Assume I have a an image and a canvas. I use the canvas api to modify the displayed image.
I now need to have 2 copies of the image, the original and the modified one.
the pseudo code to convey what I am trying to do would be:
var img = fetchImage();
context.drawLine(0, 0, 100, 100);
var copy = context.getImage();
I have tried searching it up but I don't find an answer to this.
Edit:
By "initialise", I mean creating a deep copy of an image. So, the original image has no line, the modified image in the canvas has a line, I now need 2 independent images, one with the line and one without.
You get an image out of a drawn canvas with the getImageData method.
Or perhaps even toDataURL might be of help.
If you're working with image data URL's, try this snippet
let imageDataUrl = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAFIklEQVR4nO2aT2wUVRzHv7+36+y2NYUCLoYDZrHLVhoVNOpBSWgk6KUxxLSEEJUjakI9STzISaIxRtSEhIPxvxeQYAKJsf6ploNRiyY2DdPZXTbpwdpVhPCnbKez8/XQNTRhp/vnzezWOJ9b+95832++773fe2/eAiEhISH/YyQIUZKRqampzmKx2K6UEsMwrp0/f/5KX1+fE0R7OvhqgGma65RSOwBsJ5kGsKpcdJHkpIh8aRjGcDKZ/MPPdnXwxYB8Ph+3bXsQwAsA7gYQ9ajqkPwNwJuxWOxEMpks+tG+DtoG5HK5FY7jHATwLIC2Wp4hOQvgSCQSeSWVSl3WjUEHLQPKPX8IwBCASJ2POyQPRyKRl1Op1JxOHDoonYdt295Fch/qf3lgYZo8XyqVBnRi0KXhEWCa5joROQ1gi2YMZ0ulUv+mTZumF68eABCPx2fXr19/WURKmm140rABlmXtJfkuGuv9xcwDOEDyT6XU4+XVo6tcdlFEJgF87brucE9Pz++abd1EQwaQjGQymQ9J7vEpjmsADAC3eJQ7AMYBvGUYxjE/V4+GcsDU1FRnuaf8ogPeLw8s5IstAI7atn0ol8ut8Kvhhgwoz9GuqhX9pw3AkOM4B/P5fNwPQa1VoEVESO6zbXuXH2INGRCPx2cBXPQjgEYQkXYAQ6ZprtPVqssAkurcuXMbi8XiXgBrdRvX5J7yuUMLrz37TeTz+dszmcxzSqmnANyBgE6SdRDBwqHrY519Qk0GWJa12bbtNwD0YRnlDZLp8fHxTmhMx6oGWJa1meR70N/xBUFXLBZrh4YBS/ZmOckcxvJ8eV/wHAEkJZPJ7CO5rZkB1YOIXHddd3U2m1WlUsmNRqNXN2zYcEVE3Jo1vApM00yLyBcAkr5EGwxzAAokKSLzJAsiMqaUOmHb9g+9vb12NQFPAyzL2k/ybV/DbR6XROQDpdSr3d3dhaUqVswBIyMjUQCPBBJac1hJcsh13SPZbDaxVMWKBiQSiU7Xde8MJramISSfdF33pbGxMc+DVkUDDMNoF5GVwcXWNATAMx0dHQ97VVg2m5qgINklIju9yisaYNv2LMlLwYXVdB7w+oZQ0YBCoXBZKZULNqbmISIJx3FurVRW0YDyFdaZQKNqLvQq8MwBrusOA8gHEk7zKSilrlQq8DQgnU5bIvIJlnDvv4KI/Ox1A+V5FhARmqZ5VETuA3AvyZr318sFEREAV0me8KxTTWRiYmJVPB6vmED+C8zPzzvT09OF5Xg1H7IcCO67Hin931mrAeDUto0XINJYMvVLx4PAtsL9o9kBAMMCfPXEqDXYah0vAhkB/d9meiHu5wC6F1rhL6A8dqov/VcrdJbC9xEwMDFhQLn78W/QZaIlt66h65dONXw34PpMdCuIxUO1RFc+Pbn9rgut0KmG7waIyBYAi74lyBkRfNQqnWoEYIB7FsBM+c8ZCF9vZM76pVONmq/GaiVWSI/OJSZ3k3iQiPzYVuhu6FTpl041fFkFBo4xcv227FZB6SER/BQrpEePD9Z/X+eXTj34MgKKCWuHEO8DspbEzFxicjeAkVbp1IN2DugfmVwDyou4cV2+llT3t0qnXrQNIPE0wK2L/nWJ5K+t0qkXrSnQPzK5BsI9oNz4qZzgWFvCqSth+aXTCH4vg1m46p3jNdzJNUmnKtqrQP/3mUGwdAAUEuq1032pz1qpUy/6yyApO78xVwHAyUd7/tY59vqiExISEhISEhISUhv/AESDVQMMfbjKAAAAAElFTkSuQmCC';
let image = document.querySelector('img');
image.src = imageDataUrl;
let canvas;
image.addEventListener('load', () => {
canvas = document.querySelector('canvas');
canvas.width = image.width;
canvas.height = image.height;
let context = canvas.getContext('2d');
context.drawImage(image, 0, 0);
let margin = 10;
context.strokeRect(margin, margin, canvas.width - margin * 2, canvas.height - margin * 2);
console.log('new data url:', canvas.toDataURL());
});
<div>
<img src="https://www.google.com/logos/doodles/2019/us-teacher-appreciation-week-2019-begins-4994791740801024-l.png">
</div>
<div>
<canvas></canvas>
</div>
Related
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.
I created a new image but I'm trying to resize it and add some transformations to it. How ever, they are not taking effect.
Example: https://jsfiddle.net/chung9ey/3/
img.onload = function(){
img.style.width = "500";
img.style.height = "300";
img.style.transform = "perspective(500px) rotateZ(30deg)";
context.drawImage(img, 0 ,0);
}
Styles change properties, not attributes. In order to change the actual attributes you would need to use
img.height = 300;
//or by native API
img.setAttribute("height",300);
and so on for each attribute you wanted to change. Note that attributes are part of the html element and not necessarily part of the css definition (more on that here: https://www.w3.org/TR/CSS21/cascade.html#preshint).
Try using this.
document.getElementById("imageID").style.height="300px";
document.getElementById("imageID").style.width="500px";
That should change the element's style width and height to what you want.
In the HTML script, it'd be
<img src="source.jog" id="imageID"/>
Based on this Stack Overflow answer, change your JS to:
var img = new Image();
var canvas = document.getElementById("hello");
var context = canvas.getContext("2d");
img.onload = function(){
context.save(); // Saves current canvas state (includes transformations)
context.rotate(30); // This rotates canvas context around its top left corner...
context.translate(-275, 125); // ...so you need to make a correction.
context.drawImage(img, 0, 0, 500, 300);
context.restore(); // Restore canvas state
};
img.src = "https://www.enterprise.com/content/dam/global-vehicle-images/cars/CHRY_200_2015.png";
This essentially rotates the canvas's contents after the image is drawn on it.
Part of the image is off-canvas as a result of this rotation, so you may also want to scale the canvas to fit the rotated image.
https://jsfiddle.net/Lcyksjoz/
i would change the image size in the canvas and then manipulating the canvas through id
var img = new Image(100, 100);
var canvas = document.getElementById("hello");
var context = canvas.getContext("2d");
var width = 500;
var height = 300;
img.onload = function(){
img.style.transform = "perspective(200px) rotateZ(30deg)";
context.drawImage(img, 0 ,0, width,height);
}
img.src = "https://www.enterprise.com/content/dam/global-vehicle-images/cars/CHRY_200_2015.png";
document.getElementById("hello").style.width="300px";
https://jsfiddle.net/chung9ey/27/
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)
}
I'm trying to load an image from a URL into a HTML canvas at a 1:1 scale. I load the image, and set the canvas DOM element to the appropriate dimensions, but for some reason the image in the canvas is significantly upscaled and therefore only the top left hand corner is drawn.
This is demonstrated by the following JSFiddle: http://jsfiddle.net/KdrYr/1/
var img = new Image();
var cv = document.getElementById('thecanvas');
img.src = 'http://www.photographyblogger.net/wp-content/uploads/2009/12/Picture-in-a-picture4.jpg';
img.onload = function() {
var ctx = cv.getContext('2d');
cv.style.width = img.width + 'px';
cv.style.height = img.height + 'px';
ctx.drawImage(img, 0, 0);
};
For example, I'm trying to draw this (sorry about the big images :/)
But end up with this
What could be causing this?
You need to assign the canvas actual width and height, not via its style:
cv.width = img.width;
cv.height = img.height;
Live test case.
As for the why, well, it's explained already here.
I am having issues with JavaScript and Canvas particularly in Firefox. I am trying to create an canvas image viewer that will run when canvas is enabled in a browser in place of standard img tag. Javascript changes the image from an array of src paths when an arrow is clicked. For some reason Firefox is always one img out of sync. When I test it in chrome the imgs are in sync but the first one is not displayed.
here is the image object
var image = new Image();
image.src = myImage.src[0];
here is my initial canvas intialization
if(canvas()){ //canvas stuff
var myc = document.createElement('canvas');
myc.id='mycanvasx';
mycanvas = document.getElementById('mycanvasx');
myc.width = image.width;
myc.height = image.height;
//viewer.replaceChild(myc, scroller);
viewer.appendChild(myc);
var context = myc.getContext("2d");
dw = image.width;
dh = image.height;
context.clearRect(0, 0, myc.width, myc.height);
context.drawImage(image, 0, 0, dw, dh);
}
and when the arrow is pressed a function like this is called
function update(){
if(canvas()){
context.clearRect(0,0,myc.width, myc.height) //maybe bloat
myc.width = image.width;
myc.height = image.height;
dw = image.width;
dh = image.height;
context.drawImage(image, 0, 0, dw, dh);
}
}
function left(){ //these move the image through the source array
if(myImage.num > 0){myImage.num--;}else{
myImage.num = (myImage.src.length-1)}
image.src = myImage.src[myImage.num];
scroller.src = image.src;
update();
x=0;
}
I know I must be missing something simple here. I'm using firefox 4.0.1 and chrome 11
You're setting the src of the image and then immediately painting it into the canvas. But image loads are async. So you're painting it before the new src you set has loaded; since you keep reusing the same image it's still showing the previous image at that point.
You want to run update() off an onload listener on image.