (receiver.appendChild && receiver !== canvas)
receiver.appendChild(canvas);
// if we set a function
else if (typeof receiver === 'function')
receiver(canvas.toDataURL(params, quality), canvas);
}
} catch (ie) {
console.warn("Your ~browser~ has tainted the canvas.\n The canvas is returned");
if (receiver.nodeName === 'IMG') receiver.parentNode.replaceChild(canvas, receiver);
else receiver(null, canvas);
}
}
svgImg.onerror = function(e) {
if (svg._cleanedNS) {
console.error("Couldn't export svg, please check that the svgElement passed is a valid svg document.");
return;
}
// Some non-standard NameSpaces can cause this issues
// This will remove them all
function cleanNS(el) {
var attr = el.attributes;
for (var i = 0; i < attr.length; i++) {
if (attr[i].name.indexOf(':') > -1) el.removeAttribute(attr[i].name)
}
}
cleanNS(svg);
for (var i = 0; i < svg.children.length; i++)
cleanNS(svg.children[i]);
svg._cleanedNS = true;
// retry the export
exportDoc();
}
svgImg.src = svgURL;
}
// ToDo : find a way to get only usefull rules
var parseStyles = function() {
var styleS = [],i;
// transform the live StyleSheetList to an array to avoid endless loop
for (i = 0; i < document.styleSheets.length; i++)
styleS.push(document.styleSheets[i]);
// Do we have a `<defs>` element already ?
var defs = clone.querySelector('defs') || document.createElementNS('http://www.w3.org/2000/svg', 'defs');
if (!defs.parentNode)
clone.insertBefore(defs, clone.firstElementChild);
// iterate through all document's stylesheets
for (i = 0; i < styleS.length; i++) {
var style = document.createElement('style');
var rules = styleS[i].cssRules,
l = rules.length;
for (var j = 0; j < l; j++)
style.innerHTML += rules[j].cssText + '\n';
defs.appendChild(style);
}
// small hack to avoid border and margins being applied inside the <img>
var s = clone.style;
s.border = s.padding = s.margin = 0;
s.transform = 'initial';
}
var getSVGStyles = function(node) {
var dest = node.cloneNode(true);
svg.parentNode.insertBefore(dest, svg);
var dest_comp = getComputedStyle(dest);
var svg_comp = getComputedStyle(svg);
var mods = "";
for (var i = 0; i < svg_comp.length; i++) {
if (svg_comp[svg_comp[i]] !== dest_comp[svg_comp[i]])
mods += svg_comp[i] + ':' + svg_comp[svg_comp[i]] + ';';
}
svg.parentNode.removeChild(dest);
return mods;
}
var images = svg.querySelectorAll('image'),
total = images.length,
encoded = 0;
// Loop through all our <images> elements
for (var i = 0; i < images.length; i++) {
// check if the image is external
if (images[i].getAttributeNS(xlinkNS, 'href').indexOf('data:image') < 0)
toDataURL(images[i]);
// else increment our counter
else if (++encoded === total) exportDoc()
}
// if there were no <image> element
if (total === 0) exportDoc();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.min.js"></script>
<div id="contentDiv" style="width: 50%;">
<img class="" src="s.jpg" width="75%">
<svg xmlns="http://www.w3.org/2000/svg" id="svg" height="100%">
<defs>
<clipPath id="my-path">
<text id="texty" style="font-weight:bold;" x="60" y="300" font-size="60">test</text>
</clipPath>
</defs>
<image xlink:href="a.jpg" clip-path="url(#my-path)" width="100%" height="100%" id="filler" preserveAspectRatio="none"></image>
</svg>
</div>
<div id="clean">clean:<br></div>
<div id="dirty">dirty :<br></div>
<style type="text/css">
svg {
position: relative;
top: -531px;
left: 120px;
}
</style>
I have attached three images. s.jpg image is my main image which is inside in main div. It is main image where user can write their name with texture color. To write text i have used svg inside main div and for texture i have used a.jpg as hidden image.
I used html2canvas js library to convert div into image but i did not get my desired output. Please help me to find out solution for this problem. Thanx in advance
Try this, very easy to use and works everytime :
Dom-To-Image
you can use saveSvgAsPng.js where you have to pass the svg element id along with file name to the image
in my case
saveSvgAsPng(document.getElementById('canvassvg'), "structure.png");
which stores the image in your temp or browser downloads location
(OR)
if you want to store it on server
convert the innerhtml content of of your main tag , i.e., from svg to /svg to base64 and use the base64 to image converter in the backend
var svgData = new XMLSerializer().serializeToString( svgobj );
var canvas = document.createElement( "canvas" );
var ctx = canvas.getContext( "2d" );
var img = document.createElement( "img" );
function toSolidBytes(match, p1) {
return String.fromCharCode('0x' + p1);
})));
svgData= btoa(encodeURIComponent(svgData).replace(/%([0-9A-F]{2})/g,
function toSolidBytes(match, p1) {
return String.fromCharCode('0x' + p1);
}));
img.setAttribute( "src", "data:image/svg+xml;base64," + svgData );
var canvasd='';
img.onload = function() {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage( img, 0, 0 );
canvasd = canvas.toDataURL( "image/svg+xml" );
-base64 data is in canvasd
-ajax call to store to backend
};
return;
Good day,
I try to draw all tiles, on cavas using leaflet.js as provider.
But, as it used translate3d transform
1 level - map Pane
2 level - overlay Pane(I also lokking for solution about SVG Pane. I use canVG to convert svg to canvas, but don't understand how to create canvas correctly)
How to draw tiles on canvas?
For example
1 level - transform: translate3d(-247px, 184px, 0px);
This is part of code:
var svgE = $(overlayPane).find('svg');
var xml;
var mapPane = $(".leaflet-map-pane")[0];
var mapTransform = mapPane.style.transform.split(",");
var mapX = parseFloat(mapTransform[0].split("(")[1].replace("px", ""));
var mapY = parseFloat(mapTransform[1].replace("px", ""));
var canvas = document.createElement("canvas");
canvas.className = "screenShotTempCanvas";
canvas.width = map.getSize().x;
canvas.height = map.getSize().y;
var ctx = canvas.getContext('2d');
$(canvas).insertBefore($(".leaflet-zoom-animated"));
if ($("img.leaflet-tile").length !== 0) {
var myTiles = $("img.leaflet-tile");
var tilesLeft = [];
var tilesTop = [];
var tileMethod = [];
for (var i = 0; i < myTiles.length; i++) {
if (myTiles[i].style.left != "") {
tilesLeft.push(parseFloat(myTiles[i].style.left.replace("px", "")));
tilesTop.push(parseFloat(myTiles[i].style.top.replace("px", "")));
tileMethod[i] = "left";
} else if (myTiles[i].style.transform != "") {
var tileTransform = myTiles[i].style.transform.split(",");
tilesLeft[i] = parseFloat(tileTransform[0].split("(")[1].replace("px", ""));
tilesTop[i] = parseFloat(tileTransform[1].replace("px", ""));
myTiles[i].style.transform = "";
tileMethod[i] = "transform";
} else {
tilesLeft[i] = 0;
tilesRight[i] = 0;
tileMethod[i] = "neither";
};
myTiles[i].setAttribute('crossOrigin', 'anonymous');
myTiles[i].style.left = (tilesLeft[i]) + "px";
myTiles[i].style.top = (tilesTop[i]) + "px";
ctx.drawImage(myTiles[i], tilesLeft[i], tilesTop[i])
};
}
setTimeout(function() {
var myImage = canvas.toDataURL("image/jpeg");
var link = document.createElement('a');
link.download = "test.jpeg";
link.href = myImage;
document.body.appendChild(link);
$(link).css("display", "none");
link.click();
document.body.removeChild(link);
console.log(sdfsdfgsdfg)
}, 10000)
Second question how to correctly create canvas for SVG?
if ($(map.getContainer()).find('svg').length !== undefined && $(map.getContainer()).find('svg').length !== 0) {
svgE.each(function() {
L.DomUtil.getPosition(svgE);
xml = new XMLSerializer().serializeToString(this);
canvg(canvas, xml);
$(canvas).insertBefore(this);
$(this).attr('class', 'tempHide').attr("id", "TempSvgToHide").hide();
});
}
So I am building a small game, and one of the characters is this Golem object:
function Golem(){
var self = this;
this.width = 470;
this.height = 360;
this.drawX = canvasEntities.width/3;
this.speed = 30;
this.isLeftKey = false;
this.isRightKey = false;
this.isSpacebar = false;
this.spritesheet = spritesheetgolemleft;
this.animate = function(){
requestAnimFrame(self.animate);
//this console log returns undefined
console.log(self.spritesheet)
this.spritesheet.update();
self.spritesheet.draw(self.drawX,canvasEntities.height/3);
}
}
the spritesheetgolemleft variable was already defined at the very top(global):
var spritesheetgolemleft = new SpriteSheet('images/golem_walkleft.png',470,360,3,6);
And here is the SpriteSheet class:
function SpriteSheet(path, frameWidth, frameHeight, frameSpeed, endFrame){
var image = new Image();
var framesPerRow,
currentFrame = 0,
counter = 0;
//# of frames after image loads
var self = this;
image.onload = function(){
framesPerRow = Math.floor(image.width/frameWidth);
};
image.src = path;
this.update = function(){
if(counter == (frameSpeed - 1))
currentFrame = (currentFrame + 1) % endFrame;
counter = (counter + 1) % frameSpeed;
}
this.draw = function(x,y){
var row = Math.floor(currentFrame / framesPerRow);
var col = Math.floor(currentFrame % framesPerRow);
//draw image into the Entities canvas
ctxEntities.drawImage(
image,
col * frameWidth, row*frameHeight,
frameWidth, frameHeight,
x,y,
frameWidth, frameHeight);
};
};
The error I am getting happens in the second to last line of the Golem() object:
this.spritesheet.update();
It is giving me a TypeError, cannot read property 'update' of undefined. Thinking it was some sort of issue with scopes, I added the self = this hack at the top, but it still does not work. What am I doing wrong? Thanks in advance.
It turns out that I was instantiating an object before creating the spritesheets. My mistake :/
#cap is a div i want to capture.
I used ctx.drawImage($('#cap').get(0),0,0,640,480);window.open(canvas.getDataURL('image/jpeg'));
got a Type error
and how do i send it to php to save as a.jpeg
UPDATE
http://jsfiddle.net/3qNJB/ is not working help html2canvas is not a function
< DIV > elements cannot be drawn on canvas using drawImage() method.Have a look at Html2Canvas library
Example:
html2canvas(document.getElementById('DivToCapture'), {
onrendered: function(canvas) {
// document.body.appendChild(canvas);
window.open(canvas.toDataURL('image/jpeg'));
}
});
Heres the Fiddle
Instead of opening the image with javascript, just POST it to your server so PHP can receive it, save it on the server, and then send it back to the browser.
I found this DivsToJPG() function here: Convert html div having multiple images to single image using javascript
var DivsToJPG = function( parent ) {
this.canvasSizeX = 0;
this.canvasSizeY = 0;
this.init = function( parent ) {
this.images = parent.find('img');
this.setSizes();
this.createCanvas();
this.drawImages();
this.exportJPG();
}
this.setSizes = function() {
for (var i = 0, l = this.images.length; i < l ; i++) {
var currentImage = this.images.eq(i);
var posX = currentImage.position().left;
var width = currentImage.width();
this.canvasSizeX = this.canvasSizeX > (posX+width) ? this.canvasSizeX : posX + width;
//console.log(this.canvasSizeX);
var posY = currentImage.position().top;
var height = currentImage.height();
this.canvasSizeY = this.canvasSizeY > (posY+height) ? this.canvasSizeY : posY + height;
}
}
this.createCanvas = function() {
this.canvas = document.createElement('canvas');
this.canvas.id = "exportCanvas";
this.canvas.width = this.canvasSizeX;
this.canvas.height = this.canvasSizeY;
this.ctx = this.canvas.getContext("2d");
document.body.appendChild(this.canvas);
}
this.drawImages = function() {
for (var i = 0, l = this.images.length; i < l ; i++) {
var currentImage = this.images[i];
var $currentImage = this.images.eq(i);
this.ctx.drawImage(currentImage, $currentImage.position().left, $currentImage.position().top, $currentImage.width(), $currentImage.height());
}
}
this.exportJPG = function() {
var dataURL = this.canvas.toDataURL();
this.img = document.createElement('img');
this.img.id = "createdImage";
this.img.src = dataURL;
document.body.appendChild(this.img);
}
this.init( parent );
}
var divsToJPG = new DivsToJPG($('#cap'));
$.ajax({
type : "POST",
url : "make-image.php",
data : {
imgBase64 : divsToJPG
}
}).done(function(data) {
});
Then in PHP
$img = base64_decode($_POST['imgBase64']);