javascript drawimage height incorrect - javascript

i have this image Image Link and i want to put that image into canvas
but the result height and width did not accurate
this is my script
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = document.createElement('IMG');
img.src = "https://s13.postimg.org/rmk2wq6uf/depan.jpg";
ctx.drawImage(img, 0, 0);
jsfiddle link
please help

You can set the height and width of the canvas programmatically using naturalWidth and naturalHeight:
https://jsfiddle.net/ryanpcmcquen/wbxnkuq4/
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = document.createElement('img');
img.src = "https://s13.postimg.org/rmk2wq6uf/depan.jpg";
canvas.width = img.naturalWidth;
canvas.height = img.naturalHeight;
ctx.drawImage(img, 0, 0);
<canvas id="canvas"></canvas>
MDN:
https://developer.mozilla.org/en-US/docs/Web/API/HTMLImageElement

ctx.drawImage(img, 0, 0, img.width, img.height,
0, 0, canvas.width, canvas.height);
https://jsfiddle.net/Im_Saajan/ekw9n3et/2/
check this jsfiddle

Related

Why is getImageData only giving data ouput of the first 300 pixels? [duplicate]

Here is my code. I am uploading a image and using like this :
> var canvas = document.createElement('canvas');
> var context = canvas.getContext('2d');
> context.drawImage(image, 0, 0);
This works fine but if I copy the imagedata like below to another canvas. It loads image partially.
var canvas = document.getElementById('myCanvas');
var context1 = canvas.getContext('2d');
context1.putImageData(context.getImageData(0, 0, image.width, image.height), 0, 0);
I tried same approach by creating two canvas and this code which worked fine but without image.
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 300, 300);
var d = document.getElementById("myCanvas1");
var btx = d.getContext('2d');
var imgData = ctx.getImageData(0, 0, 300, 300);
btx.putImageData(imgData, 0, 0);
If i create two canvas it works fine but not like the above where I am using in memory canvas.
My HTML file has this :
<canvas id="myCanvas" width="960" height="960"></canvas>
<canvas id="myCanvas1" width="960" height="960"></canvas>
When you create canvases, you need to set their width manually. Default canvas size is 300x150. From here HTMLCanvasElement.
Something like this:
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = image.width;
canvas.height = image.height;
context.drawImage(image, 0, 0);
To copy one canvas to another use drawImage rather than getImageData, setImageData That way you will use the GPU to move the pixels rather than the CPU. You also have the option to resize, crop, and apply a variety of FXs.
// create a copy of canvasSource
// returns the newly created canvas.
function copyCanvas(canvasSource){
var canvasCopy = document.createElement("canvas");
canvasCopy.width = canvasSource.width;
canvasCopy.height = canvasSource.height;
canvasCopy.getContext("2d").drawImage(canvasSource, 0, 0);
return canvasCopy;
}

HTML 5 Canvas image overlay repeatable

I am trying to take a pattern and apply it over a png image but only cover the non-transparent part of the image similar to this one.
http://jsfiddle.net/eLmmA/1/
$(function() {
var canvas = document.createElement('canvas');
canvas.width = 250;
canvas.height = 250;
var canvas_context = canvas.getContext("2d");
var img = new Image();
img.onload = function(){
var msk = new Image();
msk.onload = function(){
canvas_context.drawImage(img, 0, 0);
canvas_context.globalCompositeOperation = "destination-in";
canvas_context.drawImage(msk, 0, 0);
canvas_context.globalCompositeOperation = "source-over";
};
msk.src = 'http://i.stack.imgur.com/QtQrZ.png';
}
img.src = 'http://i.stack.imgur.com/MDGFY.jpg';
document.body.appendChild(canvas);
});
The example above is really close to what I want but I need to be able to use a smaller texture image and repeat it over the none pattern image. I am not familiar with how to use canvas properly but trying to learn more about it.
Thanks in advance!
Never mind I figured it out.
var canvas = document.createElement('canvas');
canvas.width = 250;
canvas.height = 250;
var canvas_context = canvas.getContext("2d");
var img = new Image();
img.onload = function(){
var msk = new Image();
msk.onload = function(){
var ptrn = canvas_context.createPattern(img, 'repeat');
canvas_context.fillStyle = ptrn;
canvas_context.fillRect(0, 0, canvas.width, canvas.height);
canvas_context.drawImage(img, 0, 0);
canvas_context.globalCompositeOperation = "destination-in";
canvas_context.drawImage(msk, 0, 0);
canvas_context.globalCompositeOperation = "source-over";
};
msk.src = $('#base_url').data('base')+'assets/themes/img/download.png';
}
img.src = $('#base_url').data('base')+'assets/uploads/thumbs/1381413411Purple-Night-Owls-thumb.jpg';
$('#itemPreview').html(canvas);

Resizing base64 image does not work in Firefox

I tried many different ways, but in Firefox, when I resize the first time, it returns a blank image:
function imageToDataUri(img, width, height) {
var canvas = document.createElement('canvas');
ctx = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
setTimeout(function () {
cursorimg = canvas.toDataURL();
}, 500);
}
This is my function and I call it like this:
cursorImage.onload = function(){
imageToDataUri(cursorImage, width, height);
}
I had the exact same issue as you, and the issue disappeared when I created the canva outside the "onload" callback, like this:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
cursorImage.onload = function(){
ctx.drawImage(img, 0, 0, width, height);
cursorimg = canvas.toDataURL();
}
I'm still a beginner in JavaScript, I can't explain why it worked...

Image Conversion wrongly cropping

In my application i have added the code to convert the image into base 64 with a resized images.When i try the following code the image part has been cropped.
function getBase64FromImageUrl(URL)
{
var img = new Image();
img.style.width = this.width,
img.style.height = this.height,
img.src = URL;
img.onload = function ()
{
var canvas = document.createElement("canvas");
canvas.width =150
canvas.height =150;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 10, 10);
var dataURL = canvas.toDataURL("image/jpg");
c=dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
return c;
}
}
How to get the full image properly?What change requires in the code
function encodeImage(src, callback) {
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
img = new Image();
img.onload = function() {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
callback(canvas.toDataURL());
}
img.src = src;
}
See this fiddle:
http://jsfiddle.net/NwaPT/3/

Create Canvas from image on javascript

I'm trying to learn manipulate image and canvas in javascript. I'm wondering why we can not do :
var urlimg='http://images.aviary.com/imagesv5/feather_default.jpg';
var can = document.getElementById('canvas');
var ctx = can.getContext('2d');
var img = new Image();
img.onload = function(){
}
img.src =urlimg ;
can.width = img.width;
can.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
$('#image1').attr('src', img.src);
And we have to do this :
var urlimg='http://images.aviary.com/imagesv5/feather_default.jpg';
var can = document.getElementById('canvas');
var ctx = can.getContext('2d');
var img = new Image();
img.onload = function(){
can.width = img.width;
can.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
}
img.src =urlimg ;
$('#image1').attr('src', img.src);
Is it due to time of image to load ?
Can I create a canvas from an existing object image ?
Thanks.
Is it due to time of image to load ?
Yes in part, but mostly because image loading is asynchronous so the next lines of code are executed right away while the image is loaded. To let you know an event is raised when it's done.
Can I create a canvas from an existing object image ?
No (not directly), but you can draw the image onto a canvas to initialize it (as you already do):
ctx.drawImage(imageElement, 0, 0, width, height);

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