How to fix the black screen with canvas.toDataURL() on Safari browser? - javascript

I have a video player (video.js) in my application, and a function which takes a snapshot of the video.
The function create a canvas which draws the snapshot and convert the canvas into a DataURL.
But this doesn't work in Safari.
I'm getting a black screen on Safari.
the video tag looks like:
<video crossorigin="anonymous" playsinline="playsinline" id="player_2140_html5_api" class="vjs-tech" data-setup="{ "inactivityTimeout": 0 }" tabindex="-1" autoplay="autoplay" loop="loop"></video>
This is the function which creates the snapshot:
var canvas = document.createElement('canvas');
canvas.width = 640;
canvas.height = 480;
var ctx = canvas.getContext('2d');
var video = document.querySelector('video');
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
this.snapshotVideo = canvas.toDataURL('image/jpeg');
The generated dataUrl in Chrome is an image.
The generated dataUrl in Safari browser is a black rectangle.
In Safari the output is black instead of an image of the taken snapshot via the video, how can I solve this?

I resolved this problem on iOS...
I used setTimeout function:
setTimeout(() => {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
canvas.toBlob(() => {
this.snapshotVideo = canvas.toDataURL('image/jpeg');
});
},100);

Same here.
The problem seen first time at Safari 15. Before it works well with your code snipped.
See last comments here:
https://bugs.webkit.org/show_bug.cgi?id=181663
or here:
https://bugs.webkit.org/show_bug.cgi?id=229611

I have the same issue. Calling toDataURL on safari 15 up (mac, iPad or iPhone) seems to occasionally return "" blank string. Previous versions of safari work fine. I've checked that it is not exceeding the browser canvas size limits which would return "data:," but that is not causing the issue and is returning a blank string.

I got the same problem on Safari iOS 15.5 & 15.6 for handling image drawing.
After calling drawImage, the toDataURL() always return blank image.
I changed some code to avoid using canvas in the drawImage and use image object as the first parameter.
var scrollTop = 100;
var oc2 = document.createElement('canvas');
if (oc2.getContext) {
var octx2 = oc2.getContext('2d');
oc2.width = 200;
oc2.height = 300;
var img1 = new Image();
img1.onload = function() {
octx2.drawImage(img1, 0, scrollTop, 200, 300, 0, 0, 200, 300);
var bg_data = oc2.toDataURL('image/png');
if (bg_data) {
drawing_board.setImg(bg_data);
drawing_board.initHistory();
}
};
img1.src = oc.toDataURL('image/png');
}

Related

Is CanvasRenderingContext2D#drawImage() an async method in Chrome70

I want to render a video in a canvas with 25fps or more. So I use CanvasRenderingContext2D#drawImage() to render every frame in the canvas. It works in chrome69 and FireFox. But it does not work in chrome70.
Here is the code fragment:
if (frame >= this.inFrame && frame <= this.outFrame) {
// this.ctx.drawImage(this.video,
// this.sourceRect.x, this.sourceRect.y, this.sourceRect.width, this.sourceRect.height,
// this.rect.x, this.rect.y, this.rect.width, this.rect.height);
this.frame.init(this.canvas); // line 6, breakpoint here.
this.frame.isPlaying = this.isPlaying;
let image = this.frame;
for (let i = 0; i<this.filters.length;i++) {
image = this.filters[i].getImageWithFilter(frame, image);
}
return image;
}
I put a breakpoint at line 6. At this time, The video is loaded.
this.video.readyState=4
And I execute this command in dev tools.
document.getElementById("test_canvas").getContext('2d').drawImage(this.video, 0, 0);
Sometimes the test canvas shows the correct video frame, sometimes not, just nothing to show.
Let's keep the program going on, the canvas will show the correct video frame finally.
So I doubt that the CanvasRenderingContext2D#drawImage() is an async method in Chrome70. But I find nothing in Chrome website.
Could anyone help me with this question or help me render correctly in every frames.
You can check that by imply calling getImageData() or even just fillRect() right after your drawImage() call.
If the returned ImageData is empty, or if there is no rect drawn over your video frame, then, yes, it might be async, which would be a terrible bug that you should report right away.
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var vid = document.createElement('video');
vid.muted = true;
vid.crossOrigin = 'anonymous';
vid.src = 'https://upload.wikimedia.org/wikipedia/commons/transcoded/a/a4/BBH_gravitational_lensing_of_gw150914.webm/BBH_gravitational_lensing_of_gw150914.webm.480p.webm'
vid.play().then(() => {
ctx.drawImage(vid, 0, 0);
console.log(
"imageData empty",
ctx.getImageData(0, 0, canvas.width, canvas.height).data.some(d => !!d) === false
);
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, 50, 50);
});
document.body.append(canvas);
So now, to give a better explanation as to what you saw, the debugger will stop the whole event loop, and Chrome might have decided to not honor the next CSS frame drawing when the debugger has been called. Hence, what is painted on your screen is still the frame from when your script got called (when no image was drawn).
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var vid = document.createElement('video');
vid.muted = true;
vid.crossOrigin = 'anonymous';
vid.src = 'https://upload.wikimedia.org/wikipedia/commons/transcoded/a/a4/BBH_gravitational_lensing_of_gw150914.webm/BBH_gravitational_lensing_of_gw150914.webm.480p.webm'
vid.play().then(() => {
ctx.drawImage(vid, 0, 0);
const hasPixels = ctx.getImageData(0, 0, canvas.width, canvas.height).data.some(d => !!d);
alert('That should also block the Event loop and css painting. But drawImage already happened: ' + hasPixels)
});
document.body.append(canvas);
canvas{
border:1px solid;
}

Execute Function After Canvas toDataURL() Function is Complete

I'm converting images to base64 using canvas. What i need to do is convert those images and then show the result to the user (original image and base64 version). Everything works as expected with small images, but when i try to convert large images (>3MB) and the conversion time increases, the base64 version is empty.
This might be is caused because the result is shown before the toDataURL() function is completed.
I need to show the result after all the needed processing has ended, for testing purposes.
Here's my code:
var convertToBase64 = function(url, callback)
{
var image = new Image();
image.onload = function ()
{
//create canvas and draw image...
var imageData = canvas.toDataURL('image/png');
callback(imageData);
};
image.src = url;
};
convertToBase64('img/circle.png', function(imageData)
{
window.open(imageData);
});
Even though i'm using image.onload() with a callback, i'm unable to show the result after the toDataURL() has been processed.
What am i doing wrong?
UPDATE: I tried both the solutions below and they didn't work. I'm using AngularJS and Electron in this project. Any way i can force the code to be synchronous? Or maybe some solution using Promises?
UPDATE #2: #Kaiido pointed out that toDataURL() is in fact synchronous and this issue is more likely due to maximum URI length. Since i'm using Electron and the image preview was for testing purposes only, i'm going to save the file in a folder and analise it from there.
Your code seems absolutely fine. Not sure why isn't working you. Maybe, there are some issues with your browser. Perhaps try using a different one. Also you could use a custom event, which gets triggered when the image conversion is competed.
// using jQuery for custom event
function convertToBase64(url) {
var image = new Image();
image.src = url;
image.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0);
var imageData = canvas.toDataURL();
$(document).trigger('conversionCompleted', imageData);
};
};
convertToBase64('4mb.jpg');
$(document).on('conversionCompleted', function(e, d) {
window.open(d);
});
This approach might work for you. It shows the image onscreen using the native html element, then draws it to a canvas, then converts the canvas to Base64, then clears the canvas and draws the converted image onto the canvas. You can then scroll between the top image (original) and the bottom image (converted). I tried it on large images and it takes a second or two for the second image to draw but it seems to work...
Html is here:
<img id="imageID">
<canvas id="myCanvas" style="width:400;height:400;">
</canvas>
Script is here:
var ctx;
function convertToBase64(url, callback)
{
var image = document.getElementById("imageID");
image.onload = function() {
var canvas = document.getElementById("myCanvas");
canvas.width = image.naturalWidth;
canvas.height = image.naturalHeight;
ctx = canvas.getContext("2d");
ctx.drawImage(image,0,0);
var imageData = canvas.toDataURL('image/png');
ctx.fillStyle ="#FFFFFF";
ctx.fillRect(0,0,canvas.width,canvas.height);
callback(imageData);
};
image.src = url;
};
var imagename = 'images/bigfiletest.jpg';
window.onload = function () {
convertToBase64(imagename, function(imageData) {
var myImage = new Image();
myImage.src = imageData;
ctx.drawImage(myImage,0,0);
});
}
Note that I also tried it without the callback and it worked fine as well...

How to create an image generator for combining multiple images?

I am working on an image generator using HTML5 canvas and jQuery/JS. What I want to accomplish is the following.
The user can upload 2 or max 3 images (type should be png or jpg) to the canvas. The generated images should always be 1080x1920. If the hart uploads only 2 images, the images are 1080x960. If 3 images are uploaded, the size of each image should be 1080x640.
After they upload 2 or 3 images, the user can click on the download button to get the merged image, with a format of 1080x1920px.
It should make use of html canvas to get this done.
I came up with this:
HTML:
<canvas id="canvas">
Sorry, canvas not supported
</canvas><!-- /canvas.offers -->
<input id="fileInput" type="file" />
Generate
jQuery:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.height = 400;
canvas.width = 800;
var img1 = loadImage('http://www.shsu.edu/dotAsset/0e829093-971c-4037-9c1b-864a7be1dbe8.png', main);
var img2 = loadImage('https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Ikea_logo.svg/266px-Ikea_logo.svg.png', main);
var minImages = 2;
var imagesLoaded = 0;
function main() {
imagesLoaded += 1;
if(imagesLoaded >= minImages) {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
ctx.drawImage(img1, 0, 0);
// ctx.translate(canvas.height/2,canvas.width/2); // move to the center of the canvas
// ctx.rotate(270*Math.PI/180); // rotate the canvas to the specified degrees
// ctx.drawImage(img2,0,canvas.height/2);
ctx.translate(-canvas.height/2,canvas.width/2); // move to the center of the canvas
ctx.rotate(90*Math.PI/180); // rotate the canvas to the specified degrees
ctx.drawImage(img2,-img2.width/2,-img2.width/2);
ctx.restore(); // restore the unrotated context
}
}
function loadImage(src, onload) {
var img = new Image();
img.onload = onload;
img.src = src;
console.log(img);
return img;
}
Above code will create the canvas and place both images (that are now hard-coded in JS) to the created canvas. It will rotate 90 degrees, but it will not position to the right corner. Also the second image should be position beside the first one.
How can I do the rotation and positioning of each image side by side?
Working Fiddle: https://jsfiddle.net/8ww1x4eq/2/
Have a look at the updated jsFiddle, is that what you wanted?
Have a look here regarding image rotation
Updated jsFiddle, drawing multiple images.
Notice:
The save script was just a lazy way to make sure I've got the
external scripts loaded before I save the merged_image...
There is no synchornisation in the sample script, notice that addToCanvas
was called on image loaded event, there could be a race condition
here (but I doubt it, since the image is loaded to memory on
client-side)
function addToCanvas(img) {
// resize canvas to fit the image
// height should be the max width of the images added, since we rotate -90 degree
// width is just a sum of all images' height
canvas.height = max(lastHeight, img.width);
canvas.width = lastWidth + img.height;
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (lastImage) {
ctx.drawImage(lastImage, 0, canvas.height - lastImage.height);
}
ctx.rotate(270 * Math.PI / 180); // rotate the canvas to the specified degrees
ctx.drawImage(img, -canvas.height, lastWidth);
lastImage = new Image();
lastImage.src = canvas.toDataURL();
lastWidth += img.height;
lastHeight = canvas.height;
imagesLoaded += 1;
}
PS: I've added some script to download the merged image, but it would fail. The error message was: "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported."
I've done a quick Google search and it seemed to be related to Cross-origin resources. I assumed that it wouldn't be an issue with FileReader. I haven't had time to test that so please test it (and please let me know :) It works with FileReader!
You can use toDataURL. But in this way user must do something like Save image as...
var img = canvas.toDataURL("image/png");
And then set for example img result src:
$("#result").attr("src",img);
Canvas is already an Image.
The canvas and img are interchangeable so there is no need to add the risky step of canvas.toDataURL which can fail depending on the image source domain. Just treat the canvas as if it were and img and put it in the DOM. Converting to a jpg does not save space (actually a resource hungry operation) as the an img needs to be decoded before it can be displayed.
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.height = 400;
canvas.width = 800;
document.body.appendChild(canvas); // add to the end of the document
// or add it to a containing element
var container = document.getElementById("containerID"); // or use JQuery
if(container !== null){
container.appendChild(canvas);
}

How to make html5 canvas display crisp image based off chrome screencap

I am making a chrome extension that uses the chrome.tabs.captureVisibleTab method to grab a screencap of the current tab and then displays that in a popup from the chrome extension. If I use the img tag and use the data coming from the chrome function, such as data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAMCAgMCAgMDAwMEAwME…UUUAFFFFABRRRQAUUUUAFFFFABRRRQAUUUUAFFFFABRRRQAUUUUAFFFFABRRRQAUUUUAf/2Q==, the <img> displays pixel perfect, it is crisp and that's what I want. Problem is that I need to make it into a canvas, and when I do that, it becomes blurry.
This is a screencap of the <img> that uses the link data provided by Google to be used as a comparison to the canvas which is below.
This is the blurry canvas.
This is the code that I am using to try to do this, but I can't figure out how to make the canvas crisp like the image.
chrome.runtime.sendMessage({msg: "capture"}, function(response) {
console.log(response.imgSrc);
var img = document.createElement('img');
var _canvas = document.createElement("canvas");
img.src = response.imgSrc;
img.height = 436;
img.width = 800;
document.getElementById('main-canvas').appendChild(img);
draw(response);
});
function draw(response) {
var canvas = document.getElementById('imageCanvas');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
//Get a 2d context
var ctx = canvas.getContext('2d');
//use image to paint canvas
var _image = new Image();
_image.onload = function() {
ctx.drawImage(_image, 0, 0, 800, 436);
}
_image.src = response.imgSrc;
document.getElementById('main-canvas').appendChild(canvas);
}
This is what I used to fix my problem: High Resolution Canvas from HTML5Rocks

Why doesn't image show on load, but shows on refresh?

I'm playing with the canvas element in HTML5 and I have noticed a peculiar behavior. On initial load, an image I'm displaying does not show. However, when I refresh the browser, it displays appropriately. I've used IE9 and Chrome. Both behave identically. The JavaScript code looks like this:
window.onload = load;
function load() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.fillRect(0, 0, 640, 400);
var image = new Image();
image.src = "Images/smiley.png";
context.drawImage(image, 50, 50);
}
The rectangle draws correctly both times, it's the smiley that only shows on a browser refresh.
I'm in the process of learning HTML5 and JavaScript. I'm sure I'm just doing something stupid, but I can't figure it out.
Images load asynchronously, so only after refresh it loads early enough because it's cached. Normally it isn't loaded yet at the time you call drawImage. Use onload:
var image = new Image();
image.src = "Images/smiley.png";
image.onload = function() {
context.drawImage(image, 50, 50);
};
This happened with me as well (only for IE9 for me) anyways, i found a simple solution.
Set the background of the canvas to the initial image you wish to display.
var canvas = document.getElementById("canvas");
canvas.style.background="url('image.png')";
That should work!
Actually, even just using image.onload = function() {}, you can still run into problems. Do use this technique (that's not at all what I'm saying), but move it to the bottom of your page.
As an example, I have a social networking site that uses canvas to show the profile photo (URI stored to the DB), and print it to canvas, then overlay a logo.
<section id="content">
<article id="personalbox" >
<h2>Hi! My name is {profile_name}</h2>
<a id="friendbutton" href=""><img src="views/default/images/friend.png" width="12" height="12" /><span>Add {profile_name} as a friend?</span></a>
<video id="profilevideo" width="240" height="144">DEBUG: Video is not supported.</video>
<canvas id="profilecanvas" width="240" height="144" >DEBUG: Canvas is not supported.</canvas>
<a id="gallerytextlink" href="gallery.html" >Click to visit {profile_name} Gallery</a>
<table id="profileinfotable1">
...
</section>
<script type="text/javascript">
function init() {
var cvs = document.getElementById("profilecanvas");
var ctx = cvs.getContext("2d");
var img = new Image();
img.src = "uploads/profile/{profile_photo}";
img.onload = function() {
// Ignore. I was playing with the photo.
ctx.drawImage(img, 42, 32, 186, 130, cvs.width/2 - (186-42)/2, cvs.height/2 - (130-32)/2, 186-42, 130-32);
drawLogo(cvs,ctx);
}
}
function drawLogo(cvs,ctx) {
var logo = "Enter Logo Here.";
ctx.fillStyle = "rgba(36,36,36,0.6)";
ctx.strokeStyle = "rgba(255,255,255,0.3)";
ctx.font = "bold italic 6pt Serif";
ctx.textAlign = "left";
ctx.textBaseline = "middle" ;
ctx.save();
ctx.strokeText(logo, 4, cvs.height-11);
ctx.strokeText(logo, 6, cvs.height-11);
ctx.strokeText(logo, 4, cvs.height-9);
ctx.strokeText(logo, 6, cvs.height-9);
ctx.fillText(logo, 5, cvs.height-10);
ctx.restore();
}
window.onload = init;
</script>
Ideally, this would go all the way at the bottom before the end </body> tag, but I put it up higher because of my template system. Apparently, this gives the image time to load after the canvas element has been drawn to the screen and is ready to receive input.
I can't rely on setting the background of the canvas, and I have no desire to contend with refreshes. For whatever reason, just including the script with img.onload = function() {} was not enough. Move it lower, and save yourself the headaches.

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