Use p5js script for an NFT? - javascript

I have seen people use this method for SVG-based NFTs:
function p5jsToImageURI(){
string memory baseURL = "data:image/svg+xml;base64,PUT-BASE64-HERE"
}
But, since I don't want to generate a fixed image how can I use my p5js script (that looks slightly different each time the js code runs)? Is there a way to just somehow pass the seed to my script and the script with the seed passed to it is stored on-chain?

var img,inpt,div
function convertImgToDataURLviaCanvas(url, callback, outputFormat){
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function(){
var canvas = document.createElement('CANVAS');
var ctx = canvas.getContext('2d');
var dataURL;
canvas.height = this.height;
canvas.width = this.width;
ctx.drawImage(this, 0, 0);
dataURL = canvas.toDataURL(outputFormat);
callback(dataURL);
canvas = null;
};
img.src = url;
}
function convertFileToDataURLviaFileReader(url, callback){
var xhr = new XMLHttpRequest();
xhr.responseType = 'blob';
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function () {
callback(reader.result);
}
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.send();
}
function img2b64(imagefile){
var imageUrl = imagefile;
var convertType = 'Canvas';
var convertFunction = convertType === 'FileReader' ? convertFileToDataURLviaFileReader : convertImgToDataURLviaCanvas;
convertFunction(imageUrl, function(base64Img){
code='foto = "'+base64Img+'";'
inpt.value(code)
div.html('<img src="'+base64Img+'">');
});
}
function setup() {
but = createButton("CONVERT");
but.mousePressed(function () {
img2b64('nature100b.jpg');
});
inpt = createP('');
inpt = createElement("textarea",'');
inpt.elt.rows = 5;
inpt.elt.cols = 50;
div = createDiv('');
}
Try this
https://editor.p5js.org/josepssv/full/wsCZnJqkA

Related

Saving Facebook profile picture (fetched from Facebook API) as file object using javascript

I want to save facebook profile image URL to file object I tried to convert it to base64 then convert it to file object but i want file object outside the function maybe it some sort of stupid question but any help? following what i tried
var imgUrl = 'https://dl.dropboxusercontent.com/s/4e90e48s5vtmfbd/aaa.png';
var convertImgToDataURLviaCanvas = function(url, callback) {
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function() {
var canvas = document.createElement('CANVAS');
var ctx = canvas.getContext('2d');
var dataURL;
canvas.height = this.height;
canvas.width = this.width;
ctx.drawImage(this, 0, 0);
dataURL = canvas.toDataURL();
callback(dataURL);
canvas = null;
};
img.src = url;
}
convertImgToDataURLviaCanvas(imgUrl, function(base64_data) {
var byteString = atob(base64_data.split(',')[1]);
var ab = new ArrayBuffer(byteString.length);
var ia = new Uint8Array(ab);
for (var i = 0; i < byteString.length; i++) {
ia[i] = byteString.charCodeAt(i);
}
var blob = new Blob([ia], {
type: 'image/jpeg'
});
var file = new File([blob], "images.jpg");
console.log(file)
});
You can use global variable and assign file object to that variable inside your function.
basically split var file = new File([blob], "images.jpg");
into
var file = null; //outside convertImgToDataURLviaCanvas
file = new File([blob], "images.jpg"); //inside convertImgToDataURLviaCanvas

How to get a user uploaded image cenverted to Base64

I have already made a simple log system where i get the Base64 Code from a text string:
var myString = 'Hello everyone, my name is Dennis';
var b64 = btoa(myString);
var unicode = atob(b64);
console.log(b64);
console.log(unicode);
The output is a Base64 Code like i said, but what i am trying to is to convert an uploaded image to Base64. Here is what i got so far, the output what i get from this is the whole webpage in base64 code. i hope someone could help me out.
function toDataUrl(url, callback) {
var xhr = new XMLHttpRequest();
xhr.responseType = 'blob';
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
};
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.send();
}
//use
var captcha = document.getElementById('logo').src;
toDataUrl(captcha, function(base64Img) {
log(captcha);
});
Thanks in advance!
There I made you a working example if the duplicate doens't help you:
(And be aware of CORS if your image is not heberged on the same domain of the request)
function toDataUrl(src, callback) {
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function() {
var canvas = document.createElement('CANVAS');
var ctx = canvas.getContext('2d');
var dataURL;
canvas.height = this.height;
canvas.width = this.width;
ctx.drawImage(this, 0, 0);
dataURL = canvas.toDataURL();
callback(dataURL);
};
img.src = src;
}
toDataUrl("http://i.imgur.com/rx3kylA.png", function(base64Img) {
console.log(base64Img);
});

Can I load an image directly on to a canvas without using the image element

I am using the canvas control.
I use the image element to draw the image to the canvas on the image onload event.
I am looking to see if I can improve the performance by not loading into the image element first and directly locad the image to the canavs.
can this be done?
This is my current code:
desktopImage.src = "/Media/FrameHandler.ashx?camIndex=" + camIndex;
desktopImage.onload = function () {
ctxLiveViews.drawImage(desktopImage, 0, 0);
}
I have been playing around with this code but the blob requires an ArrayBuffer:
var blob = new Blob('data:image/jpeg;base64,' + jpeg, { type: "image/jpeg" });
var url = (URL || webkitURL).createObjectURL(blob);
(URL || webkitURL).revokeObjectURL(url);
AMENDED CODE:
var xhr = new XMLHttpRequest();
xhr.open('GET', 'http://127.0.0.1/Media/FrameHandler.ashx?camIndex=' + camIndex, true);
xhr.responseType = 'arraybuffer';
xhr.onload = function (e) {
var uInt8Array = new Uint8ClampedArray(this.response);
imageData[camIndex].data.set(uInt8Array);
ctxLiveViews[camIndex].putImageData(imageData[camIndex], 0, 0);
};
xhr.send();
Generic Handler:
public void ProcessRequest(HttpContext context)
{
context.Response.AddHeader("Access-Control-Allow-Origin", "*");
context.Response.ContentType = "image/jpeg";
var camIndex = Convert.ToInt16(context.Request.QueryString["camIndex"]);
context.Response.BinaryWrite( Shared.Feeder[camIndex].JpegData);
}
Image OutPut:
Here is a method to directly load the image data to canvas, without considering the data is right be drew:
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
var imageData = ctx.getImageData(0, 0, 256, 256);
var xhr = new XMLHttpRequest();
xhr.open('GET', 'https://fiddle.jshell.net/img/logo.png', true);
xhr.responseType = 'arraybuffer';
xhr.onload = function (e) {
var uInt8Array = new Uint8ClampedArray(this.response);
imageData.data.set(uInt8Array);
ctx.putImageData(imageData, 0, 0);
};
xhr.send();
jsfiddle
If you want to get the blob:
xhr.onload = function (e) {
var uInt8Array = new Uint8Array(this.response);
var blob = new Blob([ uInt8Array ], { type: "image/png" });
var urlCreator = window.URL || window.webkitURL;
var url = urlCreator.createObjectURL(blob);
};

How to overlay an image in HTML 5 canvas

Basically I have two images that i need to display at the same time(and more later).
var Canvas = function(canvasEl, width, height){
this.el= canvasEl;
this.el.width = width;
this.el.height = height;
this.ctx = canvasEl.getContext("2d");
}
var canvas = new Canvas(document.querySelector("#mycanvas"), 1100, 650);
var add = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 500,-215);
};
add.src="add.png";
var currentdate = new Date();
var datetime = currentdate.getHours();
if(datetime==1||datetime==13){
var clock1 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock1.png";
}
else if(datetime==2||datetime==14){
var clock2 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock2.png";
}
else if(datetime==3||datetime==15){
var clock3 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock3.png";
}
else if(datetime==4||datetime==16){
var clock4 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock4.png";
}
else if(datetime==5||datetime==17){
var clock5 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock5.png";
}
else if(datetime==6||datetime==18){
var clock6 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock6.png";
}
else if(datetime==7||datetime==19){
var clock7 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock7.png";
}
else if(datetime==8||datetime==20){
var clock8 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock8.png";
}
else if(datetime==9||datetime==21){
var clock9 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock9.png";
}
else if(datetime==10||datetime==22){
var clock10 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 600,100);
};
add.src="clock/clock10.png";
}
else if(datetime==11||datetime==23){
var clock11 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock11.png";
}
else if(datetime==12||datetime==0){
var clock12 = new Image();
add.onload = function() {
canvas.ctx.drawImage(this, 0,0);
};
add.src="clock/clock12.png";
}
</script>
</body>
I have that currently and all it is supposed to do is have one image named "add.png" and another (based on the time) called "clock.png" to display at the same time in different locations on the canvas. The code works but it only shows the clock.
You need a separate .onload for each image--not just 1 add.onload
// not always add.onload ...
add.onload ... add.src="add.png";
clock1.onload ... clock1.src="clock/clock1.png";
clock2.onload ... clock2.src="clock/clock2.png";
// same for clock3-12
Keep in mind that images are loaded asynchronously, so the load order of your images is not guaranteed to be the same as your code. That may or may not be a problem depending on how the images fit together.
Here's an example of an image loader that guarantees all images are loaded and that the images are all in your specified order:
// image loader
var imageURLs=[];
var imagesOK=0;
var imgs=[];
imageURLs.push("add.png");
imageURLs.push("clock/clock1.png");
imageURLs.push("clock/clock2.png");
imageURLs.push("clock/clock3.png");
imageURLs.push("clock/clock4.png");
imageURLs.push("clock/clock5.png");
imageURLs.push("clock/clock6.png");
imageURLs.push("clock/clock7.png");
imageURLs.push("clock/clock8.png");
imageURLs.push("clock/clock9.png");
imageURLs.push("clock/clock10.png");
imageURLs.push("clock/clock11.png");
imageURLs.push("clock/clock12.png");
loadAllImages(start);
function loadAllImages(callback){
for (var i=0; i<imageURLs.length; i++) {
var img = new Image();
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK>=imageURLs.length ) {
callback();
}
};
img.onerror=function(){alert("image load failed");}
img.crossOrigin="anonymous";
img.src = imageURLs[i];
}
}
function start(){
// the imgs[] array holds your fully loaded images
// the imgs[] are in the same order as imageURLs[]
}

Creating a Blob from an external image url

I have an file input that i used to get a file and turn it into a blob. Is there anyway I can get an external image url and turn that into a blob? Here is the code I am using to do it with just a file from a <input type="file" />:
//Process the file and resize it.
function processfile(file) {
if (!(/image/i).test(file.type)) {
alert("File " + file.name + " is not an image.");
return false;
}
// read the files
var reader = new FileReader();
reader.readAsArrayBuffer(file);
reader.onload = function (event) {
// blob stuff
var blob = new Blob([event.target.result]); // create blob...
window.URL = window.URL || window.webkitURL;
var blobURL = window.URL.createObjectURL(blob); // and get it's URL
// helper Image object
var image = new Image();
image.src = blobURL;
image.onload = function () {
for (var x = 0; x < self.ThumbSizes.length; x++) {
// have to wait till it's loaded
var resized = resizeMe(image, self.ThumbSizes[x]); // send it to canvas
var resized_blob = dataURItoBlob(resized);
uploadFile(resized_blob, self.ThumbSizes[x].Name);
}
}
};
Instead of passing a file through I wanted to be able to structure this code to pass a image url and convert it into a blob.
I hope it helps you. (I didn't run it.)
function processfile(imageURL) {
var image = new Image();
var onload = function () {
var canvas = document.createElement("canvas");
canvas.width =this.width;
canvas.height =this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
canvas.toBlob(function(blob) {
// do stuff with blob
});
};
image.onload = onload;
image.src = imageURL;
}

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