I have a div that is on top of the image. I have to get the image content which is inside the overlaying div and draw using canvas.
The problem I am facing is, I am not able to draw the correct image. I have to programmatically get the correct image below the div.
The image below shows the comparison of the original image and drawn image in canvas.
Below is my code which drawsImage by taking the coordinates of the div:
DrawImage() {
var canvas: any = document.getElementById("myCanvas");
var canvasRef = canvas.getBoundingClientRect();
var ctx = canvas.getContext("2d");
var imagemarker = document.getElementById("imagemarker");
var markerRef = imagemarker.getBoundingClientRect();
var img = document.getElementById("myimage");
ctx.drawImage(
img,
markerRef.left,
markerRef.top,
markerRef.width,
markerRef.height,
0,
0,
canvasRef.width,
canvasRef.height
);
}
And the html code to display image and canvas element:
<button (click)="DrawImage()">Draw</button>
<div id="imagemarkercontainer">
<div id="imagemarker"></div>
</div>
<img id="myimage" src="https://imgur.com/NWQo2xk.jpeg" width="300px"
height="250px">
<br>
<canvas id="myCanvas" width="300px" height="250px" style="border:1px
solid #d3d3d3;"></canvas>
I have attached a stackblitz example that shows the problem. https://stackblitz.com/edit/angular-4untgz?file=src%2Fapp%2Fapp.component.ts
How can I achieve this?
You need to take care of img bounding rect and also natural width & height of image.
As you are setting image width & height, get naturalWidth and calculate proportional width as below
var imgRef = img.getBoundingClientRect();
var nWidth = img.naturalWidth;
var nHeight = img.naturalHeight;
ctx.drawImage(
img,
( markerRef.left - imgRef.left) * nWidth /img.width ,
( markerRef.top -imgRef.top) * nHeight / img.height ,
markerRef.width * nWidth /img.width,
markerRef.height * nHeight / img.height ,
0,
0,
canvasRef.width,
canvasRef.height
);
Here is working code
Related
I am trying to mirror a section of an image, into a below canvas, of exactly the same size, based on fixed values. For example, present it a picture of a map, and mirror below in the same position and the same size a building on that original map image. However, for some unknown reason, it resizes the mirrored section every time? The only botch fix for this is to apply a multiplier to all "d" variables in the draw image function, as seen here: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage
Any ideas as to why this is?
Code (minus the multiplier, multipler avaliable if needed):
<!DOCTYPE html>
<html>
<body>
<img id="scream" src="image1.jpg" alt="The Scream" width="100%" height="100%">
<!--<canvas id="myCanvas" style="border:1px solid #d3d3d3;">-->
Your browser does not support the HTML5 canvas tag.
<script>
document.getElementById("scream").onload = function() {
var c = document.createElement('canvas');
var imgData = document.getElementById("scream");
c.width = imgData.width;
c.height = imgData.height;
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
var img = document.getElementById("scream");
console.log(img);
//ctx.drawImage(img, 0, 0);
//ctx.drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
ctx.drawImage(img, 200, 200, 100, 143, 200, 200, 100*1.87, 143*1.87);
//console.log(ctx);
};
</script>
<p><strong>Note:</strong> The canvas tag is not supported in Internet
Explorer 8 and earlier versions.</p>
</body>
</html>
In order to mirror the image you need to translate the context ctx.translate(0, this.height) and then scale it ctx.scale(1,-1);. However on resize the canvas will stay the initial size while the image will adapt to the window size. If you need the canvas to adapt as well you will need to recalculate everything on resize.
var imgData = document.getElementById("scream");
imgData.onload = function() {
var c = document.createElement('canvas');
c.width = this.width;
c.height = this.height;
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
ctx.translate(0, this.height);
ctx.scale(1,-1);
ctx.drawImage(this, 0, 0,this.width,this.height);
};
<img id="scream" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/imgres.jpg" alt="The Scream" width="100%" height="100%">
Next comes an example where the canvas size changes on resize. In this case you need to move all the code that draws the image inside a function to be called on resize.
Quote from MDN:
Since resize events can fire at a high rate, the event handler shouldn't execute computationally expensive operations such as DOM modifications. Instead, it is recommended to throttle the event using requestAnimationFrame, setTimeout or customEvent"
window.onload = function() {
var imgData = document.getElementById("scream");
var c = document.createElement("canvas");
var body = document.getElementsByTagName("body")[0];
body.appendChild(c);
var ctx = c.getContext("2d");
imgData.onload = function() {
init();
};
function init() {
c.width = imgData.width;
c.height = imgData.height;
ctx.translate(0, imgData.height);
ctx.scale(1, -1);
ctx.drawImage(imgData, 0, 0, imgData.width, imgData.height);
}
setTimeout(function() {
init();
addEventListener("resize", init, false);
}, 15);
};
<img id="scream" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/imgres.jpg" alt="The Scream" width="100%" height="100%">
This is because you are using the ImageElement's .width and .height properties. At getting, these should return the computed value of their corresponding attribute, in px.
In the markup, these attributes have both been set to the relative value 100%, which means their computed value will be relative to the ImageElement's parent's size.
So when you ask drawIamge to draw your image using these output size, it will indeed resize / stretch your image. To avoid it, you need to use the original size of the image, not of the ImageElement.
To do so, if all you need is to draw at the same size as the original image, then you can simply call the length 3 version of drawImage(source, x, y), which will use by default the source's original size.
But you'll still need to resize your canvas to the correct size before doing it, and to do this, you need to access the image's original size.
Fortunately, this original size of the image, is available from the ImageElement's naturalWidth and naturalHeight properties.
document.getElementById("scream").onload = function() {
var c = document.createElement('canvas');
var imgData = document.getElementById("scream");
console.log('computed width: ', imgData.width);
console.log('original width: ', imgData.naturalWidth);
c.width = imgData.naturalWidth;
c.height = imgData.naturalHeight;
var body = document.body;
body.appendChild(c);
var ctx = c.getContext("2d");
// the 3 length version is enough here
ctx.drawImage(imgData, 0, 0);
};
<img id="scream" src="https://upload.wikimedia.org/wikipedia/commons/thumb/8/86/Edvard_Munch_-_The_Scream_-_Google_Art_Project.jpg/190px-Edvard_Munch_-_The_Scream_-_Google_Art_Project.jpg" alt="The Scream" width="100%" height="100%">
I am trying to resize an image using drawImage but keep the scale. I have this so far...
window.onload = function() {
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = document.getElementById("scream");
ctx.drawImage(img, 0, 0, 600, 428);
}
<p>Image to use:</p>
<img id="scream" width="400" height="300" src="http://lorempixel.com/1280/960/sports/" alt="The Scream">
<p>Canvas:</p>
<canvas id="myCanvas" width="428" height="600" style="border:2px solid black;">
Your browser does not support the HTML5 canvas tag.
</canvas>
I am trying to make the image fill the container to lose the white space at the bottom, if I put the exact dimensions in then it becomes stretched.
Does anyone have an example they can point me in the direction of?
First you need to find the aspect ratios of the image and the canvas. That is done by:
var canvasRatio = canvas.width / canvas.height,
imgRatio = img.width / img.height,
s = 1;
If a ratio is less than 1, then it is portrait, else if it is equal or higher than 1, it is (considered to be) landscape.
Then you need to compare those ratios like so:
//the image is »more portrait«
//to fully cover the canvas
//scale by width
if (imgRatio < canvasRatio) {
s = canvas.width / img.width;
//image has the same, or a »more landscape«
//ratio than the canvas
//to cover scale by height
} else {
s = canvas.height / img.height;
}
//scale the context
ctx.scale(s, s);
cts.drawImage(…);
UPDATE
It is even shorter this way (no ratios, no if):
var s = Math.max(canvas.width/img.width, canvas.height/img.height);
to fit the image use Math.min.
thank you for taking a look.
What I am trying to do here is... load image from computer (by using FileReader), put img tag's src to the file. Then draw canvas with that image.
function previewFile(){
var preview = document.querySelector('img'); //selects the query named img
var file = document.querySelector('input[type=file]').files[0]; //sames as here
var reader = new FileReader();
reader.onload = function () {
preview.src = reader.result;
drawCanvas();
}
if (file) {
reader.readAsDataURL(file); //reads the data as a URL
} else {
preview.src = "sample.jpg";
}
}
previewFile(); //calls the function named previewFile
window.onload = function () {drawCanvas(); };
function drawCanvas() {
var img = document.querySelector("img");
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
ctx.filter = window.getComputedStyle(document.querySelector("img")).filter;
ctx.drawImage(img, 0, 0);
}
Problem is when I load another image file. It loads in the canvas, but not fit in the canvas size. It keeps the original image size and "part" of the image is shown in the canvas.
In order to solve it, I tried following:
ctx.drawImage(img, 0, 0, document.getElementById('canvas').width,
document.getElementById('canvas').height);
It works, however the image quality becomes really bad... since it is not original image size. It is adjusted to the certain height and forced to be resized.
All I want to do is... keep the original canvas size (width: some px; height: auto), so when I load the image, it fits to the canvas width and adjusted height.
Would you please help me? Thank you.
Added
I researched myself and found following:
I came up with an idea - change the image size first based on the current width of the canvas.
var img = document.querySelector("img");
var canvas = document.getElementById("image");
var ratio = img.height / img.width;
img.width = canvas.offsetWidth;
img.height = img.width * ratio;
Then draw with the edited image.
var ctx = canvas.getContext('2d');
ctx.filter = window.getComputedStyle(img).filter;
ctx.drawImage(img, 0, 0, img.width, img.height);
Then I found the problem. I checked "img.height" variable is 199px. But canvas's height becomes 150px somehow. I checked and there is no css applied to the canvas at all.
So this time, I set canvas width, before drawImage().
ctx.canvas.width = img.width;
ctx.canvas.height = img.height;
ctx.filter = window.getComputedStyle(img).filter;
ctx.drawImage(img, 0, 0);
And again, the original image coming back... and "part" of the image is shown in the canvas. The canvas's size is what I wanted though...
Thank you so much for taking a look the issue. Especially #Kaiido who tried to help. Thank you. I am really new to this stackoverflow... so I didn't know how to create demo.
I found the solution. Well... it was really basic knowledge of the Canvas,,, but I think many people will forget / miss following:
var ctx = canvas.getContext('2d');
ctx.canvas.width = 1000;
ctx.canvas.height = 1000;
ctx.drawImage(img, 0, 0, 800, 800);
ctx.canvas.width is canvas's width. ctx.canvas.height is canvas's height.
In drawImage, those 800s are width and height of the image will be drawn, not the canvas's size!! So if you set... let's say 1000, 1000 in drawImage, the image will be resized to the size and it will be drawn into the canvas. If it is bigger than the canvas size, it will show only "part" of your image.
So what I did was... get the div width size where I want to put my canvas. Then calculate the ratio of the image first ( ratio = image's height / image's width ). Then set canvas size to following ( ctx.canvas.width = div width size, ctx.canvas.height = div width size * ratio ). Then draw canvas with canva's width and height ( ctx.drawImage(img, 0, 0, ctx.canvas.width, ctx.canvas.height) ).
Hope this helps someone new like me :) Thank you.
This is pretty simple!
try this.
getting the ratio, setting the height, drawing the image
var ratio = img.naturalWidth / img.naturalHeight;
var width = canvas.width;
var height = width / ratio;
ctx.drawImage(img, 0, 0, width, height);
this worked for me, try this.
see the line
var width = canvas.width;
you can replace the canvas.width by any other value.
On load of my image I:
var img = new Image();
img.src = e.target.result;
var canvas = $('#test-canvas')[0];
$('#test-canvas').width(img.width);
$('#test-canvas').height(img.height);
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
But the image is drawn larger than it's original size? I've tried a few images, same problem.
What's the fix?
jQuery will resize the element through CSS, which won't actually change the canvas internal height and width. This will resize the actual canvas element.
var canvas = document.GetElementById('test-canvas');
canvas.width = img.width;
canvas.height = img.height;
jsFiddle (http://jsfiddle.net/L0drfwgL/) just show it drawing it to scale, and resizing the canvas item itself.
It looks like you are pulling the image from an image element on load. You can use the src from the image element rather than recreating an image object and then get the image width/height from the element to draw the image to canvas.
<script>
$(document).ready(function(){
$('#testImg').on('load',function(){
var image = document.getElementById('testImg');
var canvas = document.getElementById('test-canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx=canvas.getContext("2d");
ctx.drawImage(image,0,0);
})
});
</script>
/** with vue3 -(to fix drawing canvas image is larger than actual image size **/
const captureImage = () => {
let width = video.value.getBoundingClientRect().width;
let height = video.value.getBoundingClientRect().height;
let context = canvas.value.getContext('2d')
canvas.value.width = width
canvas.value.height = height
context.drawImage(video.value, 0, 0, width, height)
}
How do I use drawImage() to output full size images on a 300px X 380px canvas regardless of the source image size?
Example:
1). If there is a image of 75px X 95px I want to be able to draw it to fit a 300px X 380px canvas.
2). If there is a image of 1500px X 1900px I want to be able to draw it to fit a 300px X 380px canvas.
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
var img=document.getElementById("myPic");
ctx.drawImage(img,10,10);
What options are available to prevent any quality loss?
To scale the image to fit is not so hard, just use simple aspect ratio with the sizes:
var ratioX = canvas.width / image.naturalWidth;
var ratioY = canvas.height / image.naturalHeight;
var ratio = Math.min(ratioX, ratioY);
ctx.drawImage(image, 0, 0, image.naturalWidth * ratio, image.naturalHeight * ratio);
To maintain quality; a canvas of 300x380 will either appear very tiny on print, or very blurry.
It's important to keep the data from it in the target resolution. To do this, calculate the size using the target DPI (or rather, PPI). You will also need to know in advance what size the 300x380 area represents (e.g. in either inches, centimeters, millimeters etc.).
For example:
If the target PDF will have a PPI of 300, and the canvas represents 3 x 3.8 cm (just to keep it simple), then the width and height in pixel will be:
var w = (3 / 2.54) * 300; // cm -> inch x PPI
var h = (3.8 / 2.54) * 300;
Use this size on canvas' bitmap, then scale down the element using CSS:
canvas.width = w|0; // actual bitmap size, |0 cuts fractions
canvas.height = h|0;
canvas.style.width = "300px"; // size in pixel for screen use
canvas.style.height = "380px";
You can now use the canvas directly as an image source for the PDF while keeping print quality for the PDF (have in mind though, small images uploaded will not provide high print quality in any case).
And of course, set the canvas size first, then use the code at top to draw in the image.
You'll need to resize your source image. You will need to calculate the destination size of the image, then use a couple extra parameters during your draw.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = 188;
var y = 30;
var width = 200;
var height = 137;
var imageObj = new Image();
imageObj.onload = function() {
context.drawImage(imageObj, x, y, width, height);
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
body {
margin: 0px;
padding: 0px;
}
<canvas id="myCanvas" width="578" height="200"></canvas>
Source: http://www.html5canvastutorials.com/tutorials/html5-canvas-image-size/