How to calculate new height width of canvas after scaling? - javascript

I am working on HTML5 project and i am getting somne problem.
Actually i have a canvas on which i am drawing image by using
ctx1.scale(0.5,0.5); // let assume
ctx1.drawImage(Image,0,0,canvas.width,canvas.height);
I want to calculate new height width of image after scaling (i.e scale=0.5). So that i could change the canvas height and width fit to image (as boundary).
Thanks in Advance

It is just as simple as multiplying the width by the scale!
Not sure about syntax though:
canvas.width * scale

Related

How can i get high resolution image from smaller canvas?

I am using one canvas in my web app and it's actual height and width are 500px. I am showing this canvas on screen as 500px square but i want image exported from this canvas as 1600px square. I have tried below code with no luck.
canvas.width = 1600;
canvas.style.width = 500;
Any help will be appreciated.
You can have the canvas display at 500px while still having a resolution of 1600px. Display size and resolution are independent. For resolution you set the canvas width and height properties. For display size you set the canvas style width and height properties.
// create a canvas or get it from the page
var canvas = document.createElement("canvas");
// set the resolution (number of pixels)
canvas.width = canvas.height = 1600;
// set the display size
canvas.style.width = canvas.style.height = "500px";
// get the rendering context
var ctx = canvas.getContext("2d");
To get the rendering to match the display size you need to scale up all rendering. You can do this by setting the transform scale to the canvas resolution divided by the display size
var scale = 1600 / 500; // get the scale that matches display size
ctx.setTransform(scale,0,0,scale,0,0);
Now when you render to the canvas you use the screen size coordinates.
ctx.fillRect(0,0,500,500); // fill all of the canvas.
ctx.fillStyle = "red"; // draw a red circle 100 display pixels in size.
ctx.beginPath();
ctx.arc(250,250,100,0,Math.PI * 2);
ctx.fill();
When you then save the canvas, what ever method you use as long as it is not screen capture the saved canvas will be 1600 by 1600 and all the rendering will be correctly positions and proportional
HTML
<canvas width="1600px" height="1600px" > </canvas>
CSS
canvas{
position :absolute;
transform:scale(0.3125);
left:-500px; //adjust
top:-350px; //adjust
}
Use transform:scale() to adjust size of your canvas
Now 1600 * 1600 will be the actual size of your canvas, so you can directly export images from your canvas
But in view it show as 500px * 500px beacuse it's scaled down, it dose not affect the image quality while exporting
Honest answer: you can't.
If you did, then you'd have found a way to losslessly compress data with less than 1/9th of the original size, and without any encoding, which is unarguably impossible.
What you can do is scale it up in a way that it at least doesn't get blurry. To do that, you need the final image to be an integer multiple of the previous canvas, so the browser won't apply anti-aliasing. Or if you want to use your own copying formula with putImageData that would get rid of anti-aliasing, you'll still get various incongruences and it would be very slow
In your case, the closest you could get is 1500x1500 ( 3*500x3*500 ). If your point was to process an image, you're not in luck, but if you just want to display something good enough, you can resort to various other tricks such as centering the canvas and using properties like box-shadow to make it clear that it's separate from the rest of the screen

How to avoid the Zoom of browser changing the Canvas size?

I'm buliding a Three.js project.
In JS, I defined that renderer.setSize(1920,600).
With the command renderer.domElement in console I can check the renderer size.
Under the normal browser zoom ratio (100%), the size of canvas is 1920 x 600.
But if I change the zoom ratio to 150% then I got the wrong size 2880 x 900,which width and height are multiplied by 150%.
Generally speaking, if zoom ratio = z, then canvas width=1920z and height=600z .
This is not what I want! I want a fixed size 1920 x 600 ,which is not affected by the browser zoom ratio.
Strange situation ,anyone can solve this problem?
Canvases have 2 sizes.
The size of their drawingBuffer.
This is how many pixels are in the canvas. This is set by the width
and height attributes
<canvas width="123" height="456"></canvas>
Or by setting the width and height properties
someCanvas.width = 123;
someCanvas.height = 456;
The size the canvas is displayed
This is set by CSS
<canvas width="123" height="456" style="width: 789px; height: 987px;"></canvas>
That canvas will have 123x456 pixels displayed at 789x987px
The CSS size can be set to any valid CSS. For example width: 50%; in which case the browser will stretch the canvas to 50% of the size of its container. You can look up the size the browser is displaying the canvas i CSS pixels by looking at canvas.clientWidth and canvas.clientHeight or by calling canvas.getClientBoundingRect().
The browser NEVER changes size #1 above. Size #2 only changes if you set it to some percent measure. If it's changing that's happening in your code somewhere. Check for a resize function
Note that three.js's renderer.setSize sadly sets the CSS for the canvas in JavaScript. If you don't want it to set the CSS pass in false as the last argument as in
renderer.setSize(width, height, false);
This is currently (as of 2015-11-29) undocumented.

Is there a way to get crisp (instead of fuzzy) blown-up RGraph bar charts?

I am working with a copy of http://www.rgraph.net/demos/bar04.html in which the canvas has no height and width specified in its attributes, but set in CSS to have height and width of 100%.
At present the rendered image looks like it was graphed crisply at a low resolution and then blown up; the screen has the same sort of fuzziness you'll get from zooming too far in on an image in a browser.
Is there any way to adapt and configure RGraph so the image is crisp when the graph fills a screen?
Changing the size of the canvas with CSS will just scale it rather than change the innate resolution. To change the resolution set the width and height properties of the canvas. You can either do this in the markup, or you can set it in script:
var cvs = document.getElementById('cvs');
cvs.width = 1200;
cvs.height = 500;
As well as hard-coding the values you could determine the window size when the page has loaded (eg with jQuery) and then set the width/height attributes to that.

html5 image cropping

I'm using context-blender to apply a multiply effect on the first 192 pixels of the html background-image with a fixed color to achieve a transparency effect on the header of the page.
On the html I have 2 canvas. One for the part of the image to apply the multiply effect and one for the color.
On the javascript, after setting the color of the color-canvas and the width of both canvas to the window.innerWidth I'm getting the background image with:
imageObj.src = $('html').css('background-image').replace(/^url|[\(\)]/g, '');
Now comes the problem. I want to draw a cropped image to the image to the image-canvas so I can apply the multiply effect. I'm trying to do the following:
imageObj.onload = function(){
// getting the background-image height
var imageHeight = window.innerWidth * imageObj.height / imageObj.width;
// get the corresponding pixels of the source image that correspond to the first 192 pixels of the background-image
var croppedHeight = 192 * imageObj.height / imageHeight;
// draw the image to the canvas
imageCanvas.drawImage(imageObj, 0, 0, imageObj.width, croppedHeight, 0, 0, window.innerWidth, 192);
// apply the multiply effect
colorCanvas.blendOnto( imageCanvas, 'multiply');
}
But I'm doing something wrong getting the cropped height.
Ex: For an 1536x1152 image and a 1293x679 browser container, the value I'm getting for the source cropped height is 230 but to get the correct crop I need to use something around 296.
Edit:
I'm using background-size: cover on the css to create the background-image
Edit2:
I created a fiddle to illustrate the problem. If you uncomment the line //cHeight *= magicConstant; the cropped image looks a lot better but things stop making sense. I removed the multiply effect on the fiddler but that's not required to reproduce the problem. I also noticed that the behavior changed if I remove the second canvas from the URL.
Btw, this behavior happened with google chrome, but I think the same thing happens on safari and firefox.
OK, I've fixed it. Man was that hard! Mainly because you forgot to set the imageCanvas' canvas height. It also didn't help that the image has a white border. I spent a hell of a lot of time trying to figure out where the padding was coming from.
So to start, for the case of the fiddle, in function doBlending(), set imageCanvas.canvas.height = height;
Then the calculations in crop() need to cover 2 possibilities. Is the image being scaled for height and truncated on the left or scaled for width and truncated on the bottom? I'm not going to write both for you, but here's the one for the case where it is scaled for height:
function crop(imageObj, imageCanvas, colorCanvas) {
// Assumes bg image is scaled for hight
var scale = imageObj.height / window.innerHeight;
var targetHeight = imageCanvas.canvas.height;
var targetWidth = window.innerWidth;
imageCanvas.drawImage(imageObj,
0, 0, targetWidth * scale, targetHeight * scale,
0, 0, targetWidth, targetHeight);
}
I really have no idea where you came up with the scaling factors in your example. The image is going to be scaled by multiplying both the x and y dimensions by some scale factor. That's how you preserve the aspect ratio. The scale factor will be the larger of the one to make the height of the image match the height of the window and the one to make the width of the image match the width of the window.
I think it may not be valid for you to be using window inner dimensions here. Since cover will maintain the aspect ratio of the background image it means that both of its dimensions may not be fully displayed. So if you are trying to transform between aspect ratios to determine where to clip, you would have to account for the fact that the image may flow out of the window borders.

HTML5 canvas stroke() thick and fuzzy

I'm trying to allow the user to draw a rectangle on the canvas (like a selection box). I'm getting some ridiculous results, but then I noticed that even just trying the code from my reference here, I get huge fuzzy lines and don't know why.
it's hosted at dylanstestserver.com/drawcss. the javascript is inline so you can check it out. I am using jQuery to simplify getting the mouse coordinates.
The blurry problem will happen if you use css to set the canvas height and width instead of setting height and width in the canvas element.
<style>
canvas { height: 800px; width: 1200px; } WRONG WAY -- BLURRY LINES
</style>
<canvas height="800" width="1200"></canvas> RIGHT WAY -- SHARP LINES
For some reason, your canvas is stretched. Because you have its css property width set to 100%, it is stretching it from some sort of native size. It's the difference between using the css width property and the width attribute on the <canvas> tag. You might want to try using a bit of javascript to make it fill the viewport (see jQuery .width()):
jQuery(document).ready(function(){
var canvas = document.getElementById('drawing');
canvas.width(($(window).width()).height($(window).height());
var context = canvas.getContext('2d');
//...
The way I do it is to set the canvas element to a width and height in the css, and then set the canvas.width = canvas.clientWidth and canvas.height = canvas.clientHeight
var canvas = document.getElementById("myCanvas");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
var context = canvas.getContext("2d");
You haven't indicated canvas size in pixels, so it is scaled up. It is 300x150 here. Try setting the width, height
On retina displays you also need to scale (in addition to the accepted answer):
var context = canvas.getContext('2d');
context.scale(2,2);
The css sizing issue mentioned in these comments is correct, but another more subtle thing that can cause blurred lines is forgetting to call make a call to context.beginPath() before drawing a line. Without calling this, you will still get a line, but it won't be smoothed which makes the line looks like a series of steps.
I found the reason mine was blurry was that there was a slight discrepancy between the inline width and the CSS width.
I have both inline width/height parameters AND css width/height assigned to my canvas, because I need to keep its physical dimensions static, while increasing its inline dimensions for retina screens.
Check yours are the same if you have a situation like mine.

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