In my html I have an image already loaded:
<img usemap="#prototypeMap" src="../../projects/tcas/TCAS display.jpg" style="z-index: 2;">
Is it possibile create a canvas to modify that image, by javascript?
For example drawing a line in it, changing colours in it (for some pixels) and so on...
EDIT:
I have found a method on Internet but it doesn't works good for me:
var imgElement = document.getElementById('prototypeMap');
var canvas = document.createElement("canvas");
canvas.width = imgElement.offsetWidth;
canvas.height = imgElement.offsetHeight;
var ctx = canvas.getContext("2d");
ctx.drawImage(imgElement,0,0); //ERROR
The last line give me this error:
TypeError: Value could not be converted to any of: HTMLImageElement, HTMLCanvasElement, HTMLVideoElement.
You can try using SVG image tag:
https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/SVG_Image_Tag
And then use the other SVG elements to draw on top.
Related
Suppose I have an image and a div whose position is absolute and is above that image (z-index of div more than z-index of image).Something like this :
I want to take screenshot of what is visible through the div using JavaScript. At first I thought of changing the div to a canvas and then I wrote this code:
<div class="utility-btn">
<button class="enquiry-btn" onclick="openEnquiry()">?</button>
</div>
<div id="enquiry">
<button id="close" onclick="closeEnquiry()">X</button>
<div class="cover">
<canvas id="capture"></canvas>
<button class="btn" onclick="takeScreenshot()">
Click to enquiry
</button>
</div>
</div>
Function to take screenshot:
function takeScreenshot() {
var canvas = document.getElementById('capture');
ctx = canvas.getContext('2d');
var backCanvas = document.createElement('canvas');
backCanvas.width = canvas.width;
backCanvas.height = canvas.height;
var backCtx = backCanvas.getContext('2d');
backCtx.drawImage(canvas, 0, 0);
ctx.drawImage(backCanvas, 0, 0);
var dataURL = backCanvas.toDataURL();
console.log(dataURL);
}
But the image of dataURL was not what I expected it was just a blank image:
How can I implement this feature. How can I do it without using any external library?
There are two problems:
#1
If we look at your bit of code responsible for actually taking the screenshot
function takeScreenshot() {
var canvas = document.getElementById('capture');
ctx = canvas.getContext('2d');
var backCanvas = document.createElement('canvas');
backCanvas.width = canvas.width;
backCanvas.height = canvas.height;
var backCtx = backCanvas.getContext('2d');
backCtx.drawImage(canvas, 0, 0);
ctx.drawImage(backCanvas, 0, 0);
var dataURL = backCanvas.toDataURL();
console.log(dataURL);
}
we can see that canvas is the element you want to have the screenshot taken onto. Later on you're creating an empty new canvas backCanvas and make it the size of the first canvas. Afterwards you're drawing the empty first canvas on the second and finally the empty second canvas back to the first.
So that does not make too much sense.
Instead you need to take the actual canvas generated by threeJS. These lines of your code append a <canvas> element to the container <div>, threeJS is using:
const container = document.getElementById('container');
container.appendChild(renderer.domElement);
We can reference it using:
document.getElementById("container").children[0]
#2
As threeJS uses WebGL to draw stuff, it's rendering context is not the regular and for performance reasons the browser is clearing the drawing buffer after something has been drawn onto - so your screenshot would come up empty all the time. There is an option you need to pass to the THREE.WebGLRenderer constructor to keep the drawingbuffer called preserveDrawingBuffer.
So change this line:
renderer = new THREE.WebGLRenderer();
to this
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
and your screenshot function to this:
function takeScreenshot() {
var canvas = document.getElementById('capture');
ctx = canvas.getContext('2d');
ctx.drawImage(document.getElementById("container").children[0], 0, 0);
var dataURL = canvas.toDataURL();
console.log(dataURL);
}
I have a whiteboard option during a video call in my web application built in angularjs (1.x). Users can draw above the video in a canvas element. I need to take a screenshot of the current video position and drawing on the canvas. I am able to get the video frame as base64 URL(second image) and canvas drawing as base64 URL(third image) separately. But I need to get it as a combined single image in base64 URL like the first image.
HTML
<img id="img1">
<img id="img2">
<canvas id="mergedImage" width="382" height="510"></canvas>
JS
var drawingImg1 = document.getElementById('img1');
drawingImg1.setAttribute('src', img1);
var drawingImg2 = document.getElementById('img2');
drawingImg2.setAttribute('src', img2);
var c = document.getElementById('mergedImage');
var width = 382;
var height = 510;
var ctx = c.getContext("2d");
var imageObj2 = new Image();
imageObj2.onload = function (){
ctx.drawImage(imageObj2, 0, 0, width, height);
var imageObj1 = new Image();
imageObj1.onload = function (){
imageObj1.style.objectFit = "cover";
ctx.drawImage(imageObj1, 0, 0,width, height);
};
imageObj1.src = img2;
};
imageObj2.src = img1;
I tried the above code and it gives the output as video frame image only not the drawing included.
I want the output as the first image. Please, someone, guide me to do this.
I have created a jsfiddle here
The following solution worked for me to overlap 2 images and got a single image in a canvas.
Link
I am new to fabric.js, I want to create a circle using fabric and render it on canvas I have done the following code. But this code generates an Oval shaped figure which is not a perfect circle, Please let me know why is this happening.
this.canvasIns = new fabric.Canvas('mySampleCanvas');
var myCircle = new fabric.Circle({
radius:50,
borderColor: 'black',
fill:'#fff'
});
this.canvasIns.add(myCircle);
this.canvasIns.renderAll();
I found the problem due to which I was facing the issue. It was happening because I was dynamically changing the height, width of the canvas using the following code.
Due to which the issue was occurring.
var canvasElement = this.myCanvas.nativeElement;
canvasElement.style.height = canvasElement.nextElementSibling.style.height = this.canvas_css.height;
canvasElement.style.width = canvasElement.nextElementSibling.style.width = this.canvas_css.width;
canvasElement.style.left = canvasElement.nextElementSibling.style.left = this.canvas_css.left;
canvasElement.style.top = canvasElement.nextElementSibling.style.top = this.canvas_css.top;
I removed this code and gave static style to the canvas and its working fine.
Check that the height and width off your html attributes and css are the same. If you use CSS to set the size of the canvas the canvas will be stretched not resized to the CSS Values.
Example:
- Canvas Size: 500:500, your circle: 100:100
- CSS Size: 1000:500
- Canvas size on screen: 1000:500, your circle: 200:100
In my case I solved the problem by adding a <div> around the canvas generated by fabric.js to get the desired width and height values and then setting the canvas size with javascript on pageload:
Html:
<div id="drawingArea">
<canvas id="canvas" class="canvas-layer" height="500" width="500"></canvas>
</div>
Javascript:
var canvas = new fabric.Canvas('canvas');
$(window).on('load', function (e) {
canvas.setHeight($('#drawingArea').height());
canvas.setWidth($('#drawingArea').width());
});
i'm working with an hybrid Android app and I need to take a picture from camera, process the image and then show the results obtained on another window that should contain a small preview of the picture taken and some text with the results.
Here is the relevant code that is not currently working as I need:
From script of first window:
.
.
.
CameraPreview.takePicture(function(imgData){
var mImage = new Image();
mImage.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = mImage.width;
canvas.height = mImage.height;
var context = canvas.getContext('2d');
context.drawImage(mImage, 0, 0);
var imgData = context.getImageData(0, 0, canvas.width, canvas.height);
.
.(Process imgData[])
.
localStorage.setItem("resultImage", mImage.src);
window.open('result.html','_blank','location=no');
};
mImage.src = 'data:image/jpeg;base64,'+imgData;
});
Then, "result.html" pops up, which has the following html content:
...
<body>
...
<canvas id="resultCanvas" style="position: absolute; top: 0%; left: 0%;"></canvas>
...
</body>
...
And the following javascript code:
...
var mImage = new Image();
mImage.onload = function(){
var canvas = document.getElementById('resultCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight*0.3; // 1/3 of phone screen size
var context = canvas.getContext('2d');
context.drawImage(mImage);
navigator.notification.alert('Height = '+mImage.height+'\n'+'Width ='+mImage.width, function(){},'Image','Done');
};
mImage.src = localStorage.getItem("resultImage");
...
The alert window shows the 640x480 of the image, but the canvas is transparent where it should contain the picture taken.
If I replace the "context.drawImage()" statement with "context.fillrect()" I can see the black rectangle drawn on screen, so it looks that the canvas is there, but somehow I can not make it draw the desired image.
Hope I explained myself correctly.
I really appreciate any help. Thanks!
Well, finally I solved it, first I tryied using an "img" element instead of a canvas, and that works fine, but the problem is I need to make some drawings over the picture, so insisting on code I posted before, I realized the problem was on the use of drawImage() method in the second script, it is necessary to specify position, so replacing:
context.drawImage(mImage);
with
context.drawImage(mImage,0,0);
solved everything.
No matter what I try, I can't figure out why does drawImage vertically stretch a picture. Here is the code:
<canvas id="canvas" style="padding:0;border:0;margin:0 auto;
width:320px;height:456px;z-index:0;"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var d = new Image
d.src = './images/portadilla.jpg';
d.onload = function a(){context.drawImage(d, 0, 0);}
</script>
My image is 456px high and 320px wide, same as the canvas. I've tried using different images and formats, but the problem remains. How would you solve this?
Because you're not setting the size of the canvas correctly. Don't use CSS/style to set the size but use its attributes:
<canvas id="canvas" width=320 height=456 style="..."></canvas>
Your image is stretched because the default size of the bitmap for a canvas element is 300x150 pixels so if you don't set the size properly the canvas bitmap will be stretched to fit the element size set with CSS.
You can also set the size using JavaScript:
var canvas = document.getElementById('canvas');
canvas.width = 320;
canvas.height = 456;