Multiple image resize with canvas - javascript

I've built a drag and drop image uploader.
I want to automatically create thumbnails of each image.
I used html5 canvas, but when I'm uploading 20 or more 2MB images at once, the browser (safari) crashes. When I leave the resize function out, everything works fine.
Any suggestions on how to handle this? Thank you very much!
this is the resize function that is called on every image:
if(this.hasFileReader){
var reader = new FileReader();
reader.readAsDataURL(this.file);
var file = this.file;
reader.onloadend = function(e){
var tempImg = new Image();
tempImg.src = reader.result;
tempImg.onload = function() {
var MAX_WIDTH = 348;
var MAX_HEIGHT = 300;
var tempW = tempImg.width;
var tempH = tempImg.height;
if (tempW > tempH) {
if (tempW > MAX_WIDTH) {
tempH *= MAX_WIDTH / tempW;
tempW = MAX_WIDTH;
}
} else {
if (tempH > MAX_HEIGHT) {
tempW *= MAX_HEIGHT / tempH;
tempH = MAX_HEIGHT;
}
}
var canvas = document.createElement('canvas');
canvas.width = tempW;
canvas.height = tempH;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0, tempW, tempH);
var dataURL = canvas.toDataURL("image/jpeg");
var xhr = new XMLHttpRequest();
xhr.open('POST', 'uploadResized.php', true);
xhr.setRequestHeader("Content-type","application/x-www-form-urlencoded");
var data = 'image=' + dataURL + '&name=' + file.name + '&type=' + file.type;
xhr.send(data);
}
}

You are creating a new canvas element for each image in your batch and canvases are expensive.
Instead, do `var canvas=document.createElement('canvas') once outside the loop.
That way only 1 canvas element is created instead of many.
BTW, when you do canvas.width=tempW inside the loop your canvas is automatically cleared so you don't need to add clearRect.

Related

Show resized Base64 output of an image

I'm trying hard to accomplish and understand the following 'monstercode' that I wrote. Basically, this function should fire when the File input dialog (HTML) was fired. But the code goes well only a few lines. It loads the image, and then in the first alert() it shows me the base64 of the original image, but then, later in the code, when the actual image should be loaded in a canvas, it returns (in another alert()) height 0, probably meaning that the image wasn't loaded correctly or at all.
The HTML input form (simplified) looks like this:
<input type='File' accept='image/*' onChange='changeBtn(this);' />
And the function below:
function changeBtn(elem) {
selfile = document.getElementById(elem.id);
if ('files' in selfile) {
var file = selfile.files[0];
if ('name' in file) {
str1 = file.name;
}
if ('size' in file) {
str1 += ' (' + ((file.size / 1024) / 1024).toFixed(2) + 'MB)';
}
document.getElementById("label_" + elem.id).innerHTML = str1;
var FR= new FileReader();
var img = document.createElement("img");
FR.onload = function(e) {
img.src = e.target.result;
alert(e.target.result); // Returns B64 of the original image
};
FR.readAsDataURL(file);
var canvas = document.createElement('canvas');
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
var MAX_WIDTH = 800;
var MAX_HEIGHT = 600;
var width = img.width;
var height = img.height;
alert(height); // Returns 0
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");
alert(dataurl); // Returns only "data; " and nothing more
}
}
Thanks in advance for any help. Seems quite simple, but I don't get it. I rewrote the code at least 3 times, but I get always the same result.
Figured it out!
I was calling FR.readAsDataURL(file); before loading the image into it, leading it to load an undefined file.
If we look at following code that has failed:
var FR= new FileReader();
var img = document.createElement("img");
FR.onload = function(e) {
img.src = e.target.result;
alert(e.target.result); // Returns B64 of the original image
};
FR.readAsDataURL(file);
we now know why. First var FR= new FileReader(); is called, then FR.readAsDataURL(file); and then, at last, when the onload fires: img.src = e.target.result;. That's the wrong order. The right order is:
function changeBtn(elem) {
selfile = document.getElementById(elem.id);
if ('files' in selfile) {
var file = selfile.files[0];
if ('name' in file) {
str1 = file.name;
}
if ('size' in file) {
str1 += ' (' + ((file.size / 1024) / 1024).toFixed(2) + 'MB)';
}
document.getElementById("label_" + elem.id).innerHTML = str1;
var FR= new FileReader();
FR.readAsDataURL(file);
var img = document.createElement("img");
FR.onload = function(e) {
img.src = e.target.result;
alert(e.target.result);
var canvas = document.createElement('canvas');
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
var MAX_WIDTH = 800;
var MAX_HEIGHT = 600;
var width = img.width;
var height = img.height;
alert(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");
alert(dataurl);
};
}
}

HTML5 canvas javascript: toDataURL generates empty dataurl

I have the following form:
<form style="margin:5px;" id="submit-image" method="post" action="/site/recognize" enctype="multipart/form-data">
<input name="photo" id="upload-image" type="file" accept="image/*;capture=camera" >
<input name="photo-resized" id="upload-image-resized" type="hidden">
</form>
Then I have the following javascript:
<script>
var myInput = document.getElementById('upload-image');
function sendPic() {
//var file = myInput.files[0];
// functionality to rezise image BEFORE upload needs to go here
// from an input element
var filesToUpload = document.getElementById("upload-image").files;
var file = filesToUpload[0];
console.log(file);
var canvas = document.createElement('canvas');
var img = document.createElement("img");
var reader = new FileReader();
reader.onload = function(e) {img.src = e.target.result}
reader.readAsDataURL(file);
console.log(img); // This still outputs a proper image
var MAX_WIDTH = 1000;
var MAX_HEIGHT = 1000;
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");
var dataurl;
img.onload = function () {
canvas.getContext("2d").drawImage(img, 0, 0, width, height);
dataurl = canvas.toDataURL();
console.log(dataurl); // Somehow this STILL outputs an empty dataurl, need to find out why
};
document.getElementById('upload-image-resized').value= dataurl;
document.getElementById('submit-image').submit();
var loader = document.getElementsByClassName('ui-loader');
loader[0].style.display = "block";
loader[0].style.opacity = 0.7;
}
myInput.addEventListener('change', sendPic, false);
</script>
As you can see there I have several console.log() statements to help me understand where things are going wrong. I've put a comment there saying "// Somehow this outputs an empty dataurl, need to find out why". That's the point where I'm lost.
I don't understand why the dataurl variable is empty. It just contains "data: , " or something like that.
Any help appreciated.

Canvas draw new image from daturl

I'm using the function below to resize and image using canvas
var img = new Image();
img.src = reader.result;
img.onload = function() {
var max_width = 800;
var max_height = 800;
var tempW = img.width;
var tempH = img.height;
var aspect_ratio = 1;
if (tempW > tempH) {
if (tempH > max_height){
var aspect_ratio = tempH / max_height
}
} else {
if (tempW > max_width){
var aspect_ratio = tempW / max_width
}
}
tempH = tempH / aspect_ratio;
tempW = tempW / aspect_ratio;
var canvas = document.createElement('canvas')
canvas.id = "uploadedcanvas";
canvas.width = tempW;
canvas.height = tempH;
var ctx = canvas.getContext("2d");
ctx.fillStyle="#FFFFFF";
ctx.fillRect(0,0,tempW,tempH);
ctx.drawImage(this, 0, 0, tempW, tempH);
var dataURL = canvas.toDataURL("image/jpeg");
createsecondimage(dataURL,tempW,tempH,max_width,max_height,canvas)
}
This is able to resize an image from taken from file reader. I would like to create a second image in the same canvas using the dataURL as the image source but this it does not seem to work this is what I'm doing
function createsecondimage(dataURL,tempW,tempH,max_width,max_height,canvas){
var copy = document.createElement('canvas');
copy.width = max_width;
copy.height = max_height;
var copyctx = copy.getContext("2d");
var sx = (tempW - max_width) / 2
var sy = (tempH - max_height) /2
copyctx.fillStyle="#FFFFFF";
copyctx.fillRect(0,0,max_width,max_height);
var imgcopy = new Image();
imgcopy.src = dataURL;
imgcopy.onload = function() {
copyctx.drawImage(imgcopy, sx, sy, 800, 800,0, 0, 800, 800);
var dataURL_ = copy.toDataURL("image/jpeg");
}
However datURL_ appears to be empty. I'm not sure why this is the case. Ideally I would want to create a new image using the image that was just resized.
You can do the following two changes and it should work:
set imgcpy.src after onload.
Use copyctx.drawImage(this, ...) instead of imgcopy.
This way you are making sure decoding and setting of image is not completed before onload is called, and this will have a valid reference to the image being decoded.

Cropping images client side through browser with JavaScript [duplicate]

This question already has answers here:
Cropping images in the browser BEFORE the upload [closed]
(4 answers)
Closed 9 years ago.
Is it possible to crop an image on the front end through a browser with JavaScript?
I am able to send an image along with dimensions and coordinates to a server having the backend crop the image.
What I want to do is crop an image through the browser with JavaScript then if need be, send the cropped image to a server.
You can do this by loading the image into a Canvas element and then manipulating the Canvas
Basic tutorial here
http://www.w3schools.com/html/html5_canvas.asp
(plenty more available)
You could use the image as a background for an element and then use background-position: Zpx Ypx; to position the image as you want.
It would not be cropped, but it would look like it is.
You can try from
http://www.codeforest.net/html5-image-upload-resize-and-crop
function resizeAndUpload(file) {
var reader = new FileReader();
reader.onloadend = function() {
var tempImg = new Image();
tempImg.src = reader.result;
tempImg.onload = function() {
var MAX_WIDTH = 400;
var MAX_HEIGHT = 300;
var tempW = tempImg.width;
var tempH = tempImg.height;
if (tempW > tempH) {
if (tempW > MAX_WIDTH) {
tempH *= MAX_WIDTH / tempW;
tempW = MAX_WIDTH;
}
} else {
if (tempH > MAX_HEIGHT) {
tempW *= MAX_HEIGHT / tempH;
tempH = MAX_HEIGHT;
}
}
var canvas = document.createElement('canvas');
canvas.width = tempW;
canvas.height = tempH;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0, tempW, tempH);
var dataURL = canvas.toDataURL("image/jpeg");
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function(ev){
document.getElementById('filesInfo').innerHTML = 'Done!';
};
xhr.open('POST', 'uploadResized.php', true);
xhr.setRequestHeader("Content-type","application/x-www-form-urlencoded");
var data = 'image=' + dataURL;
xhr.send(data);
}
}
reader.readAsDataURL(file);
}
This code is only for client size resizing. For cropping you can use something like Jcrop.

A canvas into which I would like to load a Base64 string that represents a png image but just displays a blank white box

I have a canvas into which I would like to load a Base64 string that represents a png image. However, the following code just displays a blank white box and I am baffled as to why. When I look at the data in the canvas, it looks identical to a canvas that gets its data from a FileReader object (also below). Any help deducing this issue is greatly appreciated!
This code shows a white canvas:
html
<canvas id="canvas" width="114" height="114" style="z-index: 999999; display: none; padding-left: 50px"></canvas>
javascript
var websiteIconData = $('#ctl00_ContentPlaceHolder1_websiteIcon');
if (websiteIconData.val() != '') {
var canvas = document.getElementById('canvas');
var ctx = document.getElementById('canvas').getContext('2d');
var loadedImg = new Image();
loadedImg.onload = function () {
ctx.drawImage(this, 0, 0);
Debugger.log(ctx);
};
loadedImg.src = websiteIconData.val();
canvas.style.display = 'block';
}
This code shows the image:
$('#loadWebsiteIcon').on({
change: function (ev) {
var reader = new FileReader();
reader.onload = function (e) {
function draw() {
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image();
img.onload = function () {
var MAX_WIDTH = 114;
var MAX_HEIGHT = 114;
var width = img.width;
var height = img.height;
if (width > MAX_WIDTH) {
width = MAX_WIDTH;
}
if (height > MAX_HEIGHT) {
height = MAX_HEIGHT;
}
ctx.drawImage(img, 0, 0, width, height);
for (var i = 0; i <= document.images.length; i++) {
}
Debugger.log(ctx);
};
img.src = e.target.result;
}
draw();
};
reader.readAsDataURL(ev.target.files[0]);
var canvas = document.getElementById('canvas');
canvas.style.display = 'block';
var imgData = canvas.toDataURL();
$('#ctl00_ContentPlaceHolder1_websiteIcon').val(imgData);
Debugger.log(imgData);
}
});
Be careful how Base64 is parsed. If it is parsed for email, it will insert a character ever 76 lines by default. Most Base64 encoders have an option to turn this off. I am looking at MIME::Base64
From that document :
The returned encoded string is broken into lines of no more than 76 characters each and it >will end with $eol unless it is empty.
where $eol was one of the arguments. In the case of this module, setting it to an empty string would prevent the base64 from being broken up.
It turns out the issue had little to do with the canvas API or the Base64 encoding. It was more an issue of the canvas.toDataURL(); function getting called before the image had been loaded in the canvas. Moving this line to within the img.onload function seemed to do the trick. Below is the correct code:
function initImageChange() {
//this is will be a string in Base64, in this case it is an <input type="text">... tag
var imageData = $('#imageData');
//this is a canvas tag in on the page
var canvas = document.getElementById('canvas');
//load the image from the imageData var if it exists
if (imageData.val() != '') {
var ctx2=canvas.getContext('2d');
var loadedImg = new Image();
loadedImg.onload = function() {
ctx2.drawImage(this, 0, 0);
};
loadedImg.src = imageData.val();
canvas.style.display = 'block';
}
//this is a function that loads an image from a file onto the canvas and
//sends the Base64 representation of this image to the text input tag. This
//could fairly easily be send directly to a post request or saved some other way
$('#loadImage').on({
change: function (ev) {
var ctx = document.getElementById('canvas').getContext('2d');
var dataURL = '';
var reader = new FileReader();
reader.onload = function (e) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
function draw() {
var img = new Image();
img.onload = function () {
var MAX_WIDTH = 130;
var MAX_HEIGHT = 110;
var width = img.width;
var height = img.height;
if (width > MAX_WIDTH) {
width = MAX_WIDTH;
}
if (height > MAX_HEIGHT) {
height = MAX_HEIGHT;
}
ctx.drawImage(img, 0, 0, width, height);
dataURL = canvas.toDataURL();
$('#ctl00_ContentPlaceHolder1_websiteIcon').val(dataURL);
ctx.restore();
};
img.src = e.target.result;
}
draw();
};
reader.readAsDataURL(ev.target.files[0]);
canvas.style.display = 'block';
}
});
}

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