Resize before upload with PHP & Javascript - javascript

Need a little help with resizing an image before uploading.
I'm using a brilliant solution that works perfectly when running it on a website but the second my mobile phone tries to upload from the gallery or camera is squashes the image quite badly.
HTML
<!DOCTYPE HTML>
<html>
<head>
<title>Upload Photos</title>
<link rel="stylesheet" href="./style.css" />
<head>
<body>
<h1>Upload Photos</h1>
<form enctype="multipart/form-data">
<input type="file" accept="image/*" />
<div class="photos">
</div>
</form>
<script src="./upload.js"></script>
</body>
</html>
Javascript
// Once files have been selected
document.querySelector('form input[type=file]').addEventListener('change', function(event){
// Read files
var files = event.target.files;
// Iterate through files
for (var i = 0; i < files.length; i++) {
// Ensure it's an image
if (files[i].type.match(/image.*/)) {
// Load image
var reader = new FileReader();
reader.onload = function (readerEvent) {
var image = new Image();
image.onload = function (imageEvent) {
// Add elemnt to page
var imageElement = document.createElement('div');
imageElement.classList.add('uploading');
imageElement.innerHTML = '<span class="progress"><span></span></span>';
var progressElement = imageElement.querySelector('span.progress span');
progressElement.style.width = 0;
document.querySelector('form div.photos').appendChild(imageElement);
// Resize image
var canvas = document.createElement('canvas'),
max_size = 1200,
width = image.width,
height = image.height;
if (width > height) {
if (width > max_size) {
height *= max_size / width;
width = max_size;
}
} else {
if (height > max_size) {
width *= max_size / height;
height = max_size;
}
}
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(image, 0, 0, width, height);
// Upload image
var xhr = new XMLHttpRequest();
if (xhr.upload) {
// Update progress
xhr.upload.addEventListener('progress', function(event) {
var percent = parseInt(event.loaded / event.total * 100);
progressElement.style.width = percent+'%';
}, false);
// File uploaded / failed
xhr.onreadystatechange = function(event) {
if (xhr.readyState == 4) {
if (xhr.status == 200) {
imageElement.classList.remove('uploading');
imageElement.classList.add('uploaded');
imageElement.style.backgroundImage = 'url('+xhr.responseText+')';
console.log('Image uploaded: '+xhr.responseText);
} else {
imageElement.parentNode.removeChild(imageElement);
}
}
}
// Start upload
xhr.open('post', 'process.php', true);
xhr.send(canvas.toDataURL('image/jpeg'));
}
}
image.src = readerEvent.target.result;
}
reader.readAsDataURL(files[i]);
}
}
// Clear files
event.target.value = '';
});
PHP
<?php
// Generate filename
$filename = md5(mt_rand()).'.jpg';
// Read RAW data
$data = file_get_contents('php://input');
// Read string as an image file
$image = file_get_contents('data://'.substr($data, 5));
// Save to disk
if ( ! file_put_contents('images/'.$filename, $image)) {
header('HTTP/1.1 503 Service Unavailable');
exit();
}
// Clean up memory
unset($data);
unset($image);
// Return file URL
echo './images/'.$filename;
?>
Any help to see why the images from a mobile phone is not working will be greatly appreciated.

Related

Compress Base64 Image With JS [duplicate]

TL;DR;
Is there a way to compress an image (mostly jpeg, png and gif) directly browser-side, before uploading it ? I'm pretty sure JavaScript can do this, but I can't find a way to achieve it.
Here's the full scenario I would like to implement:
the user goes to my website, and choose an image via an input type="file" element,
this image is retrieved via JavaScript, we do some verification such as correct file format, maximum file size etc,
if every thing is OK, a preview of the image is displayed on the page,
the user can do some basic operations such as rotate the image by 90°/-90°, crop it following a pre-defined ratio, etc, or the user can upload another image and return to step 1,
when the user is satisfied, the edited image is then compressed and "saved" locally (not saved to a file, but in the browser memory/page),-
the user fill a form with data like name, age etc,
the user click on the "Finish" button, then the form containing datas + compressed image is sent to the server (without AJAX),
The full process up to the last step should be done client side, and should be compatible on latest Chrome and Firefox, Safari 5+ and IE 8+. If possible, only JavaScript should be used (but I'm pretty sure this is not possible).
I've not code anything right now, but I've thought about it already. File reading locally is possible via File API, image previewing and editing could be done using Canvas element, but I can't find a way to do the image compression part.
According to html5please.com and caniuse.com, supporting those browser is quite hard (thanks to IE), but could be done using polyfill such as FlashCanvas and FileReader.
Actually, the goal is to reduce file size, so I see image compression as a solution. But, I know that uploaded images are going to be displayed on my website, every time at the same place, and I know the dimension of this display area (eg. 200x400). So, I could resize the image to fit those dimensions, thus reducing file size. I have no idea what would be the compression ratio for this technique.
What do you think ? Do you have any advice to tell me ? Do you know any way to compress an image browser-side in JavaScript ? Thanks for your replies.
In short:
Read the files using the HTML5 FileReader API with .readAsArrayBuffer
Create a Blob with the file data and get its url with window.URL.createObjectURL(blob)
Create new Image element and set it's src to the file blob url
Send the image to the canvas. The canvas size is set to desired output size
Get the scaled-down data back from canvas via canvas.toDataURL("image/jpeg",0.7) (set your own output format and quality)
Attach new hidden inputs to the original form and transfer the dataURI images basically as normal text
On backend, read the dataURI, decode from Base64, and save it
Source: code.
I see two things missing from the other answers:
canvas.toBlob (when available) is more performant than canvas.toDataURL, and also async.
the file -> image -> canvas -> file conversion loses EXIF data; in particular, data about image rotation commonly set by modern phones/tablets.
The following script deals with both points:
// From https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob, needed for Safari:
if (!HTMLCanvasElement.prototype.toBlob) {
Object.defineProperty(HTMLCanvasElement.prototype, 'toBlob', {
value: function(callback, type, quality) {
var binStr = atob(this.toDataURL(type, quality).split(',')[1]),
len = binStr.length,
arr = new Uint8Array(len);
for (var i = 0; i < len; i++) {
arr[i] = binStr.charCodeAt(i);
}
callback(new Blob([arr], {type: type || 'image/png'}));
}
});
}
window.URL = window.URL || window.webkitURL;
// Modified from https://stackoverflow.com/a/32490603, cc by-sa 3.0
// -2 = not jpeg, -1 = no data, 1..8 = orientations
function getExifOrientation(file, callback) {
// Suggestion from http://code.flickr.net/2012/06/01/parsing-exif-client-side-using-javascript-2/:
if (file.slice) {
file = file.slice(0, 131072);
} else if (file.webkitSlice) {
file = file.webkitSlice(0, 131072);
}
var reader = new FileReader();
reader.onload = function(e) {
var view = new DataView(e.target.result);
if (view.getUint16(0, false) != 0xFFD8) {
callback(-2);
return;
}
var length = view.byteLength, offset = 2;
while (offset < length) {
var marker = view.getUint16(offset, false);
offset += 2;
if (marker == 0xFFE1) {
if (view.getUint32(offset += 2, false) != 0x45786966) {
callback(-1);
return;
}
var little = view.getUint16(offset += 6, false) == 0x4949;
offset += view.getUint32(offset + 4, little);
var tags = view.getUint16(offset, little);
offset += 2;
for (var i = 0; i < tags; i++)
if (view.getUint16(offset + (i * 12), little) == 0x0112) {
callback(view.getUint16(offset + (i * 12) + 8, little));
return;
}
}
else if ((marker & 0xFF00) != 0xFF00) break;
else offset += view.getUint16(offset, false);
}
callback(-1);
};
reader.readAsArrayBuffer(file);
}
// Derived from https://stackoverflow.com/a/40867559, cc by-sa
function imgToCanvasWithOrientation(img, rawWidth, rawHeight, orientation) {
var canvas = document.createElement('canvas');
if (orientation > 4) {
canvas.width = rawHeight;
canvas.height = rawWidth;
} else {
canvas.width = rawWidth;
canvas.height = rawHeight;
}
if (orientation > 1) {
console.log("EXIF orientation = " + orientation + ", rotating picture");
}
var ctx = canvas.getContext('2d');
switch (orientation) {
case 2: ctx.transform(-1, 0, 0, 1, rawWidth, 0); break;
case 3: ctx.transform(-1, 0, 0, -1, rawWidth, rawHeight); break;
case 4: ctx.transform(1, 0, 0, -1, 0, rawHeight); break;
case 5: ctx.transform(0, 1, 1, 0, 0, 0); break;
case 6: ctx.transform(0, 1, -1, 0, rawHeight, 0); break;
case 7: ctx.transform(0, -1, -1, 0, rawHeight, rawWidth); break;
case 8: ctx.transform(0, -1, 1, 0, 0, rawWidth); break;
}
ctx.drawImage(img, 0, 0, rawWidth, rawHeight);
return canvas;
}
function reduceFileSize(file, acceptFileSize, maxWidth, maxHeight, quality, callback) {
if (file.size <= acceptFileSize) {
callback(file);
return;
}
var img = new Image();
img.onerror = function() {
URL.revokeObjectURL(this.src);
callback(file);
};
img.onload = function() {
URL.revokeObjectURL(this.src);
getExifOrientation(file, function(orientation) {
var w = img.width, h = img.height;
var scale = (orientation > 4 ?
Math.min(maxHeight / w, maxWidth / h, 1) :
Math.min(maxWidth / w, maxHeight / h, 1));
h = Math.round(h * scale);
w = Math.round(w * scale);
var canvas = imgToCanvasWithOrientation(img, w, h, orientation);
canvas.toBlob(function(blob) {
console.log("Resized image to " + w + "x" + h + ", " + (blob.size >> 10) + "kB");
callback(blob);
}, 'image/jpeg', quality);
});
};
img.src = URL.createObjectURL(file);
}
Example usage:
inputfile.onchange = function() {
// If file size > 500kB, resize such that width <= 1000, quality = 0.9
reduceFileSize(this.files[0], 500*1024, 1000, Infinity, 0.9, blob => {
let body = new FormData();
body.set('file', blob, blob.name || "file.jpg");
fetch('/upload-image', {method: 'POST', body}).then(...);
});
};
#PsychoWoods' answer is good. I would like to offer my own solution. This Javascript function takes an image data URL and a width, scales it to the new width, and returns a new data URL.
// Take an image URL, downscale it to the given width, and return a new image URL.
function downscaleImage(dataUrl, newWidth, imageType, imageArguments) {
"use strict";
var image, oldWidth, oldHeight, newHeight, canvas, ctx, newDataUrl;
// Provide default values
imageType = imageType || "image/jpeg";
imageArguments = imageArguments || 0.7;
// Create a temporary image so that we can compute the height of the downscaled image.
image = new Image();
image.src = dataUrl;
oldWidth = image.width;
oldHeight = image.height;
newHeight = Math.floor(oldHeight / oldWidth * newWidth)
// Create a temporary canvas to draw the downscaled image on.
canvas = document.createElement("canvas");
canvas.width = newWidth;
canvas.height = newHeight;
// Draw the downscaled image on the canvas and return the new data URL.
ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, newWidth, newHeight);
newDataUrl = canvas.toDataURL(imageType, imageArguments);
return newDataUrl;
}
This code can be used anywhere you have a data URL and want a data URL for a downscaled image.
You can take a look at image-conversion,Try it here --> demo page
Try this Customizable Pure JS Sample - Compress over 90% :
<div id="root">
<p>Upload an image and see the result</p>
<input id="img-input" type="file" accept="image/*" style="display:block" />
</div>
<script>
const MAX_WIDTH = 320;
const MAX_HEIGHT = 180;
const MIME_TYPE = "image/jpeg";
const QUALITY = 0.7;
const input = document.getElementById("img-input");
input.onchange = function (ev) {
const file = ev.target.files[0]; // get the file
const blobURL = URL.createObjectURL(file);
const img = new Image();
img.src = blobURL;
img.onerror = function () {
URL.revokeObjectURL(this.src);
// Handle the failure properly
console.log("Cannot load image");
};
img.onload = function () {
URL.revokeObjectURL(this.src);
const [newWidth, newHeight] = calculateSize(img, MAX_WIDTH, MAX_HEIGHT);
const canvas = document.createElement("canvas");
canvas.width = newWidth;
canvas.height = newHeight;
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, newWidth, newHeight);
canvas.toBlob(
(blob) => {
// Handle the compressed image. es. upload or save in local state
displayInfo('Original file', file);
displayInfo('Compressed file', blob);
},
MIME_TYPE,
QUALITY
);
document.getElementById("root").append(canvas);
};
};
function calculateSize(img, maxWidth, maxHeight) {
let width = img.width;
let height = img.height;
// calculate the width and height, constraining the proportions
if (width > height) {
if (width > maxWidth) {
height = Math.round((height * maxWidth) / width);
width = maxWidth;
}
} else {
if (height > maxHeight) {
width = Math.round((width * maxHeight) / height);
height = maxHeight;
}
}
return [width, height];
}
// Utility functions for demo purpose
function displayInfo(label, file) {
const p = document.createElement('p');
p.innerText = `${label} - ${readableBytes(file.size)}`;
document.getElementById('root').append(p);
}
function readableBytes(bytes) {
const i = Math.floor(Math.log(bytes) / Math.log(1024)),
sizes = ['B', 'KB', 'MB', 'GB', 'TB', 'PB', 'EB', 'ZB', 'YB'];
return (bytes / Math.pow(1024, i)).toFixed(2) + ' ' + sizes[i];
}
</script>
I find that there's simpler solution compared to the accepted answer.
Read the files using the HTML5 FileReader API with .readAsArrayBuffer
Create a Blob with the file data and get its url with window.URL.createObjectURL(blob)
Create new Image element and set it's src to the file blob url
Send the image to the canvas. The canvas size is set to desired output size
Get the scaled-down data back from canvas via canvas.toDataURL("image/jpeg",0.7) (set your own output format and quality)
Attach new hidden inputs to the original form and transfer the dataURI images basically as normal text
On backend, read the dataURI, decode from Base64, and save it
As per your question:
Is there a way to compress an image (mostly jpeg, png and gif)
directly browser-side, before uploading it
My solution:
Create a blob with the file directly with URL.createObjectURL(inputFileElement.files[0]).
Same as accepted answer.
Same as accepted answer. Worth mentioning that, canvas size is necessary and use img.width and img.height to set canvas.width and canvas.height. Not img.clientWidth.
Get the scale-down image by canvas.toBlob(callbackfunction(blob){}, 'image/jpeg', 0.5). Setting 'image/jpg' has no effect. image/png is also supported. Make a new File object inside the callbackfunction body with let compressedImageBlob = new File([blob]).
Add new hidden inputs or send via javascript . Server doesn't have to decode anything.
Check https://javascript.info/binary for all information. I came up the solution after reading this chapter.
Code:
<!DOCTYPE html>
<html>
<body>
<form action="upload.php" method="post" enctype="multipart/form-data">
Select image to upload:
<input type="file" name="fileToUpload" id="fileToUpload" multiple>
<input type="submit" value="Upload Image" name="submit">
</form>
</body>
</html>
This code looks far less scary than the other answers..
Update:
One has to put everything inside img.onload. Otherwise canvas will not be able to get the image's width and height correctly as the time canvas is assigned.
function upload(){
var f = fileToUpload.files[0];
var fileName = f.name.split('.')[0];
var img = new Image();
img.src = URL.createObjectURL(f);
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
canvas.toBlob(function(blob){
console.info(blob.size);
var f2 = new File([blob], fileName + ".jpeg");
var xhr = new XMLHttpRequest();
var form = new FormData();
form.append("fileToUpload", f2);
xhr.open("POST", "upload.php");
xhr.send(form);
}, 'image/jpeg', 0.5);
}
}
3.4MB .png file compression test with image/jpeg argument set.
|0.9| 777KB |
|0.8| 383KB |
|0.7| 301KB |
|0.6| 251KB |
|0.5| 219kB |
I had an issue with the downscaleImage() function posted above by #daniel-allen-langdon in that the image.width and image.height properties are not available immediately because the image load is asynchronous.
Please see updated TypeScript example below that takes this into account, uses async functions, and resizes the image based on the longest dimension rather than just the width
function getImage(dataUrl: string): Promise<HTMLImageElement>
{
return new Promise((resolve, reject) => {
const image = new Image();
image.src = dataUrl;
image.onload = () => {
resolve(image);
};
image.onerror = (el: any, err: ErrorEvent) => {
reject(err.error);
};
});
}
export async function downscaleImage(
dataUrl: string,
imageType: string, // e.g. 'image/jpeg'
resolution: number, // max width/height in pixels
quality: number // e.g. 0.9 = 90% quality
): Promise<string> {
// Create a temporary image so that we can compute the height of the image.
const image = await getImage(dataUrl);
const oldWidth = image.naturalWidth;
const oldHeight = image.naturalHeight;
console.log('dims', oldWidth, oldHeight);
const longestDimension = oldWidth > oldHeight ? 'width' : 'height';
const currentRes = longestDimension == 'width' ? oldWidth : oldHeight;
console.log('longest dim', longestDimension, currentRes);
if (currentRes > resolution) {
console.log('need to resize...');
// Calculate new dimensions
const newSize = longestDimension == 'width'
? Math.floor(oldHeight / oldWidth * resolution)
: Math.floor(oldWidth / oldHeight * resolution);
const newWidth = longestDimension == 'width' ? resolution : newSize;
const newHeight = longestDimension == 'height' ? resolution : newSize;
console.log('new width / height', newWidth, newHeight);
// Create a temporary canvas to draw the downscaled image on.
const canvas = document.createElement('canvas');
canvas.width = newWidth;
canvas.height = newHeight;
// Draw the downscaled image on the canvas and return the new data URL.
const ctx = canvas.getContext('2d')!;
ctx.drawImage(image, 0, 0, newWidth, newHeight);
const newDataUrl = canvas.toDataURL(imageType, quality);
return newDataUrl;
}
else {
return dataUrl;
}
}
For Moderm browser use createImageBitmap() instead of img.onload
async function compressImage(blobImg, percent) {
let bitmap = await createImageBitmap(blobImg);
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = bitmap.width;
canvas.height = bitmap.height;
ctx.drawImage(bitmap, 0, 0);
let dataUrl = canvas.toDataURL("image/jpeg", percent/100);
return dataUrl;
}
inputImg.addEventListener('change', async(e) => {
let img = e.target.files[0];
console.log('File Name: ', img.name)
console.log('Original Size: ', img.size.toLocaleString())
let imgCompressed = await compressImage(img, 75) // set to 75%
let compSize = atob(imgCompressed.split(",")[1]).length;
console.log('Compressed Size: ', compSize.toLocaleString())
//console.log(imgCompressed)
})
<input type="file" id="inputImg">
Edit: As per the Mr Me comment on this answer, it looks like compression is now available for JPG/WebP formats ( see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toDataURL ).
As far as I know, you cannot compress images using canvas, instead, you can resize it. Using canvas.toDataURL will not let you choose the compression ratio to use. You can take a look at canimage that does exactly what you want : https://github.com/nfroidure/CanImage/blob/master/chrome/canimage/content/canimage.js
In fact, it's often sufficient to just resize the image to decrease it's size but if you want to go further, you'll have to use newly introduced method file.readAsArrayBuffer to get a buffer containing the image data.
Then, just use a DataView to read it's content according to the image format specification (http://en.wikipedia.org/wiki/JPEG or http://en.wikipedia.org/wiki/Portable_Network_Graphics).
It'll be hard to deal with image data compression, but it is worse a try. On the other hand, you can try to delete the PNG headers or the JPEG exif data to make your image smaller, it should be easier to do so.
You'll have to create another DataWiew on another buffer and fill it with the filtered image content. Then, you'll just have to encode you're image content to DataURI using window.btoa.
Let me know if you implement something similar, will be interesting to go through the code.
Compressor.js
https://github.com/fengyuanchen/compressorjs
import axios from 'axios';
import Compressor from 'compressorjs';
document.getElementById('file').addEventListener('change', (e) => {
const file = e.target.files[0];
if (!file) {
return;
}
new Compressor(file, {
quality: 0.6,
// The compression process is asynchronous,
// which means you have to access the `result` in the `success` hook function.
success(result) {
const formData = new FormData();
// The third parameter is required for server
formData.append('file', result, result.name);
// Send the compressed image file to server with XMLHttpRequest.
axios.post('/path/to/upload', formData).then(() => {
console.log('Upload success');
});
},
error(err) {
console.log(err.message);
},
});
});
I used the following package:
https://www.npmjs.com/package/browser-image-compression
npm install browser-image-compression
or
yarn add browser-image-compression
Then just following the docs:
import imageCompression from 'browser-image-compression';
const options = {
maxSizeMB: 0.5, // pretty much self-explanatory
maxWidthOrHeight: 500, // apparently px
}
imageCompression(file, options)
.then(function(compressedFile) {
console.log(
"compressedFile instanceof Blob",
compressedFile instanceof Blob
); // true
console.log(
`compressedFile size ${compressedFile.size /
1024 /
1024} MB`
); // smaller than maxSizeMB
return uploader(compressedFile); // code to actual upload, in my case uploader() is a function to upload to Firebase storage.
})
Just in case if you were curios about the uploader(), here's the code of it:
import { initializeApp } from "firebase/app";
const firebaseConfig = {
// your config
};
initializeApp(firebaseConfig);
import { getStorage, ref, uploadBytes, getDownloadURL } from "firebase/storage";
const storage = getStorage();
const sRef = ref(storage);
const uploader = async (file) => {
/* uploads to root */
// const imageRef = ref(sRef, file.name);
// console.log(imageRef);
// await uploadBytes(imageRef, file).then((snapshot) => {
// console.log("Uploaded a blob or file!", snapshot);
// });
/* upload to folder 'techs/' */
const folderRef = ref(sRef, "techs/" + file.name);
await uploadBytes(folderRef, file);
// get URL
const url = await getDownloadURL(ref(storage, folderRef));
console.log("url: ", url);
return url;
};
You can compress an image using the HTML <canvas> element:
function compressImage(imgToCompress, resizingFactor, quality) {
// resizing the image
const canvas = document.createElement("canvas");
const context = canvas.getContext("2d");
const originalWidth = imgToCompress.width;
const originalHeight = imgToCompress.height;
const canvasWidth = originalWidth * resizingFactor;
const canvasHeight = originalHeight * resizingFactor;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
context.drawImage(
imgToCompress,
0,
0,
originalWidth * resizingFactor,
originalHeight * resizingFactor
);
// reducing the quality of the image
canvas.toBlob(
(blob) => {
if (blob) {
// showing the compressed image
resizedImage.src = URL.createObjectURL(resizedImageBlob);
}
},
"image/jpeg",
quality
);
}
See this blog post for an in depth explanation: https://img.ly/blog/how-to-compress-an-image-before-uploading-it-in-javascript/
i improved the function a head to be this :
var minifyImg = function(dataUrl,newWidth,imageType="image/jpeg",resolve,imageArguments=0.7){
var image, oldWidth, oldHeight, newHeight, canvas, ctx, newDataUrl;
(new Promise(function(resolve){
image = new Image(); image.src = dataUrl;
log(image);
resolve('Done : ');
})).then((d)=>{
oldWidth = image.width; oldHeight = image.height;
log([oldWidth,oldHeight]);
newHeight = Math.floor(oldHeight / oldWidth * newWidth);
log(d+' '+newHeight);
canvas = document.createElement("canvas");
canvas.width = newWidth; canvas.height = newHeight;
log(canvas);
ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, newWidth, newHeight);
//log(ctx);
newDataUrl = canvas.toDataURL(imageType, imageArguments);
resolve(newDataUrl);
});
};
the use of it :
minifyImg(<--DATAURL_HERE-->,<--new width-->,<--type like image/jpeg-->,(data)=>{
console.log(data); // the new DATAURL
});
enjoy ;)
For JPG Image compression you can use the best compression technique called JIC
(Javascript Image Compression)This will definitely help you -->https://github.com/brunobar79/J-I-C

Compare two images color values parallel with canvas

I am trying to create a JS-Application which allows to compare image values from two images at the same position.
My idea is to upload the images and store them as variables in an object. If I move my mouse a canvas element in the browser, the coordinates should be taken from this and be used to request the image-values from the stored canvases.
const images = new ImageHandler(); // ToDo: UpperCaseLetters as constant
(function createFileUploadButton() {
var x = document.createElement("INPUT");
x.setAttribute("type", "file");
x.id = "imageUploader";
document.body.appendChild(x);
})();
function ImageHandler() {
const WIDTH = 1030;
const HEIGHT = 650;
let upperImage = null;
let lowerImage = null;
this.setImage = imageData => {
if (upperImage && lowerImage) {
alert("Seite neu laden, um neue Bilder zu laden");
}
console.log("lowerImage: " + lowerImage)
if (!lowerImage) {
let canvas = this.getNewCanvasWithImage(imageData);
console.log("setting lower image")
lowerImage = canvas;
} else {
console.log("ELSE");
let canvas = this.getNewCanvasWithImage(imageData);
console.log("setting upper image")
upperImage = canvas;
}
};
this.getNewCanvasWithImage = imageData => {
console.log("getNewCanvas")
console.log("typeof imageData " + typeof imageData);
let canvas = document.createElement('canvas');
//canvas.id = "";
//canvas.style.zIndex = 2; ? Wofür gut? Brauchen wir das?
canvas.width = WIDTH;
canvas.height = HEIGHT;
let context = canvas.getContext('2d');
let image = new Image();
image.src = imageData;
context.drawImage(image, 1, 1);
return canvas;
};
this.getColorValues = (coordinates) => {
console.log("X " + coordinates.x);
console.log("Y " + coordinates.y);
var lowerImageContext = lowerImage.getContext('2d');
var lowerImageData = lowerImageContext.getImageData(coordinates.x, coordinates.y, 1, 1).data;
console.log("lowerImageData: " + lowerImageData);
var upperImageContext = upperImage.getContext('2d');
var upperImageData = upperImageContext.getImageData(coordinates.x, coordinates.y, 1, 1).data;
console.log("upperImageData: " + upperImageData);
};
this.drawUpper = () => {
console.log("appendUpper to body");
};
this.drawLower = () => {
document.appendChild(this.lowerImage);
};
}
document.getElementById("imageUploader").onchange = function(event) {
var input = event.target;
var reader = new FileReader();
// Callback when the file is loaded
reader.onload = function() {
try {
var filecontent = reader.result; // Loaded content
images.setImage(filecontent);
} catch (error) {
alert(error);
}
};
// Read the file
reader.readAsDataURL(input.files[0]);
};
$('#canvas').mousemove(function(e) {
console.log("mousemove");
var pos = findPos(this);
var xPos = e.pageX - pos.x;
var yPos = e.pageY - pos.y;
//var coordinates = "x=" + x + ", y=" + y;
console.log("x=" + xPos + ", y=" + yPos);
var coordinates = {};
coordinates.x = xPos;
coordinates.y = yPos;
images.getColorValues(coordinates);
});
function findPos(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return {x: curleft, y: curtop};
}
return undefined;
}
<!DOCTYPE html>
<html>
<head>
<title>TODO supply a title</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<div>
<canvas id="canvas" width="300" height="250" style="border:1px solid #000000;"></canvas>
</div>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.0/jquery.min.js"></script>
</html>
Unfortunately I can not find my error.
I get for the image values only zeros.
One aspect could be that the images need time to load but even if i wait several moments it does not work properly. Sometimes I get the values from one image but never from both.
Can anyone spot the error or has an idea how one could compare the color values from two images more easily?
Kind regards
Niklas
Using onload event of Image can help you make sure that the image is loaded and ready for use.
let image = new Image();
image.onload = function(){
context.drawImage(this, 1, 1);
}
image.src = imageData;
That being said, I am not sure if there are other issues in your code.
If you try to call drawImage() before the image has finished loading,
it won't do anything (or, in older browsers, may even throw an
exception). So you need to be sure to use the load event so you don't
try this before the image has loaded:
You can check this page for a comprehensive documentation

image preview before uploading -IOS

I have been trying to setup up an app to allow user to capture a photo and preview on canvas before uploading. So far i have been able to capture image and place onto canvas(android chrome), but when it comes to ios using safari i am having no such luck (tried Ipad, 5C)
here is the script i have manage to piece together thanks to the help of stackoverflow community (many thanks)
The issue I am having is that when i choose selected image it should display in my iframe (as it does in chrome) when i try safari it shows no image after selecting
here is a sample link to my app
SampleAPP
HTML
<img src="" id="image">
<input id="input" type="file" onchange="handleFiles()">
JAVASCRIPT
<script>
function handleFiles()
{
var filesToUpload = document.getElementById('input').files;
var file = filesToUpload[0];
// Create an image
var img = document.createElement("img");
// Create a file reader
var reader = new FileReader();
// Set the image once loaded into file reader
reader.onload = function(e)
{
img.src = e.target.result;
var canvas = document.createElement("canvas");
var MAX_WIDTH = 400;
var MAX_HEIGHT = 300;
var width = img.width;
var height = img.height;
if (width > height) {
if (width > MAX_WIDTH) {
height *= MAX_WIDTH / width;
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width *= MAX_HEIGHT / height;
height = MAX_HEIGHT;
}
}
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, width, height);
var dataurl = canvas.toDataURL("image/png");
document.getElementById('image').src = dataurl;
}
// Load files into file reader
reader.readAsDataURL(file);
// Post the data
/*
var fd = new FormData();
fd.append("name", "some_filename.jpg");
fd.append("image", dataurl);
fd.append("info", "lah_de_dah");
*/
}
</script>
You can remove using <canvas> and set existing <img> src to e.target.result : data URI of uploaded File object at FileReader() load event.
You can defined variable width, use if condition at #image load event when new src is set to check #image .naturalWidth property, if value is greater than width , set #image.width to width variable.
<img src="" id="image">
<input id="input" type="file" onchange="handleFiles()">
<script>
var img = document.getElementById("image");
var width = 400;
function handleFiles() {
var filesToUpload = document.getElementById('input').files;
var file = filesToUpload[0];
// Create a file reader
var reader = new FileReader();
// Set the image once loaded into file reader
reader.onload = function(e) {
img.onload = function() {
if (this.naturalWidth > width) {
this.width = width;
}
}
img.src = e.target.result;
}
reader.readAsDataURL(file);
}
</script>

upload canvas image to S3 server

Can someone please show me how to upload the canvas image using AWS JavaScript to S3 server?
I am having bit trouble in the uploading image on Amazon S3 server using JavaScript SDK and need to achieve the following things.
-> Create an image on HTML5 canvas and resize the image in the JavaScript.
-> Then upload the image to Amazon S3 server.
But the problem :
*) While uploading the image to S3 server it is uploading the image pixel information on S3 instead of image.
So, in the S3 browser preview, it is showing the image stream instead of image while using the below code.
Moreover, AWS Javascript support Body in the following formats
Buffer, Typed Array, Blob, String, ReadableStream.
Below is the code:
HTML Code
<canvas id="myCanvas" width="800" height="800" style="background-color: greenyellow;">Your browser doesn't support html5! Please download the latest version.
</canvas>
<input type="button" id="upload-button" value="Upload to S3" />
<script src="https://sdk.amazonaws.com/js/aws-sdk-2.0.4.min.js"></script>
<script type="text/javascript">
AWS.config.update({ accessKeyId: 'ACCESSKEY', secretAccessKey: 'SECRETKEY' });
AWS.config.region = 'ap-southeast-1';
$(function () {
$("#upload-button").click(OnUpload);
});
function OnUpload(){
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = 'Images/IMG_0001.JPG';
img.onload = function () {
<!--image resize -->
var MAX_WIDTH = 200;
var MAX_HEIGHT = 200;
var width = img.width;
var height = img.height;
if (width > height) {
if (width > MAX_WIDTH) {
height *= MAX_WIDTH / width;
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width *= MAX_HEIGHT / height;
height = MAX_HEIGHT;
}
}
canvas.width = width;
canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
<!--image resize end-->
var imageData = ctx.getImageData(0, 0, width, height);
var typedArray = imageData.data;
var bucket = new AWS.S3({ params: { Bucket: 'bucketName' } });
var results = document.getElementById('results');
results.innerHTML = '';
var params = { Key: "sample.png", ContentType: "image/png", Body: typedArray };
bucket.putObject(params, function (err, data) {
results.innerHTML = err ? 'ERROR!' : 'UPLOADED.';
});
}
}
</script>
How can this be done?
For people still facing issues , this will save some time :
var canvas = document.getElementById("imagePreviewChatFooter");
var dataUrl = canvas.toDataURL("image/jpeg");
var blobData = dataURItoBlob(dataUrl);
var fileName = file.name;
var params = {Key: fileName, ContentType: file.type, Body: blobData};
bucket.upload(params, function (err, data) {
console.log(data);
console.log(err ? 'ERROR!' : 'UPLOADED.');
});
AND
function dataURItoBlob(dataURI) {
var binary = atob(dataURI.split(',')[1]);
var array = [];
for(var i = 0; i < binary.length; i++) {
array.push(binary.charCodeAt(i));
}
return new Blob([new Uint8Array(array)], {type: 'image/jpeg'});
}
#Rahil Sharmas answer works great and in some ways, using a helper function is better. The canvas api actually has a built in toBlob method that you can call on the canvas element. I tried to use it with async await but got errors, not 100% sure but I guess you have to use callback. The signature is:
canvas.toBlob(callback, mimeType, quality)
the callback receives the blob and the mimeType and quality are option with mimeType defaulting to image/png
so the generic version of my implementation is:
canvas.toBlob(blob => upload(blob), 'image/jpeg', 1.0)
MDN Docs

How to compress an image via Javascript in the browser?

TL;DR;
Is there a way to compress an image (mostly jpeg, png and gif) directly browser-side, before uploading it ? I'm pretty sure JavaScript can do this, but I can't find a way to achieve it.
Here's the full scenario I would like to implement:
the user goes to my website, and choose an image via an input type="file" element,
this image is retrieved via JavaScript, we do some verification such as correct file format, maximum file size etc,
if every thing is OK, a preview of the image is displayed on the page,
the user can do some basic operations such as rotate the image by 90°/-90°, crop it following a pre-defined ratio, etc, or the user can upload another image and return to step 1,
when the user is satisfied, the edited image is then compressed and "saved" locally (not saved to a file, but in the browser memory/page),-
the user fill a form with data like name, age etc,
the user click on the "Finish" button, then the form containing datas + compressed image is sent to the server (without AJAX),
The full process up to the last step should be done client side, and should be compatible on latest Chrome and Firefox, Safari 5+ and IE 8+. If possible, only JavaScript should be used (but I'm pretty sure this is not possible).
I've not code anything right now, but I've thought about it already. File reading locally is possible via File API, image previewing and editing could be done using Canvas element, but I can't find a way to do the image compression part.
According to html5please.com and caniuse.com, supporting those browser is quite hard (thanks to IE), but could be done using polyfill such as FlashCanvas and FileReader.
Actually, the goal is to reduce file size, so I see image compression as a solution. But, I know that uploaded images are going to be displayed on my website, every time at the same place, and I know the dimension of this display area (eg. 200x400). So, I could resize the image to fit those dimensions, thus reducing file size. I have no idea what would be the compression ratio for this technique.
What do you think ? Do you have any advice to tell me ? Do you know any way to compress an image browser-side in JavaScript ? Thanks for your replies.
In short:
Read the files using the HTML5 FileReader API with .readAsArrayBuffer
Create a Blob with the file data and get its url with window.URL.createObjectURL(blob)
Create new Image element and set it's src to the file blob url
Send the image to the canvas. The canvas size is set to desired output size
Get the scaled-down data back from canvas via canvas.toDataURL("image/jpeg",0.7) (set your own output format and quality)
Attach new hidden inputs to the original form and transfer the dataURI images basically as normal text
On backend, read the dataURI, decode from Base64, and save it
Source: code.
I see two things missing from the other answers:
canvas.toBlob (when available) is more performant than canvas.toDataURL, and also async.
the file -> image -> canvas -> file conversion loses EXIF data; in particular, data about image rotation commonly set by modern phones/tablets.
The following script deals with both points:
// From https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob, needed for Safari:
if (!HTMLCanvasElement.prototype.toBlob) {
Object.defineProperty(HTMLCanvasElement.prototype, 'toBlob', {
value: function(callback, type, quality) {
var binStr = atob(this.toDataURL(type, quality).split(',')[1]),
len = binStr.length,
arr = new Uint8Array(len);
for (var i = 0; i < len; i++) {
arr[i] = binStr.charCodeAt(i);
}
callback(new Blob([arr], {type: type || 'image/png'}));
}
});
}
window.URL = window.URL || window.webkitURL;
// Modified from https://stackoverflow.com/a/32490603, cc by-sa 3.0
// -2 = not jpeg, -1 = no data, 1..8 = orientations
function getExifOrientation(file, callback) {
// Suggestion from http://code.flickr.net/2012/06/01/parsing-exif-client-side-using-javascript-2/:
if (file.slice) {
file = file.slice(0, 131072);
} else if (file.webkitSlice) {
file = file.webkitSlice(0, 131072);
}
var reader = new FileReader();
reader.onload = function(e) {
var view = new DataView(e.target.result);
if (view.getUint16(0, false) != 0xFFD8) {
callback(-2);
return;
}
var length = view.byteLength, offset = 2;
while (offset < length) {
var marker = view.getUint16(offset, false);
offset += 2;
if (marker == 0xFFE1) {
if (view.getUint32(offset += 2, false) != 0x45786966) {
callback(-1);
return;
}
var little = view.getUint16(offset += 6, false) == 0x4949;
offset += view.getUint32(offset + 4, little);
var tags = view.getUint16(offset, little);
offset += 2;
for (var i = 0; i < tags; i++)
if (view.getUint16(offset + (i * 12), little) == 0x0112) {
callback(view.getUint16(offset + (i * 12) + 8, little));
return;
}
}
else if ((marker & 0xFF00) != 0xFF00) break;
else offset += view.getUint16(offset, false);
}
callback(-1);
};
reader.readAsArrayBuffer(file);
}
// Derived from https://stackoverflow.com/a/40867559, cc by-sa
function imgToCanvasWithOrientation(img, rawWidth, rawHeight, orientation) {
var canvas = document.createElement('canvas');
if (orientation > 4) {
canvas.width = rawHeight;
canvas.height = rawWidth;
} else {
canvas.width = rawWidth;
canvas.height = rawHeight;
}
if (orientation > 1) {
console.log("EXIF orientation = " + orientation + ", rotating picture");
}
var ctx = canvas.getContext('2d');
switch (orientation) {
case 2: ctx.transform(-1, 0, 0, 1, rawWidth, 0); break;
case 3: ctx.transform(-1, 0, 0, -1, rawWidth, rawHeight); break;
case 4: ctx.transform(1, 0, 0, -1, 0, rawHeight); break;
case 5: ctx.transform(0, 1, 1, 0, 0, 0); break;
case 6: ctx.transform(0, 1, -1, 0, rawHeight, 0); break;
case 7: ctx.transform(0, -1, -1, 0, rawHeight, rawWidth); break;
case 8: ctx.transform(0, -1, 1, 0, 0, rawWidth); break;
}
ctx.drawImage(img, 0, 0, rawWidth, rawHeight);
return canvas;
}
function reduceFileSize(file, acceptFileSize, maxWidth, maxHeight, quality, callback) {
if (file.size <= acceptFileSize) {
callback(file);
return;
}
var img = new Image();
img.onerror = function() {
URL.revokeObjectURL(this.src);
callback(file);
};
img.onload = function() {
URL.revokeObjectURL(this.src);
getExifOrientation(file, function(orientation) {
var w = img.width, h = img.height;
var scale = (orientation > 4 ?
Math.min(maxHeight / w, maxWidth / h, 1) :
Math.min(maxWidth / w, maxHeight / h, 1));
h = Math.round(h * scale);
w = Math.round(w * scale);
var canvas = imgToCanvasWithOrientation(img, w, h, orientation);
canvas.toBlob(function(blob) {
console.log("Resized image to " + w + "x" + h + ", " + (blob.size >> 10) + "kB");
callback(blob);
}, 'image/jpeg', quality);
});
};
img.src = URL.createObjectURL(file);
}
Example usage:
inputfile.onchange = function() {
// If file size > 500kB, resize such that width <= 1000, quality = 0.9
reduceFileSize(this.files[0], 500*1024, 1000, Infinity, 0.9, blob => {
let body = new FormData();
body.set('file', blob, blob.name || "file.jpg");
fetch('/upload-image', {method: 'POST', body}).then(...);
});
};
#PsychoWoods' answer is good. I would like to offer my own solution. This Javascript function takes an image data URL and a width, scales it to the new width, and returns a new data URL.
// Take an image URL, downscale it to the given width, and return a new image URL.
function downscaleImage(dataUrl, newWidth, imageType, imageArguments) {
"use strict";
var image, oldWidth, oldHeight, newHeight, canvas, ctx, newDataUrl;
// Provide default values
imageType = imageType || "image/jpeg";
imageArguments = imageArguments || 0.7;
// Create a temporary image so that we can compute the height of the downscaled image.
image = new Image();
image.src = dataUrl;
oldWidth = image.width;
oldHeight = image.height;
newHeight = Math.floor(oldHeight / oldWidth * newWidth)
// Create a temporary canvas to draw the downscaled image on.
canvas = document.createElement("canvas");
canvas.width = newWidth;
canvas.height = newHeight;
// Draw the downscaled image on the canvas and return the new data URL.
ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, newWidth, newHeight);
newDataUrl = canvas.toDataURL(imageType, imageArguments);
return newDataUrl;
}
This code can be used anywhere you have a data URL and want a data URL for a downscaled image.
You can take a look at image-conversion,Try it here --> demo page
Try this Customizable Pure JS Sample - Compress over 90% :
<div id="root">
<p>Upload an image and see the result</p>
<input id="img-input" type="file" accept="image/*" style="display:block" />
</div>
<script>
const MAX_WIDTH = 320;
const MAX_HEIGHT = 180;
const MIME_TYPE = "image/jpeg";
const QUALITY = 0.7;
const input = document.getElementById("img-input");
input.onchange = function (ev) {
const file = ev.target.files[0]; // get the file
const blobURL = URL.createObjectURL(file);
const img = new Image();
img.src = blobURL;
img.onerror = function () {
URL.revokeObjectURL(this.src);
// Handle the failure properly
console.log("Cannot load image");
};
img.onload = function () {
URL.revokeObjectURL(this.src);
const [newWidth, newHeight] = calculateSize(img, MAX_WIDTH, MAX_HEIGHT);
const canvas = document.createElement("canvas");
canvas.width = newWidth;
canvas.height = newHeight;
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, newWidth, newHeight);
canvas.toBlob(
(blob) => {
// Handle the compressed image. es. upload or save in local state
displayInfo('Original file', file);
displayInfo('Compressed file', blob);
},
MIME_TYPE,
QUALITY
);
document.getElementById("root").append(canvas);
};
};
function calculateSize(img, maxWidth, maxHeight) {
let width = img.width;
let height = img.height;
// calculate the width and height, constraining the proportions
if (width > height) {
if (width > maxWidth) {
height = Math.round((height * maxWidth) / width);
width = maxWidth;
}
} else {
if (height > maxHeight) {
width = Math.round((width * maxHeight) / height);
height = maxHeight;
}
}
return [width, height];
}
// Utility functions for demo purpose
function displayInfo(label, file) {
const p = document.createElement('p');
p.innerText = `${label} - ${readableBytes(file.size)}`;
document.getElementById('root').append(p);
}
function readableBytes(bytes) {
const i = Math.floor(Math.log(bytes) / Math.log(1024)),
sizes = ['B', 'KB', 'MB', 'GB', 'TB', 'PB', 'EB', 'ZB', 'YB'];
return (bytes / Math.pow(1024, i)).toFixed(2) + ' ' + sizes[i];
}
</script>
I find that there's simpler solution compared to the accepted answer.
Read the files using the HTML5 FileReader API with .readAsArrayBuffer
Create a Blob with the file data and get its url with window.URL.createObjectURL(blob)
Create new Image element and set it's src to the file blob url
Send the image to the canvas. The canvas size is set to desired output size
Get the scaled-down data back from canvas via canvas.toDataURL("image/jpeg",0.7) (set your own output format and quality)
Attach new hidden inputs to the original form and transfer the dataURI images basically as normal text
On backend, read the dataURI, decode from Base64, and save it
As per your question:
Is there a way to compress an image (mostly jpeg, png and gif)
directly browser-side, before uploading it
My solution:
Create a blob with the file directly with URL.createObjectURL(inputFileElement.files[0]).
Same as accepted answer.
Same as accepted answer. Worth mentioning that, canvas size is necessary and use img.width and img.height to set canvas.width and canvas.height. Not img.clientWidth.
Get the scale-down image by canvas.toBlob(callbackfunction(blob){}, 'image/jpeg', 0.5). Setting 'image/jpg' has no effect. image/png is also supported. Make a new File object inside the callbackfunction body with let compressedImageBlob = new File([blob]).
Add new hidden inputs or send via javascript . Server doesn't have to decode anything.
Check https://javascript.info/binary for all information. I came up the solution after reading this chapter.
Code:
<!DOCTYPE html>
<html>
<body>
<form action="upload.php" method="post" enctype="multipart/form-data">
Select image to upload:
<input type="file" name="fileToUpload" id="fileToUpload" multiple>
<input type="submit" value="Upload Image" name="submit">
</form>
</body>
</html>
This code looks far less scary than the other answers..
Update:
One has to put everything inside img.onload. Otherwise canvas will not be able to get the image's width and height correctly as the time canvas is assigned.
function upload(){
var f = fileToUpload.files[0];
var fileName = f.name.split('.')[0];
var img = new Image();
img.src = URL.createObjectURL(f);
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
canvas.toBlob(function(blob){
console.info(blob.size);
var f2 = new File([blob], fileName + ".jpeg");
var xhr = new XMLHttpRequest();
var form = new FormData();
form.append("fileToUpload", f2);
xhr.open("POST", "upload.php");
xhr.send(form);
}, 'image/jpeg', 0.5);
}
}
3.4MB .png file compression test with image/jpeg argument set.
|0.9| 777KB |
|0.8| 383KB |
|0.7| 301KB |
|0.6| 251KB |
|0.5| 219kB |
I had an issue with the downscaleImage() function posted above by #daniel-allen-langdon in that the image.width and image.height properties are not available immediately because the image load is asynchronous.
Please see updated TypeScript example below that takes this into account, uses async functions, and resizes the image based on the longest dimension rather than just the width
function getImage(dataUrl: string): Promise<HTMLImageElement>
{
return new Promise((resolve, reject) => {
const image = new Image();
image.src = dataUrl;
image.onload = () => {
resolve(image);
};
image.onerror = (el: any, err: ErrorEvent) => {
reject(err.error);
};
});
}
export async function downscaleImage(
dataUrl: string,
imageType: string, // e.g. 'image/jpeg'
resolution: number, // max width/height in pixels
quality: number // e.g. 0.9 = 90% quality
): Promise<string> {
// Create a temporary image so that we can compute the height of the image.
const image = await getImage(dataUrl);
const oldWidth = image.naturalWidth;
const oldHeight = image.naturalHeight;
console.log('dims', oldWidth, oldHeight);
const longestDimension = oldWidth > oldHeight ? 'width' : 'height';
const currentRes = longestDimension == 'width' ? oldWidth : oldHeight;
console.log('longest dim', longestDimension, currentRes);
if (currentRes > resolution) {
console.log('need to resize...');
// Calculate new dimensions
const newSize = longestDimension == 'width'
? Math.floor(oldHeight / oldWidth * resolution)
: Math.floor(oldWidth / oldHeight * resolution);
const newWidth = longestDimension == 'width' ? resolution : newSize;
const newHeight = longestDimension == 'height' ? resolution : newSize;
console.log('new width / height', newWidth, newHeight);
// Create a temporary canvas to draw the downscaled image on.
const canvas = document.createElement('canvas');
canvas.width = newWidth;
canvas.height = newHeight;
// Draw the downscaled image on the canvas and return the new data URL.
const ctx = canvas.getContext('2d')!;
ctx.drawImage(image, 0, 0, newWidth, newHeight);
const newDataUrl = canvas.toDataURL(imageType, quality);
return newDataUrl;
}
else {
return dataUrl;
}
}
For Moderm browser use createImageBitmap() instead of img.onload
async function compressImage(blobImg, percent) {
let bitmap = await createImageBitmap(blobImg);
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = bitmap.width;
canvas.height = bitmap.height;
ctx.drawImage(bitmap, 0, 0);
let dataUrl = canvas.toDataURL("image/jpeg", percent/100);
return dataUrl;
}
inputImg.addEventListener('change', async(e) => {
let img = e.target.files[0];
console.log('File Name: ', img.name)
console.log('Original Size: ', img.size.toLocaleString())
let imgCompressed = await compressImage(img, 75) // set to 75%
let compSize = atob(imgCompressed.split(",")[1]).length;
console.log('Compressed Size: ', compSize.toLocaleString())
//console.log(imgCompressed)
})
<input type="file" id="inputImg">
Edit: As per the Mr Me comment on this answer, it looks like compression is now available for JPG/WebP formats ( see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toDataURL ).
As far as I know, you cannot compress images using canvas, instead, you can resize it. Using canvas.toDataURL will not let you choose the compression ratio to use. You can take a look at canimage that does exactly what you want : https://github.com/nfroidure/CanImage/blob/master/chrome/canimage/content/canimage.js
In fact, it's often sufficient to just resize the image to decrease it's size but if you want to go further, you'll have to use newly introduced method file.readAsArrayBuffer to get a buffer containing the image data.
Then, just use a DataView to read it's content according to the image format specification (http://en.wikipedia.org/wiki/JPEG or http://en.wikipedia.org/wiki/Portable_Network_Graphics).
It'll be hard to deal with image data compression, but it is worse a try. On the other hand, you can try to delete the PNG headers or the JPEG exif data to make your image smaller, it should be easier to do so.
You'll have to create another DataWiew on another buffer and fill it with the filtered image content. Then, you'll just have to encode you're image content to DataURI using window.btoa.
Let me know if you implement something similar, will be interesting to go through the code.
Compressor.js
https://github.com/fengyuanchen/compressorjs
import axios from 'axios';
import Compressor from 'compressorjs';
document.getElementById('file').addEventListener('change', (e) => {
const file = e.target.files[0];
if (!file) {
return;
}
new Compressor(file, {
quality: 0.6,
// The compression process is asynchronous,
// which means you have to access the `result` in the `success` hook function.
success(result) {
const formData = new FormData();
// The third parameter is required for server
formData.append('file', result, result.name);
// Send the compressed image file to server with XMLHttpRequest.
axios.post('/path/to/upload', formData).then(() => {
console.log('Upload success');
});
},
error(err) {
console.log(err.message);
},
});
});
I used the following package:
https://www.npmjs.com/package/browser-image-compression
npm install browser-image-compression
or
yarn add browser-image-compression
Then just following the docs:
import imageCompression from 'browser-image-compression';
const options = {
maxSizeMB: 0.5, // pretty much self-explanatory
maxWidthOrHeight: 500, // apparently px
}
imageCompression(file, options)
.then(function(compressedFile) {
console.log(
"compressedFile instanceof Blob",
compressedFile instanceof Blob
); // true
console.log(
`compressedFile size ${compressedFile.size /
1024 /
1024} MB`
); // smaller than maxSizeMB
return uploader(compressedFile); // code to actual upload, in my case uploader() is a function to upload to Firebase storage.
})
Just in case if you were curios about the uploader(), here's the code of it:
import { initializeApp } from "firebase/app";
const firebaseConfig = {
// your config
};
initializeApp(firebaseConfig);
import { getStorage, ref, uploadBytes, getDownloadURL } from "firebase/storage";
const storage = getStorage();
const sRef = ref(storage);
const uploader = async (file) => {
/* uploads to root */
// const imageRef = ref(sRef, file.name);
// console.log(imageRef);
// await uploadBytes(imageRef, file).then((snapshot) => {
// console.log("Uploaded a blob or file!", snapshot);
// });
/* upload to folder 'techs/' */
const folderRef = ref(sRef, "techs/" + file.name);
await uploadBytes(folderRef, file);
// get URL
const url = await getDownloadURL(ref(storage, folderRef));
console.log("url: ", url);
return url;
};
You can compress an image using the HTML <canvas> element:
function compressImage(imgToCompress, resizingFactor, quality) {
// resizing the image
const canvas = document.createElement("canvas");
const context = canvas.getContext("2d");
const originalWidth = imgToCompress.width;
const originalHeight = imgToCompress.height;
const canvasWidth = originalWidth * resizingFactor;
const canvasHeight = originalHeight * resizingFactor;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
context.drawImage(
imgToCompress,
0,
0,
originalWidth * resizingFactor,
originalHeight * resizingFactor
);
// reducing the quality of the image
canvas.toBlob(
(blob) => {
if (blob) {
// showing the compressed image
resizedImage.src = URL.createObjectURL(resizedImageBlob);
}
},
"image/jpeg",
quality
);
}
See this blog post for an in depth explanation: https://img.ly/blog/how-to-compress-an-image-before-uploading-it-in-javascript/
i improved the function a head to be this :
var minifyImg = function(dataUrl,newWidth,imageType="image/jpeg",resolve,imageArguments=0.7){
var image, oldWidth, oldHeight, newHeight, canvas, ctx, newDataUrl;
(new Promise(function(resolve){
image = new Image(); image.src = dataUrl;
log(image);
resolve('Done : ');
})).then((d)=>{
oldWidth = image.width; oldHeight = image.height;
log([oldWidth,oldHeight]);
newHeight = Math.floor(oldHeight / oldWidth * newWidth);
log(d+' '+newHeight);
canvas = document.createElement("canvas");
canvas.width = newWidth; canvas.height = newHeight;
log(canvas);
ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, newWidth, newHeight);
//log(ctx);
newDataUrl = canvas.toDataURL(imageType, imageArguments);
resolve(newDataUrl);
});
};
the use of it :
minifyImg(<--DATAURL_HERE-->,<--new width-->,<--type like image/jpeg-->,(data)=>{
console.log(data); // the new DATAURL
});
enjoy ;)
For JPG Image compression you can use the best compression technique called JIC
(Javascript Image Compression)This will definitely help you -->https://github.com/brunobar79/J-I-C

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