Adjusting the brightness of an image using canvas context in Microsoft Edge - javascript

I am building an application where I need to be able to capture a frame-grab from a web camera and upload it to the application. To do this, I am using WebRTC to capture the image from the video stream, write it to a canvas, and then grab the data and upload it. This works fine for the most part. However, I needed to give the user a way to adjust the brightness. To accomplish this, I added a slider to the page with the video stream on it, that applies "style.webkitFilter = 'brightness(X%)'" when adjusted. Again, this works fine, but did not adjust the brightness of the captured image, just the displayed video stream. The javascript function I use to actually capture the image is:
function takepicture() {
var context = canvas.getContext('2d');
var b = document.getElementById('txtBrightness').value;
if (width && height) {
canvas.width = width;
canvas.height = height;
context.filter = 'brightness(' + b + '%)';
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL();
//photo.setAttribute('src', data);
//alert(data);
document.getElementById('Image').value = data;
//$("#Image").val(data);
$("#form1").submit();
} else {
clearphoto();
}
}
This works in Chrome, Firefox, and the Chromium based version of Edge, however, it does NOT work in the EdgeHTML versions of Edge. In those versions of Edge, the video stream is correctly displayed with the adjusted brightness, but the captured image does not have the brightness adjusted. Is there a workaround to make context filters work with the EdgeHTML versions of the Edge browser?

From the CanvasRenderingContext2D.filter, it seems that CanvasRenderingContext2D.filter not support Microsoft Edge browser (EdgeHtml version).
As a workaround, you could try to use Konva plugin to apply filter to an image.
Sample code as below:
<head>
<meta charset="utf-8" />
<title></title>
<script src="https://unpkg.com/konva#4.1.3/konva.min.js"></script>
<meta charset="utf-8" />
<title>Konva Brighten Image Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
#slider {
position: absolute;
top: 20px;
left: 20px;
}
</style>
</head>
<body>
<div id="container"></div>
<input id="slider" type="range" min="-1" max="1" step="0.05" value="0" />
<script>
function loadImages(sources, callback) {
var images = {};
var loadedImages = 0;
var numImages = 0;
for (var src in sources) {
numImages++;
}
for (var src in sources) {
images[src] = new Image();
images[src].onload = function () {
if (++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
function buildStage(images) {
var stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
var layer = new Konva.Layer();
var lion = new Konva.Image({
image: images.lion,
x: 80,
y: 30,
draggable: true
});
lion.cache();
lion.filters([Konva.Filters.Brighten]);
layer.add(lion);
stage.add(layer);
var slider = document.getElementById('slider');
slider.oninput = function () {
lion.brightness(slider.value);
layer.batchDraw();
};
}
var sources = {
lion: '/images/lion.png'
};
loadImages(sources, buildStage);
</script>
</body>
The output like this:

Related

Crop the image using JavaScript

In my Angular 6 application I am making a file upload option and in preview the uploaded file needs to be displayed with auto cropping and auto resizing.
I have tried the following,
HTML:
<canvas id="canvas"></canvas>
<div style="display:none;">
<img id="source" [src]="url" width="300" height="227">
</div>
<input type='file' (change)="onSelectFile($event)">
File select functtion:
onSelectFile(event) {
if (event.target.files && event.target.files[0]) {
var reader = new FileReader();
reader.readAsDataURL(event.target.files[0]); // read file as data url
reader.onload = (event) => { // called once readAsDataURL is completed
this.url = event.target.result;
}
const canvas : any = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const image = document.getElementById('source');
ctx.drawImage(image, 33, 71, 104, 124, 21, 20, 87, 104);
}
}
In the above I have tried the following with the reference of link https://jsfiddle.net/8jwq3cs7/
const canvas : any = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const image = document.getElementById('source');
ctx.drawImage(image, 33, 71, 104, 124, 21, 20, 87, 104);
Before using the canvas the original image looks like this: https://mdn.mozillademos.org/files/5397/rhino.jpg
Whereas after using canvas it's like this: https://jsfiddle.net/8jwq3cs7/
But if I choose the image from choose file then I am unable to see the image after choosing...
Working example: https://stackblitz.com/edit/angular-file-upload-preview-uwpf8f
Even the solution with pure JavaScript alone would also be appreciable if not in the Angular way...
The requirement is, if I choose a file then the same file needs to be cropped and fit the size automatically in preview...
Kindly help me to achieve the result without jQuery or any library...
Here is a function to get the image as you are uploading using the choose file button
function readURL() {
const myimg = document.getElementById("myimg");
const input = document.getElementById("myfile");
if(input.files && input.files[0]) {
const reader = new FileReader();
reader.onload = e => {
console.log("changed");
myimg.src = e.target.result;
};
reader.readAsDataURL(input.files[0]);
}
}
document.querySelector('#myfile').addEventListener('change', () => {
readURL();
});
And the HTML will be
<img src="" id="myimg"><br>
<input type="file" id="myfile">
Here is a working fiddle
If you add a file the preview image will be updated.
You actually get a data url here. Use the data url to the load the image to the canvas then crop it. calling drawimg(e.target.result)
function drawimg(idata) {
const img = new Image();
img.onload = () => {
ctx.drawImage(img, 33, 71, 104, 124, 21, 20, 87, 104);
};
img.src = idata;
}
See working Fiddle: here
Here is how I implemented it in my case:
onSelectFile(event) {
if (event.target.files && event.target.files[0]) {
var reader = new FileReader();
reader.readAsDataURL(event.target.files[0]); // read file as data url
reader.onload = (event) => { // called once readAsDataURL is completed
console.log(event);
this.url = event.target.result;
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const image = new Image();
image.src = this.url;
ctx.drawImage(image, 33, 71, 104, 124, 21, 20, 87, 104);
}
The working stackblitz demo is here : https://stackblitz.com/edit/angular-file-upload-preview-qrrgx5
Hope it helps and this is what you want.
I'm a bit late to the party on this one, but I was facing a very similar issue myself yesterday, but instead using NodeJS.
My solution in the end was to break down the image into its RGBA values and check each row and column of the image to find where the image itself actually starts in comparison to the BG.
In my case, I'm working with images that are around 1500px*500px, with my solution taking around 150-250ms per image to read in the file, break down its pixels, calculate the cropping positions and to write the cropped file back to disk.
Since I couldn't find any nice libraries online to handle this, I've made my own and published it to NPM in case anyone else comes across the same issue and needs some help! :-)
https://www.npmjs.com/package/developyn-autocrop
<html>
<head>
<style>
#preview {
background: red;
border: 1px solid green;
}
</style>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
<script src="http://jcrop-cdn.tapmodo.com/v0.9.12/js/jquery.Jcrop.min.js"></script>
<link rel="stylesheet" href="http://jcrop-cdn.tapmodo.com/v0.9.12/css/jquery.Jcrop.css" type="text/css" />
<script type="text/javascript">
$(document).delegate(':file', 'change', function() {
picture(this);
console.log('running');
});
//$(document).delegate(':form', 'change', function() {
var picture_width;
var picture_height;
var crop_max_width = 300;
var crop_max_height = 300;
function picture(input) {
if (input.files && input.files[0]) {
var reader = new FileReader();
reader.onload = function (e) {
$("#jcrop, #preview").html("").append("<img src=\""+e.target.result+"\" alt=\"\" />");
picture_width = $("#preview img").width();
picture_height = $("#preview img").height();
$("#jcrop img").Jcrop({
onChange: canvas,
onSelect: canvas,
boxWidth: crop_max_width,
boxHeight: crop_max_height
});
}
reader.readAsDataURL(input.files[0]);
}
}
function canvas(coords){
var imageObj = $("#jcrop img")[0];
var canvas = $("#canvas")[0];
canvas.width = coords.w;
canvas.height = coords.h;
var context = canvas.getContext("2d");
context.drawImage(imageObj, coords.x, coords.y, coords.w, coords.h, 0, 0, canvas.width, canvas.height);
png();
}
function png() {
var png = $("#canvas")[0].toDataURL('image/png');
$("#png").val(png);
}
function dataURLtoBlob(dataURL) {
var BASE64_MARKER = ';base64,';
if(dataURL.indexOf(BASE64_MARKER) == -1) {
var parts = dataURL.split(',');
var contentType = parts[0].split(':')[1];
var raw = decodeURIComponent(parts[1]);
return new Blob([raw], {type: contentType});
}
var parts = dataURL.split(BASE64_MARKER);
var contentType = parts[0].split(':')[1];
var raw = window.atob(parts[1]);
var rawLength = raw.length;
var uInt8Array = new Uint8Array(rawLength);
for(var i = 0; i < rawLength; ++i) {
uInt8Array[i] = raw.charCodeAt(i);
}
return new Blob([uInt8Array], {type: contentType});
}
</script>
</head>
<body>
<form id="form">
<h2>Image file select</h2>
<input id="file" type="file" onchange="imageLoad()" />
<h2>Uploaded Image</h2>
<div id="jcrop"></div>
<h2>Cropped Image</h2>
<canvas id="canvas"></canvas>
<input id="png" type="hidden" />
<h2>Submit form</h2>
<input type="submit" value="Upload form data and image" />
</form>
</body>
</html>
// Set constraints for the video stream
var constraints = { video: { facingMode: "user" }, audio: false };
// Define constants
const cameraView = document.querySelector("#camera--view"),
cameraOutput = document.querySelector("#camera--output"),
cameraSensor = document.querySelector("#camera--sensor"),
cameraTrigger = document.querySelector("#camera--trigger")
// Access the device camera and stream to cameraView
function cameraStart() {
navigator.mediaDevices
.getUserMedia(constraints)
.then(function(stream) {
track = stream.getTracks()[0];
cameraView.srcObject = stream;
})
.catch(function(error) {
console.error("Oops. Something is broken.", error);
});
}
// Take a picture when cameraTrigger is tapped
cameraTrigger.onclick = function() {
cameraSensor.width = cameraView.videoWidth;
cameraSensor.height = cameraView.videoHeight;
cameraSensor.getContext("2d").drawImage(cameraView, 0, 0);
cameraOutput.src = cameraSensor.toDataURL("image/webp");
cameraOutput.classList.add("taken");
};
// Start the video stream when the window loads
window.addEventListener("load", cameraStart, false);
html, body{
margin: 0;
padding: 0;
height: 100%;
width: 100%;
}
#camera, #camera--view, #camera--sensor, #camera--output{
position: fixed;
height: 100%;
width: 100%;
object-fit: cover;
}
#camera--view, #camera--sensor, #camera--output{
transform: scaleX(-1);
filter: FlipH;
}
#camera--trigger{
width: 200px;
background-color: black;
color: white;
font-size: 16px;
border-radius: 30px;
border: none;
padding: 15px 20px;
text-align: center;
box-shadow: 0 5px 10px 0 rgba(0,0,0,0.2);
position: fixed;
bottom: 30px;
left: calc(50% - 100px);
}
.taken{
height: 100px!important;
width: 100px!important;
transition: all 0.5s ease-in;
border: solid 3px white;
box-shadow: 0 5px 10px 0 rgba(0,0,0,0.2);
top: 20px;
right: 20px;
z-index: 2;
}
<html lang=”en”>
<head>
<meta charset="utf-8">
<meta http-equiv="x-ua-compatible" content="ie=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<!-- Name of your awesome camera app -->
<title>Camera App</title>
<!-- Link to your main style sheet-->
<link rel="stylesheet" href="style.css">
</head>
<body>
<!-- Camera -->
<main id="camera">
<!-- Camera sensor -->
<canvas id="camera--sensor"></canvas>
<!-- Camera view -->
<video id="camera--view" autoplay playsinline></video>
<!-- Camera output -->
<img src="//:0" alt="" id="camera--output">
<!-- Camera trigger -->
<button id="camera--trigger">Take a picture</button>
</main>
<!-- Reference to your JavaScript file -->
<script src="app.js"></script>
</body>
</html>

Draw video frame-by-frame on html5 canvas and control with slider

I am creating a walkthrough video where the user can slide a UI slider across the screen, and the camera will walk through through a 3D space.
The video has been exported as jpg frames, and numbered 0 to 350.jpg.
I am pre-loading all of the frames first, and then applying the function to the slider change.
This is the canvas
<canvas id="walkthrough" width="1280" height="300"></canvas>
This is the function from the jQuery UI slider applying data.value
$("[data-slider]")
.each(function () {
var input = $(this);
$("<span>")
.addClass("output")
.insertAfter($(this));
})
.bind("slider:ready slider:changed", function (event, data) {
$(this)
.nextAll(".output:first")
.html(data.value.toFixed(3));
});
This is the image prelaod function
var totalImages = 50; // Wow, so many images for such a short clip
var images = new Array();
for(var i = 1; i < totalImages; i++) {
var filename = '/walkthrough/' + i + '.jpg'; // Filename of each image
var img = new Image;
img.src = filename;
images.push(img);
}
This is the function that should draw the image to canvas when the slider is changed
$("#my-input").bind("slider:changed", function (event, data) {
var currentimage = '/walkthrough/' + data.value + '.jpg';
var canvas = document.getElementById("walkthrough");
var context = canvas.getContext("2d");
context.drawImage(currentimage,10,10);
});
I have tried to adapt this code from an article I read here which is using the scroll position to draw the image instead of a data.value.
http://elikirk.com/canvas-based-scroll-controlled-backgroud-video-use-parallax-style-web-design/
I appreciate any help with this!
Here's a demo that uses a slider to change the image drawn on a canvas. Some notable differences from your code:
uses the native HTML5 slider instead of jQuery UI
use the input event instead of the change event to detect slider changes
access the slider value with event.target.value instead of data (which isn't defined on the input event)
use the slider value as an index into the array of pre-loaded images instead of a file path
var canvas = document.getElementById("canvas");
canvas.height = 150;
canvas.width = 400;
var totalImages = 72;
var videoFrames = [];
for (var i = 1; i <= totalImages; i++) {
var videoFrame = new Image;
var videoFrameUrl = 'http://rphv.net/walkthrough/tmp-' + i + '.gif';
videoFrame.src = videoFrameUrl;
videoFrames.push(videoFrame);
}
$("#my-input").on("input", function(event) {
var currentImage = videoFrames[event.target.value - 1];
var context = canvas.getContext("2d");
context.drawImage(currentImage, 0, 0);
});
html,
body {
height: 100%;
margin: 0 auto;
}
canvas {
height: 150px;
width: 400px;
border: 1px solid black;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas"></canvas>
<br>
<input id="my-input" type="range" min="1" max="72" value="1" />

Why does canvas context drawImage fail on iPhone

The objective is to have the users choice of photograph displayed on both the image and canvas elements.
Why does this code work on Firefox, Chrome, IE, iPad but not on iPhone? On iPhone 3GS or iPhone 5 the canvas (red border) is simply shown blank albeit the correct size.
It does seem to work for iPhone screen captures but not photographs. Web Inspector gives us nothing.
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0" name="viewport"/>
<title></title>
<style type="text/css">
html, body{font-size:120%;}
#diag{ font-family:'Courier New';}
img{border:2px solid blue;}
canvas{border:2px solid red;}
</style>
<script type="text/javascript">
var reader = new FileReader();
var prev;
function go() {
prev = new Date();
diag('');
diag('start');
var imgFile = document.getElementById('submitfile');
if (imgFile.files && imgFile.files[0]) {
reader.onloadend = function () {
diag('reader.onloadend');
diag('reader.result.length=' + (reader.result.length / 1024.0 / 1024.0).toFixed(4) + "mb");
var img = new Image();
img.onload = function () {
diag('img.onload');
var cvs = document.createElement("canvas");
var ctx = cvs.getContext("2d");
diag("img.width:" + this.width);
diag("img.height:" + this.height);
cvs.width = this.width;
cvs.height = this.height;
diag("cvs.width:" + cvs.width);
diag("cvs.height:" + cvs.height);
ctx.drawImage(this, 0, 0);
ctx.font = '18pt Calibri';
ctx.fillStyle = 'red';
ctx.fillText('CANVAS COPY', 100, 100);
document.body.appendChild(cvs); // new canvas
document.body.appendChild(this); // img element
diag('ctx.drawImage');
};
img.src = reader.result;
}
}
reader.readAsDataURL(imgFile.files[0]);
diag('reader.readAsDataURL');
}
function diag(msg) {
var now = new Date();
var ms = now.getTime() - prev.getTime();
var current_diag_text = document.getElementById("diag").innerHTML;
var new_diag_text = ms + "ms " + msg + "<br/>" + current_diag_text;
if (msg === '') {
document.getElementById("diag").innerHTML = '';
} else {
document.getElementById("diag").innerHTML = new_diag_text;
}
prev = now;
}
</script>
</head>
<body>
<form name="Upload" action="#" enctype="multipart/form-data" method="post">
<p id="diag"></p>
<p>Choose Photo: <input type="file" name="submitfile" id = "submitfile" />
<input type="button" value="Send" onclick="go();" /></p>
</form>
</body>
</html>
We've now learnt of two issues here, one is a memory limitation of mobile safari described at https://developer.apple.com/library/safari/documentation/AppleApplications/Reference/SafariWebContent/CreatingContentforSafarioniPhone/CreatingContentforSafarioniPhone.html#//apple_ref/doc/uid/TP40006482-SW15. This can be overcome by adding portions of the image to canvas rather than all in one go. The next limitation is a problem with mobile safari scaling the resulting canvas image incorrectly.
Both of these issues are avoided by using the excellent mega pixel image rendering library # https://github.com/stomita/ios-imagefile-megapixel.
As to my knowledge above given Script is not even working on IPad

video on canvas keeps resizing

I'm having trouble resizing this canvas that is displaying a video. After resizing, it continually jerks all around into different sizes between the "before" and "after" window sizes.
I tried this posts' idea, and that seemed to calm down Chrome a little, but had no affect on Firefox.
This other post gave me some ideas, but still didn't fix it. It seems like I'm either calling resize multiple times in a loop (which I don't see), or the canvas's context doesn't know how to settle on the final size. Any ideas?
<!DOCTYPE html>
<html>
<head>
<title>overflow</title>
<style>
#c {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
width: 100%;
height: 100%;
z-index: 1;
}
#hold {
position: fixed;
}
#v {
position: absolute;
height: auto;
width: 100%;
z-index: 0;
}
#see {
position: relative;
top: 0;
bottom: 0;
left: 0;
right: 0;
z-index: 2;
}
</style>
</head>
<body>
<canvas id=c></canvas>
<div id=hold>
<video id=v>
</video>
</div>
<canvas id=see></canvas>
<script>
window.onload = start;
function start() {
var v = document.getElementById('v');
var house = document.getElementById('hold');
var base = document.getElementById('c');
var canvas = base.getContext('2d');
var cover = document.getElementById('see');
var canvastwo = cover.getContext('2d');
v.src=("keyed.ogv")
v.load();
v.play();
resize();
function resize() {
var wth = (window.innerWidth * 0.65);
house.width = wth;
house.height = (wth * 9/16);
house.style.marginTop=((window.innerHeight/2) - (house.height/2) + "px");
house.style.marginLeft=((window.innerWidth/2) - (house.width/2) + "px");
cover.width = (wth/2);
cover.height = (house.height/2);
cover.style.marginTop=((window.innerHeight/2) - (cover.height/2) + "px");
cover.style.marginLeft=((window.innerWidth/2) - (cover.width/2) + "px");
var rw = cover.width;
var rh = cover.height;
canvastwo.clearRect(0, 0, rw, rh);
draw(v, canvastwo, rw, rh);
}
window.onresize = resize;
function draw(o,j,w,h) {
if(v.paused || v.ended) return false;
j.drawImage(o,0,0,w,h);
setTimeout(draw,20,o,j,w,h);
}
}
</script>
</body>
</html>
You seem to lock in the old values you use for the setTimeout function the way you are using it here, as the context changes. So when you re-size the loop still uses the old values which no longer corresponds with the new sizes and results in the video toggle between these sizes.
Try to more "globalize" the values so that the loop call is clean when it comes to arguments. This way you are sure the variables contains the correct values for each round.
Also change setTimeout with requestAnimationFrame to make the loop more low-level (efficient) and fluid as this syncs to the monitor's vblank gap. This is particular important with video as you otherwise will get skipped frames as setTimeout is not able to sync with monitor.
Here is the essential code you need to change:
/// put these into you start block to keep them "global"
/// for the functions within it.
var w, h;
Change this part in the resize function:
/// ...
w = cover.width;
h = cover.height;
canvastwo.clearRect(0, 0, w, h);
/// argument free call to draw:
draw();
And finally the loop:
function draw() {
if(v.paused || v.ended) return false;
canvastwo.drawImage(v,0,0,w,h);
requestAnimationFrame(draw);
}
This will remove the jerking video and also make the update in sync to the monitor like the video element itself does.
ONLINE DEMO

html5 canvas toDataURL returns blank image

i am using following code to draw canvas and save it as png image using toDataUrl.
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
</style>
<script>
function loadImages(sources, callback) {
var images = {};
var loadedImages = 0;
var numImages = 0;
// get num of sources
for(var src in sources) {
numImages++;
}
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
window.onload = function(images) {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var sources = {
darthVader: "http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc6/228564_449431448422343_1996991887_n.jpg",
yoda: "http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc7/427489_449423165089838_503188418_n.jpg"
};
loadImages(sources, function(images) {
context.drawImage(images.darthVader, 250, 30, 250, 250);
context.drawImage(images.yoda, 530, 30, 250, 250);
});
// save canvas image as data url (png format by default)
var dataURL = canvas.toDataURL();
// set canvasImg image src to dataURL
// so it can be saved as an image
document.getElementById("canvasImg").src = dataURL;
};
</script>
</head>
<body>
<canvas id="myCanvas" width="850" height="315"></canvas>
<img id="canvasImg" alt="Right click to save me!">
</body>
</html>
But my png image is shown as blank image. i see only a blank white image.
i searched for this but found nothing on this.
i am using php and chrome browser.
what is wrong here?
You are first calling loadImages, then getting the data URL right after that loadImages call. However, as your loadImages implementation shows, calling it merely starts the loading process; the callback is called when all images have been loaded, which is some time in the future.
Currently you're getting a blank image because the images have not been loaded yet, so your callback is not called yet, and as a result your canvas is still empty.
In short, everything that relies on the images having being loaded (e.g. your expected toDataURL result) should be executed when those images are actually loaded - thus in the callback.
loadImages(sources, function(images) {
context.drawImage(images.darthVader, 250, 30, 250, 250);
context.drawImage(images.yoda, 530, 30, 250, 250);
var dataURL = canvas.toDataURL();
document.getElementById("canvasImg").src = dataURL;
});

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