Is there any technique to convert images that have already been downloaded – inline JPEG/GIF/etc. images that occur in a webpage – into Base64 data using client-side JavaScript?
I am not talking about how to transform an image into Base64 using other means (server-side, online tools, etc.).
These are the constraints for my particular use case:
The image is on screen now, right in the page, in front of person. It has already been downloaded in a data sense.
The conversion from raw image data has to be done client-side.
The images in question are from arbitrary domains. That is, they may or may not, be of same origin domain.
The user, if needed (if helpful to solution), can give additional permissions (for example, a FF toolbar install to help skirt cross-domain and other issues). That is, code can be given special endorsement on the client side if that helps solve the issue.
The end goal is to transform all images on the page (in the DOM) into Base64 data inside of JavaScript. Put another way, every image the user can see on the page has been converted into a JavaScript variable of some sort that contains the Base64 data.
So far I see no posts that stay inside of all the above constraints.
I think this is close to what you are looking for but the only problem is that it only works for locally hosted images and HTML5 only.
function toURL(image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext("2d");
context.drawImage(image, 0, 0);
var s = canvas.toDataURL();
return s.substring(s.indexOf(","));
}
var test = document.getElementById("myImage");
console.log(toURL(test));
You can trick javascript into thinking an image is from your domain with the following code.
image.php
<?php
$image = getAnImagePathAndTypeFromTheDatabaseByID($_GET["id"]);
//returns something like
//array("path" => "http://www.anotherwebsite.com/image.png", "type" => "png")
header("Content-type: image/$image[type]");
echo file_get_contents($image["path"]);
?>
Then just navigate to image.php?id=1 for example.
For it to work in cross-domain client-side you need to call the image with the attribute crossorigin = "true", or, add a line in the Logan Murphy code:
function toURL(image) {
image.setAttribute('crossOrigin', 'anonymous');
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext("2d");
context.drawImage(image, 0, 0);
var s = canvas.toDataURL();
return s.substring(s.indexOf(","));
}
I use this code:
// image-to-uri.js v1
// converts a URL of an image into a dataURI
function imageToURI(url, callback) {
// Create an empty canvas and image elements
let canvas = document.createElement('canvas');
let img = document.createElement('img');
img.onload = function () {
let ctx = canvas.getContext('2d');
// match size of image
canvas.width = img.naturalWidth || img.width;
canvas.height = img.naturalHeight || img.height;
// Copy the image contents to the canvas
ctx.drawImage(img, 0, 0);
// Get the data-URI formatted image
callback(null, canvas.toDataURL('image/png'));
};
img.ononerror = function () {
callback(new Error('FailedToLoadImage'));
};
// canvas is not supported
if (!canvas.getContext) {
setTimeout(callback, 0, new Error('CanvasIsNotSupported'));
} else {
img.setAttribute('crossOrigin', 'anonymous');
img.src = url;
};
};
which is based on this https://github.com/HenrikJoreteg/image-to-data-uri.js/blob/master/image-to-data-uri.js
Related
I want to create a black (or white, I really don't care the "colour") 1x1px image in javascript, I tried doing it with var img = new Image(1,1) but I don't know how assigng the source of the image with img.src to be all black (I don't want to use a file, I want to be generated with JS code).
There is a way to do that?
You can also use base64 encoded data in the image.src.
var image = new Image(10, 10);
image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mNk+A8AAQUBAScY42YAAAAASUVORK5CYII=";
document.body.appendChild(image);
I found it:
var image = document.createElement('canvas').getContext('2d').getImageData(0,0,1,1);
I'll let question open to know if there is another way to do it.
Sources I used:
CanvasRenderingContext2D.createImageData()
CanvasRenderingContext2D.getImageData()
Similarly you can perform the image manipulation in canvas, then pass a data URI containing a representation of the image over to the HTML image for actual rendering.
const imgWidth = 1;
const canvas = document.createElement("canvas");
canvas.width = imgWidth;
canvas.height = imgWidth;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'black';
ctx.fillRect(0,0,imgWidth,imgWidth);
const url = canvas.toDataURL();
const newImg = document.createElement("img");
newImg.src = url;
document.body.insertBefore(newImg, null);
I have a regular HTML page with some images (just regular <img /> HTML tags). I'd like to get their content, base64 encoded preferably, without the need to redownload the image (ie. it's already loaded by the browser, so now I want the content).
I'd love to achieve that with Greasemonkey and Firefox.
Note: This only works if the image is from the same domain as the page, or has the crossOrigin="anonymous" attribute and the server supports CORS. It's also not going to give you the original file, but a re-encoded version. If you need the result to be identical to the original, see Kaiido's answer.
You will need to create a canvas element with the correct dimensions and copy the image data with the drawImage function. Then you can use the toDataURL function to get a data: url that has the base-64 encoded image. Note that the image must be fully loaded, or you'll just get back an empty (black, transparent) image.
It would be something like this. I've never written a Greasemonkey script, so you might need to adjust the code to run in that environment.
function getBase64Image(img) {
// Create an empty canvas element
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
var dataURL = canvas.toDataURL("image/png");
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
Getting a JPEG-formatted image doesn't work on older versions (around 3.5) of Firefox, so if you want to support that, you'll need to check the compatibility. If the encoding is not supported, it will default to "image/png".
This Function takes the URL then returns the image BASE64
function getBase64FromImageUrl(url) {
var img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.onload = function () {
var canvas = document.createElement("canvas");
canvas.width =this.width;
canvas.height =this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
alert(dataURL.replace(/^data:image\/(png|jpg);base64,/, ""));
};
img.src = url;
}
Call it like this :
getBase64FromImageUrl("images/slbltxt.png")
Coming long after, but none of the answers here are entirely correct.
When drawn on a canvas, the passed image is uncompressed + all pre-multiplied.
When exported, its uncompressed or recompressed with a different algorithm, and un-multiplied.
All browsers and devices will have different rounding errors happening in this process
(see Canvas fingerprinting).
So if one wants a base64 version of an image file, they have to request it again (most of the time it will come from cache) but this time as a Blob.
Then you can use a FileReader to read it either as an ArrayBuffer, or as a dataURL.
function toDataURL(url, callback){
var xhr = new XMLHttpRequest();
xhr.open('get', url);
xhr.responseType = 'blob';
xhr.onload = function(){
var fr = new FileReader();
fr.onload = function(){
callback(this.result);
};
fr.readAsDataURL(xhr.response); // async call
};
xhr.send();
}
toDataURL(myImage.src, function(dataURL){
result.src = dataURL;
// now just to show that passing to a canvas doesn't hold the same results
var canvas = document.createElement('canvas');
canvas.width = myImage.naturalWidth;
canvas.height = myImage.naturalHeight;
canvas.getContext('2d').drawImage(myImage, 0,0);
console.log(canvas.toDataURL() === dataURL); // false - not same data
});
<img id="myImage" src="https://dl.dropboxusercontent.com/s/4e90e48s5vtmfbd/aaa.png" crossOrigin="anonymous">
<img id="result">
A more modern version of kaiido's answer using fetch would be:
function toObjectUrl(url) {
return fetch(url)
.then((response)=> {
return response.blob();
})
.then(blob=> {
return URL.createObjectURL(blob);
});
}
https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API/Using_Fetch
Edit: As pointed out in the comments this will return an object url which points to a file in your local system instead of an actual DataURL so depending on your use case this might not be what you need.
You can look at the following answer to use fetch and an actual dataURL: https://stackoverflow.com/a/50463054/599602
shiv / shim / sham
If your image(s) are already loaded (or not), this "tool" may come in handy:
Object.defineProperty
(
HTMLImageElement.prototype,'toDataURL',
{enumerable:false,configurable:false,writable:false,value:function(m,q)
{
let c=document.createElement('canvas');
c.width=this.naturalWidth; c.height=this.naturalHeight;
c.getContext('2d').drawImage(this,0,0); return c.toDataURL(m,q);
}}
);
.. but why?
This has the advantage of using the "already loaded" image data, so no extra request is needed. Additionally it lets the end-user (programmer like you) decide the CORS and/or mime-type and quality -OR- you can leave out these arguments/parameters as described in the MDN specification here.
If you have this JS loaded (prior to when it's needed), then converting to dataURL is as simple as:
examples
HTML
<img src="/yo.jpg" onload="console.log(this.toDataURL('image/jpeg'))">
JS
console.log(document.getElementById("someImgID").toDataURL());
GPU fingerprinting
If you are concerned about the "preciseness" of the bits then you can alter this tool to suit your needs as provided by #Kaiido's answer.
its 2022, I prefer to use modern createImageBitmap() instead of onload event.
*note: image should be same origin or CORS enabled
async function imageToDataURL(imageUrl) {
let img = await fetch(imageUrl);
img = await img.blob();
let bitmap = await createImageBitmap(img);
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = bitmap.width;
canvas.height = bitmap.height;
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height);
return canvas.toDataURL("image/png");
// image compression?
// return canvas.toDataURL("image/png", 0.9);
};
(async() => {
let dataUrl = await imageToDataURL('https://en.wikipedia.org/static/images/project-logos/enwiki.png')
wikiImg.src = dataUrl;
console.log(dataUrl)
})();
<img id="wikiImg">
Use onload event to convert image after loading
function loaded(img) {
let c = document.createElement('canvas')
c.getContext('2d').drawImage(img, 0, 0)
msg.innerText= c.toDataURL();
}
pre { word-wrap: break-word; width: 500px; white-space: pre-wrap; }
<img onload="loaded(this)" src="https://cors-anywhere.herokuapp.com/http://lorempixel.com/200/140" crossorigin="anonymous"/>
<pre id="msg"></pre>
This is all you need to read.
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsBinaryString
var height = 200;
var width = 200;
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
ctx.strokeStyle = '#090';
ctx.beginPath();
ctx.arc(width/2, height/2, width/2 - width/10, 0, Math.PI*2);
ctx.stroke();
canvas.toBlob(function (blob) {
//consider blob is your file object
var reader = new FileReader();
reader.onload = function () {
console.log(reader.result);
}
reader.readAsBinaryString(blob);
});
In HTML5 better use this:
{
//...
canvas.width = img.naturalWidth; //img.width;
canvas.height = img.naturalHeight; //img.height;
//...
}
I'm trying to load image and put its data into HTML Image element but without success.
var fs = require("fs");
var content = fs.read('logo.png');
After reading content of the file I have to convert it somehow to Image or just print it to canvas. I was trying to conver binary data to Base64 Data URL with the code I've found on Stack.
function base64encode(binary) {
return btoa(unescape(encodeURIComponent(binary)));
}
var base64Data = 'data:image/png;base64,' +base64encode(content);
console.log(base64Data);
Returned Base64 is not valid Data URL. I was trying few more approaches but without success. Do you know the best (shortest) way to achieve that?
This is a rather ridiculous workaround, but it works. Keep in mind that PhantomJS' (1.x ?) canvas is a bit broken. So the canvas.toDataURL function returns largely inflated encodings. The smallest that I found was ironically image/bmp.
function decodeImage(imagePath, type, callback) {
var page = require('webpage').create();
var htmlFile = imagePath+"_temp.html";
fs.write(htmlFile, '<html><body><img src="'+imagePath+'"></body></html>');
var possibleCallback = type;
type = callback ? type : "image/bmp";
callback = callback || possibleCallback;
page.open(htmlFile, function(){
page.evaluate(function(imagePath, type){
var img = document.querySelector("img");
// the following is copied from http://stackoverflow.com/a/934925
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
window.dataURL = canvas.toDataURL(type);
}, imagePath, type);
fs.remove(htmlFile);
var dataUrl = page.evaluate(function(){
return window.dataURL;
});
page.close();
callback(dataUrl, type);
});
}
You can call it like this:
decodeImage('logo.png', 'image/png', function(imgB64Data, type){
//console.log(imgB64Data);
console.log(imgB64Data.length);
phantom.exit();
});
or this
decodeImage('logo.png', function(imgB64Data, type){
//console.log(imgB64Data);
console.log(imgB64Data.length);
phantom.exit();
});
I tried several things. I couldn't figure out the encoding of the file as returned by fs.read. I also tried to dynamically load the file into the about:blank DOM through file://-URLs, but that didn't work. I therefore opted to write a local html file to the disk and open it immediately.
I have a regular HTML page with some images (just regular <img /> HTML tags). I'd like to get their content, base64 encoded preferably, without the need to redownload the image (ie. it's already loaded by the browser, so now I want the content).
I'd love to achieve that with Greasemonkey and Firefox.
Note: This only works if the image is from the same domain as the page, or has the crossOrigin="anonymous" attribute and the server supports CORS. It's also not going to give you the original file, but a re-encoded version. If you need the result to be identical to the original, see Kaiido's answer.
You will need to create a canvas element with the correct dimensions and copy the image data with the drawImage function. Then you can use the toDataURL function to get a data: url that has the base-64 encoded image. Note that the image must be fully loaded, or you'll just get back an empty (black, transparent) image.
It would be something like this. I've never written a Greasemonkey script, so you might need to adjust the code to run in that environment.
function getBase64Image(img) {
// Create an empty canvas element
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
var dataURL = canvas.toDataURL("image/png");
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
Getting a JPEG-formatted image doesn't work on older versions (around 3.5) of Firefox, so if you want to support that, you'll need to check the compatibility. If the encoding is not supported, it will default to "image/png".
This Function takes the URL then returns the image BASE64
function getBase64FromImageUrl(url) {
var img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.onload = function () {
var canvas = document.createElement("canvas");
canvas.width =this.width;
canvas.height =this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
alert(dataURL.replace(/^data:image\/(png|jpg);base64,/, ""));
};
img.src = url;
}
Call it like this :
getBase64FromImageUrl("images/slbltxt.png")
Coming long after, but none of the answers here are entirely correct.
When drawn on a canvas, the passed image is uncompressed + all pre-multiplied.
When exported, its uncompressed or recompressed with a different algorithm, and un-multiplied.
All browsers and devices will have different rounding errors happening in this process
(see Canvas fingerprinting).
So if one wants a base64 version of an image file, they have to request it again (most of the time it will come from cache) but this time as a Blob.
Then you can use a FileReader to read it either as an ArrayBuffer, or as a dataURL.
function toDataURL(url, callback){
var xhr = new XMLHttpRequest();
xhr.open('get', url);
xhr.responseType = 'blob';
xhr.onload = function(){
var fr = new FileReader();
fr.onload = function(){
callback(this.result);
};
fr.readAsDataURL(xhr.response); // async call
};
xhr.send();
}
toDataURL(myImage.src, function(dataURL){
result.src = dataURL;
// now just to show that passing to a canvas doesn't hold the same results
var canvas = document.createElement('canvas');
canvas.width = myImage.naturalWidth;
canvas.height = myImage.naturalHeight;
canvas.getContext('2d').drawImage(myImage, 0,0);
console.log(canvas.toDataURL() === dataURL); // false - not same data
});
<img id="myImage" src="https://dl.dropboxusercontent.com/s/4e90e48s5vtmfbd/aaa.png" crossOrigin="anonymous">
<img id="result">
A more modern version of kaiido's answer using fetch would be:
function toObjectUrl(url) {
return fetch(url)
.then((response)=> {
return response.blob();
})
.then(blob=> {
return URL.createObjectURL(blob);
});
}
https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API/Using_Fetch
Edit: As pointed out in the comments this will return an object url which points to a file in your local system instead of an actual DataURL so depending on your use case this might not be what you need.
You can look at the following answer to use fetch and an actual dataURL: https://stackoverflow.com/a/50463054/599602
shiv / shim / sham
If your image(s) are already loaded (or not), this "tool" may come in handy:
Object.defineProperty
(
HTMLImageElement.prototype,'toDataURL',
{enumerable:false,configurable:false,writable:false,value:function(m,q)
{
let c=document.createElement('canvas');
c.width=this.naturalWidth; c.height=this.naturalHeight;
c.getContext('2d').drawImage(this,0,0); return c.toDataURL(m,q);
}}
);
.. but why?
This has the advantage of using the "already loaded" image data, so no extra request is needed. Additionally it lets the end-user (programmer like you) decide the CORS and/or mime-type and quality -OR- you can leave out these arguments/parameters as described in the MDN specification here.
If you have this JS loaded (prior to when it's needed), then converting to dataURL is as simple as:
examples
HTML
<img src="/yo.jpg" onload="console.log(this.toDataURL('image/jpeg'))">
JS
console.log(document.getElementById("someImgID").toDataURL());
GPU fingerprinting
If you are concerned about the "preciseness" of the bits then you can alter this tool to suit your needs as provided by #Kaiido's answer.
its 2022, I prefer to use modern createImageBitmap() instead of onload event.
*note: image should be same origin or CORS enabled
async function imageToDataURL(imageUrl) {
let img = await fetch(imageUrl);
img = await img.blob();
let bitmap = await createImageBitmap(img);
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = bitmap.width;
canvas.height = bitmap.height;
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height);
return canvas.toDataURL("image/png");
// image compression?
// return canvas.toDataURL("image/png", 0.9);
};
(async() => {
let dataUrl = await imageToDataURL('https://en.wikipedia.org/static/images/project-logos/enwiki.png')
wikiImg.src = dataUrl;
console.log(dataUrl)
})();
<img id="wikiImg">
Use onload event to convert image after loading
function loaded(img) {
let c = document.createElement('canvas')
c.getContext('2d').drawImage(img, 0, 0)
msg.innerText= c.toDataURL();
}
pre { word-wrap: break-word; width: 500px; white-space: pre-wrap; }
<img onload="loaded(this)" src="https://cors-anywhere.herokuapp.com/http://lorempixel.com/200/140" crossorigin="anonymous"/>
<pre id="msg"></pre>
This is all you need to read.
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsBinaryString
var height = 200;
var width = 200;
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
ctx.strokeStyle = '#090';
ctx.beginPath();
ctx.arc(width/2, height/2, width/2 - width/10, 0, Math.PI*2);
ctx.stroke();
canvas.toBlob(function (blob) {
//consider blob is your file object
var reader = new FileReader();
reader.onload = function () {
console.log(reader.result);
}
reader.readAsBinaryString(blob);
});
In HTML5 better use this:
{
//...
canvas.width = img.naturalWidth; //img.width;
canvas.height = img.naturalHeight; //img.height;
//...
}
I have a regular HTML page with some images (just regular <img /> HTML tags). I'd like to get their content, base64 encoded preferably, without the need to redownload the image (ie. it's already loaded by the browser, so now I want the content).
I'd love to achieve that with Greasemonkey and Firefox.
Note: This only works if the image is from the same domain as the page, or has the crossOrigin="anonymous" attribute and the server supports CORS. It's also not going to give you the original file, but a re-encoded version. If you need the result to be identical to the original, see Kaiido's answer.
You will need to create a canvas element with the correct dimensions and copy the image data with the drawImage function. Then you can use the toDataURL function to get a data: url that has the base-64 encoded image. Note that the image must be fully loaded, or you'll just get back an empty (black, transparent) image.
It would be something like this. I've never written a Greasemonkey script, so you might need to adjust the code to run in that environment.
function getBase64Image(img) {
// Create an empty canvas element
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
var dataURL = canvas.toDataURL("image/png");
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
Getting a JPEG-formatted image doesn't work on older versions (around 3.5) of Firefox, so if you want to support that, you'll need to check the compatibility. If the encoding is not supported, it will default to "image/png".
This Function takes the URL then returns the image BASE64
function getBase64FromImageUrl(url) {
var img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.onload = function () {
var canvas = document.createElement("canvas");
canvas.width =this.width;
canvas.height =this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
alert(dataURL.replace(/^data:image\/(png|jpg);base64,/, ""));
};
img.src = url;
}
Call it like this :
getBase64FromImageUrl("images/slbltxt.png")
Coming long after, but none of the answers here are entirely correct.
When drawn on a canvas, the passed image is uncompressed + all pre-multiplied.
When exported, its uncompressed or recompressed with a different algorithm, and un-multiplied.
All browsers and devices will have different rounding errors happening in this process
(see Canvas fingerprinting).
So if one wants a base64 version of an image file, they have to request it again (most of the time it will come from cache) but this time as a Blob.
Then you can use a FileReader to read it either as an ArrayBuffer, or as a dataURL.
function toDataURL(url, callback){
var xhr = new XMLHttpRequest();
xhr.open('get', url);
xhr.responseType = 'blob';
xhr.onload = function(){
var fr = new FileReader();
fr.onload = function(){
callback(this.result);
};
fr.readAsDataURL(xhr.response); // async call
};
xhr.send();
}
toDataURL(myImage.src, function(dataURL){
result.src = dataURL;
// now just to show that passing to a canvas doesn't hold the same results
var canvas = document.createElement('canvas');
canvas.width = myImage.naturalWidth;
canvas.height = myImage.naturalHeight;
canvas.getContext('2d').drawImage(myImage, 0,0);
console.log(canvas.toDataURL() === dataURL); // false - not same data
});
<img id="myImage" src="https://dl.dropboxusercontent.com/s/4e90e48s5vtmfbd/aaa.png" crossOrigin="anonymous">
<img id="result">
A more modern version of kaiido's answer using fetch would be:
function toObjectUrl(url) {
return fetch(url)
.then((response)=> {
return response.blob();
})
.then(blob=> {
return URL.createObjectURL(blob);
});
}
https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API/Using_Fetch
Edit: As pointed out in the comments this will return an object url which points to a file in your local system instead of an actual DataURL so depending on your use case this might not be what you need.
You can look at the following answer to use fetch and an actual dataURL: https://stackoverflow.com/a/50463054/599602
shiv / shim / sham
If your image(s) are already loaded (or not), this "tool" may come in handy:
Object.defineProperty
(
HTMLImageElement.prototype,'toDataURL',
{enumerable:false,configurable:false,writable:false,value:function(m,q)
{
let c=document.createElement('canvas');
c.width=this.naturalWidth; c.height=this.naturalHeight;
c.getContext('2d').drawImage(this,0,0); return c.toDataURL(m,q);
}}
);
.. but why?
This has the advantage of using the "already loaded" image data, so no extra request is needed. Additionally it lets the end-user (programmer like you) decide the CORS and/or mime-type and quality -OR- you can leave out these arguments/parameters as described in the MDN specification here.
If you have this JS loaded (prior to when it's needed), then converting to dataURL is as simple as:
examples
HTML
<img src="/yo.jpg" onload="console.log(this.toDataURL('image/jpeg'))">
JS
console.log(document.getElementById("someImgID").toDataURL());
GPU fingerprinting
If you are concerned about the "preciseness" of the bits then you can alter this tool to suit your needs as provided by #Kaiido's answer.
its 2022, I prefer to use modern createImageBitmap() instead of onload event.
*note: image should be same origin or CORS enabled
async function imageToDataURL(imageUrl) {
let img = await fetch(imageUrl);
img = await img.blob();
let bitmap = await createImageBitmap(img);
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = bitmap.width;
canvas.height = bitmap.height;
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height);
return canvas.toDataURL("image/png");
// image compression?
// return canvas.toDataURL("image/png", 0.9);
};
(async() => {
let dataUrl = await imageToDataURL('https://en.wikipedia.org/static/images/project-logos/enwiki.png')
wikiImg.src = dataUrl;
console.log(dataUrl)
})();
<img id="wikiImg">
Use onload event to convert image after loading
function loaded(img) {
let c = document.createElement('canvas')
c.getContext('2d').drawImage(img, 0, 0)
msg.innerText= c.toDataURL();
}
pre { word-wrap: break-word; width: 500px; white-space: pre-wrap; }
<img onload="loaded(this)" src="https://cors-anywhere.herokuapp.com/http://lorempixel.com/200/140" crossorigin="anonymous"/>
<pre id="msg"></pre>
This is all you need to read.
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsBinaryString
var height = 200;
var width = 200;
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
ctx.strokeStyle = '#090';
ctx.beginPath();
ctx.arc(width/2, height/2, width/2 - width/10, 0, Math.PI*2);
ctx.stroke();
canvas.toBlob(function (blob) {
//consider blob is your file object
var reader = new FileReader();
reader.onload = function () {
console.log(reader.result);
}
reader.readAsBinaryString(blob);
});
In HTML5 better use this:
{
//...
canvas.width = img.naturalWidth; //img.width;
canvas.height = img.naturalHeight; //img.height;
//...
}