I'm trying to merge webcam video and canvas drawing and save to an image file. It works but video image covers canvas draving. I tried to swap places context.drawImage but still same. Any ideas? :)
canvas.addEventListener("click", async function () {
var context = canvas.getContext("2d");
context.drawImage(video, 0, 0, canvas.width / 1.5, canvas.height / 1.5);
context.drawImage(canvas, 0, 0, canvas.width, canvas.height);
var dataURL = canvas.toDataURL("image/png");
$.ajax({
type: "POST",
url: "./upload.php",
data: {
dataURL: dataURL
}
});
});
Currently what you code does is to draw the canvas over itself, with the video already painted on it.
You can draw behind the existing content by using the globalCompositeOperation = "destination-over".
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "16px sans-serif";
ctx.textAlign = "center";
const img = new Image(); // a video is the same
img.src = "https://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png";
img.decode().then(() => {
canvas.onclick = (evt) => {
ctx.globalCompositeOperation = "destination-over";
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
// reset to default
ctx.globalCompositeOperation = "source-over";
};
ctx.fillText("click on the canvas", canvas.width / 2, canvas.height / 3);
ctx.fillText("to draw the image", canvas.width / 2, canvas.height / 3 + 20);
ctx.fillText("behind this text", canvas.width / 2, canvas.height / 3 + 40);
});
canvas { outline: 1px solid }
<canvas></canvas>
Related
i was trying to download the context of the canvas as an image using dataURL() through the following code but it's not working for some reason. However, when i replace the context of the canvas to be something else besides the image it actually works, so can you tell how can i fix this
<a href="#" id="downloader" >Download!</a>
<canvas id="canvas"></canvas>
<script>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var image = new Image(60, 45);
image.onload = function () {
ctx.clearRect(0, 0, canvas.width, canvas.height);
canvas.width = image.naturalWidth;
canvas.height = image.naturalHeight;
ctx.drawImage(image, 0, -60);
}
image.src = 'image.png';
$('#downloader').click(function(){
$(this).attr('href', document.getElementById('canvas').toDataURL("image/png").replace("image/png", "image/octet-stream"));
$(this).attr('download', "Picture.png");
});
</script>
Your JS should be:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var image = new Image(60, 45);
//First add src, then set the height and width
image.src = 'image.png';
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
// Draw image from start and not from behind the axis
ctx.drawImage(image, 0, 0);
}
$('#downloader').click(function() {
$(this).attr('href', document.getElementById('canvas').toDataURL("image/png"))
$(this).attr('download', "Picture.png");
});
hi I want to rotate my PNG with this code below :
async function rotateImage(imageBase64, rotation) {
var img = new Image();
img.src = imageBase64;
return new Promise(resolve => {
img.onload = () => {
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = img.width;
canvas.height = img.height;
ctx.fillStyle = "rgba(255,255,255,.6)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(canvas.width / 2, canvas.height / 2)
ctx.rotate(rotation * (Math.PI / 180));
ctx.drawImage(img, -img.width / 2, -img.height / 2);
ctx.restore();
resolve(canvas.toDataURL("image/jpeg"))
};
})
this is my image before rotate :
before rotate
and this is my image after rotate:
after rotate
after rotate background corners of image is black how to transparent?
NOTE: I use this PNG for marker of google map.
I read this posts :
Canvas fillStyle none in HTML5
Transparency context.fill style in canvas html5
How to change the opacity (alpha, transparency) of an element in a canvas element after it has been drawn?
thanks for helping.
I need to render a video with HTML Canvas in red color. Code Below (if doesn't work, try here codepen code). This code add red layer, but I need in first place - desaturate, after reduce brightness and only then add red layer. I tried work with pixels (problems with perfomance), ctx.filter doesnt work either.
const URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
const video = document.createElement('video');
navigator.mediaDevices.getUserMedia({
audio: true,
video: true,
}).then((stream) => {
video.src = URL.createObjectURL(stream);
});
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
const loop = () => {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'rgba(255, 0, 0, .45)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
requestAnimationFrame(loop);
};
loop();
<canvas id="canvas" width="400" height="400"></canvas>
You can use multiply blending mode to knock out the other colors channels. Since you only define red the other channels with be multiplied with 0, leaving them "empty".
Just remember to reset composite mode to "source-over" before drawing the next video frame.
var img = new Image(); img.onload = draw; img.src = "//i.imgur.com/Kzz84cr.png";
function draw() {
c.width = this.width; c.height = this.height;
var ctx = c.getContext("2d");
// main loop
ctx.drawImage(this, 0, 0); // draw video frame
ctx.globalCompositeOperation = "multiply"; // change blending mode
ctx.fillStyle = "red"; // draw red on top
ctx.fillRect(0, 0, c.width, c.height);
ctx.globalCompositeOperation = "source-over"; // "reset"
// rinse, repeat
}
<canvas id=c></canvas>
I am trying to draw canvas and also want to download, it working fine with download and text but I want to add image also how to do it? The code given bellow draws canvas and downloads it as a png also but how to add image in canvas heading and paragraph in it?
Here is html:
<canvas width="500" height="300" id="canvas">Sorry, no canvas available</canvas>
<a id="download">Download as image</a>
Here is jQuery:
<script type="text/javascript">
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
function doCanvas() {
/* draw something */
ctx.fillStyle = '#B00000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#fff';
ctx.font = '60px sans-serif';
ctx.fillText('Some heading', 10, canvas.height / 2 + 10);
ctx.fillText('Some Paragraph', 15, canvas.height / 2 + 50);
}
function downloadCanvas(link, canvasId, filename) {
link.href = document.getElementById(canvasId).toDataURL();
link.download = filename;
}
document.getElementById('download').addEventListener('click', function() {
downloadCanvas(this, 'canvas', 'test.png');
}, false);
doCanvas();
</script>
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
**var background = new Image();
background.src = "your image path";**
you have to create a variable and then if you want background image of canvas than use it as
function doCanvas() {
ctx.fillRect(0, 0, canvas.width, canvas.height);
**ctx.drawImage(background,400,100,60,90);**
ctx.fillStyle = '#fff';
ctx.font = '60px sans-serif';
ctx.fillText('Some heading', 10, canvas.height / 2 + 10);
ctx.fillText('Some Paragraph', 15, canvas.height / 2 + 50);
}
function downloadCanvas(link, canvasId, filename) {
link.href = document.getElementById(canvasId).toDataURL();
link.download = filename;
}
document.getElementById('download').addEventListener('click', function() {
downloadCanvas(this, 'canvas', 'test.png');
}, false);
doCanvas();
</script>
I am trying to blank canvas when there is image already in it.
I want to remove old image and load new image that I am getting from var getfrontimage.
But It failed me.
$('#fittocanvasfront').click(function () {
var canvas = document.getElementById("canvas-front");
var c = canvas.getContext("2d");
var getfrontimage = $('#image-tocanvaschangefront').attr('src');
var img = new resize(getfrontimage);
function resize(src) {
console.log('blank canvas');
canvas.width = canvas.width;
var image = new Image();
image.src = getfrontimage;
image.width = canvas.width;
image.height = canvas.height;
image.onload = function () {
// clearing canvas
c.clearRect(0, 0, canvas.width, canvas.height);
//loading image
c.drawImage(image, 0, 0);
//creating a hole in canvas
var centerX = canvas.width / 2;
var centerY = canvas.offsetTop;
var radius = 30;
c.beginPath();
c.arc(centerX, centerY, radius, 0, 2 * Math.PI, true);
c.fillStyle = 'black';
c.fill();
}
}
});
Into the script-
I have image in <img> tag-
var getfrontimage = $('#image-tocanvaschangefront').attr('src');
this above image is what i will be using after clearing canvas.
So I tried doing canvas empty as below when image is being loaded-
c.clearRect(0, 0, canvas.width, canvas.height);
But this didn't work, I tried doing canvas empty on click-
$('#fittocanvasfront').click(function () {
var canvas = document.getElementById("canvas-front");
var c = canvas.getContext("2d");
c.clearRect(0, 0, canvas.width, canvas.height);
});
How do I empty this canvas with existing image in it.
What you are saying is not true. You can clear of any image using clearRect. Please see fiddle with your code where image's cleared on click.
$("#canvas-front").click(function(){
c.clearRect(0, 0, canvas.width, canvas.height);
});
Hard to say what you're doing wrong, since you didn't provide the full code, use the code I provided in fiddle and all should be fine.