I'm loading a PNG and try to check, whether it is fully opaque, meaning alpha channel is near 100% over the whole image. Therefore, I use the canvas and 2D-Context to get the pixel data and loop through it checking the alpha value.
To my surprise i get whole areas of zeros (RGBA = [0000]) where it obviously shouldn't.
Browser in focus: chrome 50.0.2661.87
Here is my code, it is embedded in a ThreeJS environment:
var imageData = zipHandler.zip.file(src); // binary image data
var texture = new THREE.Texture();
var img = new Image();
img.addEventListener( 'load', function ( event ) {
texture.imageHasTransparency = false; // extend THREEJS Texture by a flag
if (img.src.substring(imgSrc.length-4).toLowerCase().indexOf("png") > -1
|| img.src.substring(0, 15).toLowerCase().indexOf("image/png") > -1) {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.drawImage(img, 0, 0, img.width, img.height );
var pixDataContainer = context.getImageData(0, 0, img.width, img.height);
var pixData = pixDataContainer.data;
// search for pixel.alpha < 250
for (var pix = 0, pixDataLen = pixData.length; pix < pixDataLen; pix += 4) {
if (pixData[pix+3] < 250) {
texture.imageHasTransparency = true;
break;
}
}
}
texture.image = img;
texture.needsUpdate = true;
this.removeEventListener('load', arguments.callee, false);
}, false );
var fileExtension = src.substr(src.lastIndexOf(".") + 1);
img.src = "data:image/"+fileExtension+";base64,"+ btoa(imageData.asBinary());
The order is correct: first define new Image(), then the onload function and then the source.
Solved. The image was larger than the canvas, so when context.drawImage() was started, only parts of the area was filled. I've set the canvas dimensions according to the image size, so now it works and we have
// ...
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = img.width; // !!!!!
canvas.height = img.height; // !!!!
context.drawImage(img, 0, 0, img.width, img.height );
var pixDataContainer = context.getImageData(0, 0, img.width, img.height);
var pixData = pixDataContainer.data;
// ...
Related
I am currently trying to resize base64 images, since the image files are too big to be processed later on with php. I've found a way to achieve this by resizing the image using canvas. Unfortunately the image I get is just a black field which is 300px wide and 150px high. Maybe it has something to do with img.onload and canvas.toDataURL() order, or I am just using the wrong event (img.onload). Any idea where the mistake can be?
function exportImg(val){
var imageData = $('#image-cropper').cropit('export', {originalSize: true});
imageData = imageData.replace(/^data:image\/[a-z]+;base64,/, "");
var imageDataRes = resize(imageData);
$.post('php/upload.php', { imageDataRes: imageDataRes });
}
function resize(base64){
// Max size for thumbnail
var maxWidth = 900;
var maxHeight = 900;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
img.onload = function(){
// Determine new ratio based on max size
var ratio = 1;
if(img.width > maxWidth) {
ratio = maxWidth / img.width;
}
else if(img.height > maxHeight) {
ratio = maxHeight / img.height;
}
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
}
alert(canvas.toDataURL());
return canvas.toDataURL();
}
EDIT:
What is async in this case and how to solve it? Sorry, but unfortunately I don't see how this could help me further. The $.post works perfectly, I get the images. I just don't get the idea of img.onload and toDataURL() and how I should parse them from one function to another. At first, I got a blank result, with no string at all (just data,), but by adding this img.onload I got finally some base64 string...but it was just black screen.
You will need to wait onload event after that use global variable to save data and call upload function on the end .
Try this :
function exportImg(val){
var imageData = $('#image-cropper').cropit('export', {originalSize: true});
imageData = imageData.replace(/^data:image\/[a-z]+;base64,/, "");
resize(imageData);
}
var SendWhenisReady = function(imageDataRes){
$.post('php/upload.php', { imageDataRes: imageDataRes });
};
function resize(base64){
// Max size for thumbnail
var maxWidth = 900;
var maxHeight = 900;
// Create and initialize two canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
// Create original image
var img = new Image();
img.src = base64;
img.onload = function(){
// Determine new ratio based on max size
var ratio = 1;
if(img.width > maxWidth) {
ratio = maxWidth / img.width;
}
else if(img.height > maxHeight) {
ratio = maxHeight / img.height;
}
// Draw original image in second canvas
canvasCopy.width = img.width;
canvasCopy.height = img.height;
copyContext.drawImage(img, 0, 0);
// Copy and resize second canvas to first canvas
canvas.width = img.width * ratio;
canvas.height = img.height * ratio;
ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
alert(canvas.toDataURL());
window['imageDataRes'] = canvas.toDataURL();
SendWhenisReady(window['imageDataRes'])
}
}
I have a little problem with a loop. I am building a little tool, where a user must upload 12 images. The images are cropped in rectangles and placed on buttons. I am almost ready, but somehow the loop doesn't work well. All images land on the last button. Maybe something wrong in the loop here?
JS/JQuery:
for (var i = 0; i < 12; i++) {
var j=i+1;
var reader = new FileReader();
reader.onload = function (e) {
var img = new Image();
img.src = e.target.result;
img.onload = function () {
var getimage= '#getimage'+j;
// CREATE A CANVAS ELEMENT AND ASSIGN THE IMAGES TO IT.
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height)
var posh, posw;
var factheight=img.height;
var factwidth=img.width;
if(factwidth<factheight){
canvas.width = img.width;
canvas.height= img.width;
posh=(img.height-img.width)/2;
posw=0;
}
else if(factheight<factwidth){
canvas.height = img.height;
canvas.width = img.height;
posh=0;
posw=(img.width-img.height)/2;
}
else{
canvas.width = img.width;
canvas.height= img.height;
posh=0;
posw=0;
}
ctx.drawImage(img, posw, posh, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height);
var cropped=canvas.toDataURL("image/png");
$(getimage).attr("src",cropped); // SHOW THE IMAGES OF THE BROWSER.
}
}
reader.readAsDataURL($('.multiupload')[0].files[i]);
}
Here is also a link to the JSFiddle. Appreciate your help, since I don't know exactly how reader.readAsDataURL($('.multiupload')[0].files[i]); and target.result works
I'm guessing that your loop has finished before any of the images are fully loaded so j will be 11 before its used to find the relevant button. Try changing
img.onload = function () { .... }
to
img.onload = myFunction(id)
Then move everything out of the inline function into its own function with an input parameter. Then pass j as the id param.
I've done an example for you. As I answered in comments
var reader = new FileReader();
reader.onload = (function(j){return function (e) {
var img = new Image();
...
https://jsfiddle.net/ykze3f9r/
The main issue with the code was the j variable. It was always set to the last number because of the way for loops work. You have to instead bind that number. I broke up into separate functions to make it easier to read. Here's the working JSFiddler: https://jsfiddle.net/eh6pr7ee/2/
Processes the image...
var processImg = function( img, imgNum ) {
var getimage= '#getimage' + imgNum;
// CREATE A CANVAS ELEMENT AND ASSIGN THE IMAGES TO IT.
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height)
var posh, posw;
var factheight = img.height;
var factwidth = img.width;
if (factwidth < factheight) {
canvas.width = img.width;
canvas.height = img.width;
posh = (img.height-img.width)/2;
posw = 0;
}
else if (factheight < factwidth) {
canvas.height = img.height;
canvas.width = img.height;
posh = 0;
posw = (img.width-img.height)/2;
}
else {
canvas.width = img.width;
canvas.height= img.height;
posh = 0;
posw = 0;
}
ctx.drawImage(img, posw, posh, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height);
var cropped = canvas.toDataURL("image/png");
$(getimage).attr("src",cropped); // SHOW THE IMAGES OF THE BROWSER.
};
Creates image and sets source...
var setImage = function( imgNum, e ) {
var img = new Image();
img.src = e.target.result;
img.onload = processImg.bind( this, img, imgNum );
};
Create a handler function for image uploads...
var handleImageUploads = function() {
if (parseInt($(this).get(0).files.length) > 12 || parseInt($(this).get(0).files.length) < 12) {
alert("Please upload 12 photos");
}
else {
//loop for each file selected for uploaded.
for (var i = 0; i < 12; i++) {
var reader = new FileReader();
reader.onload = setImage.bind( this, i+1 );
reader.readAsDataURL($('.multiupload')[0].files[i]);
} // for
console.log("done");
$('body').removeClass("loading");
}; // else
}
Binds the handler function.
$('.multiupload').on("change", handleImageUploads);
I would like to use threshold filter on base64 string (data:image/png;base64,iVBOR...) using javaScript like this:
function threshold(base64) {
some action whith base64 string...
return base64; //base64 is updated by threshold filter
}
Is it possible and if it is, how can I do this?
var base64string = "data:image/png;base64,iVBOR..........",
threshold = 180, // 0..255
ctx = document.createElement("canvas").getContext("2d"),
image = new Image();
image.onload = function() {
var w = ctx.canvas.width = image.width,
h = ctx.canvas.height = image.height;
ctx.drawImage(image, 0, 0, w, h); // Set image to Canvas context
var d = ctx.getImageData(0, 0, w, h); // Get image Data from Canvas context
for (var i=0; i<d.data.length; i+=4) { // 4 is for RGBA channels
// R=G=B=R>T?255:0
d.data[i] = d.data[i+1] = d.data[i+2] = d.data[i+1] > threshold ? 255 : 0;
}
ctx.putImageData(d, 0, 0); // Apply threshold conversion
document.body.appendChild(ctx.canvas); // Show result
};
image.src = base64string;
MDN - putImageData
MDN - getImageData
I got it working using crop as recommended. Here is how I got it with the plugin. The if statement is only because I have multiple crop sizes, the circular crop is only for square images.
canvas.width = width;
canvas.height = height;
var context = canvas.getContext("2d");
context.drawImage(this.image, 0, 0, sw, sh, dx, dy, dw, dh);
if (width==height){
context.globalCompositeOperation='destination-in';
context.beginPath();
context.arc(width/2,height/2,height/2,0,Math.PI*2);
context.closePath();
context.fill();
}
var imageData = canvas.toDataURL('image/png');
return imageData;
},
-- Original Question --
I'm using a jQuery plugin called CropBox which I have set up to export a 300x300 image. I am trying to take the square image and add an overlay that will make the image appear round, adding white corners or subtracting the overlay and have transparent corners.
What I'm going for.
The plugin uses a portion of the canvas to create the image. Once the image is captured I'm looking to add the overlay.
Adding my image and trying to draw the image.
var overlay = new Image();
overlay.src = 'MyOverlay.png';
context.drawImage(overlay, 0, 0);
Then I get lost on how to add this to imageData. It should start at 0, 0 too, any input would be appreciated.
Part of the plugin:
(function ($) {
var cropbox = function(options, el){
var el = el || $(options.imageBox),
obj =
{
state : {},
ratio : 1,
options : options,
imageBox : el,
thumbBox : el.find(options.thumbBox),
spinner : el.find(options.spinner),
image : new Image(),
getDataURL: function ()
{
var width = this.thumbBox.width(),
height = this.thumbBox.height(),
canvas = document.createElement("canvas"),
dim = el.css('background-position').split(' '),
size = el.css('background-size').split(' '),
dx = parseInt(dim[0]) - el.width()/2 + width/2,
dy = parseInt(dim[1]) - el.height()/2 + height/2,
dw = parseInt(size[0]),
dh = parseInt(size[1]),
sh = parseInt(this.image.height),
sw = parseInt(this.image.width);
canvas.width = width;
canvas.height = height;
var context = canvas.getContext("2d");
context.drawImage(this.image, 0, 0, sw, sh, dx, dy, dw, dh);
var imageData = canvas.toDataURL('image/png');
return imageData;
},
getBlob: function()
{
var imageData = this.getDataURL();
var b64 = imageData.replace('data:image/png;base64,','');
var binary = atob(b64);
var array = [];
for (var i = 0; i < binary.length; i++) {
array.push(binary.charCodeAt(i));
}
return new Blob([new Uint8Array(array)], {type: 'image/png'});
},
I am playing with canvases imageData and I am having some issues with speed. What I am doing is
$(document).ready(function(){
loadCanvas();
myImageData();
});
function loadCanvas(){
canvas = document.getElementById('myCanvas');
context = canvas.getContext('2d')
image = new Image();
image.src = '/static/images/teeth1.jpg';
image.onload = function (){
imageWidth = image.width;
imageHeight = image.height;
context.drawImage(image, 0, 0, image.width, image.height);
imageData = myImageData(context, image);
pixels = imageData.data;
console.log(pixels);
console.log(pixels.length);
console.log(imageData);
//Changing the value of each pixel
for (var y=0; y<=imageHeight; ++y){
for (var x=0; x<=imageWidth; ++x){
index = (y*imageWidth + x) * 4;
pixels[index] += 30;
pixels[++index] += 30;
pixels[++index] += 30;
}
}
}
}
function myImageData(context){
console.log("width: "+image.width+", height:"+image.height)
return context.getImageData(0, 0, image.width, image.height);
}
When I execute the above code outside the onload function from chrome's console it works very fast. But when executing the double for's inside the onload function (as it is right now) it hangs. Why is that? Is it because it is inside the onload? How can I make sure the image was fully loaded before executing the double fors(so to put them seperatelly outside the onload function)?
// Define functions before using them (Good to)
function loadCanvas(){
var canvas = document.getElementById('myCanvas'); // Define variables!
var context = canvas.getContext('2d');
var image = new Image();
image.onload = function (){
var imageWidth = image.width; // Variables again!
var imageHeight = image.height;
context.drawImage(image, 0, 0, imageWidth, imageHeight );
var imageData = myImageData(context, image); // Variables!
var pixels = imageData.data;
console.log(pixels);
console.log(pixels.length);
console.log(imageData);
//Changing the value of each pixel
for (var y=0; y<=imageHeight; ++y){
for (var x=0; x<=imageWidth; ++x){
var index = (y*imageWidth + x) * 4;
pixels[index] += 30;
pixels[++index] += 30;
pixels[++index] += 30;
}
}
};
image.src = '/static/images/teeth1.jpg'; // Set src here
}
function myImageData(ctx, img){ // Pass the actual image as argument
console.log("width: "+img.width+", height:"+img.height);
return ctx.getImageData(0, 0, img.width, img.height);
}
$(document).ready(function(){
loadCanvas(); // has myImageData() so...
//myImageData(); // why??
});