Image manipulation in canvas - javascript

I have a number of images within #mycontainer like:
<div id="mycontainer">
<img src="http://localhost:8080/images/my-image.png" />
…
</div>
I need to convert those into B/W. Pretty common task but I didn't find any solution for this that would just work for me — there is some problem with the actions execution.
What I have now is the following:
function grayscale(src) {
var ctx = document.createElement('canvas').getContext('2d'),
imgObj = new Image(),
pixels, i, n, gs, url;
// wait until the image has been loaded
imgObj.onload = function () {
ctx.canvas.width = this.width;
ctx.canvas.height = this.height;
ctx.drawImage(this, 0, 0);
pixels = ctx.getImageData(0, 0, this.width, this.height);
for (i = 0, n = pixels.data.length; i < n; i += 4) {
gs = pixels.data[i] * 0.3 + pixels.data[i+1] * 0.59 + pixels.data[i+2] * 0.11;
pixels.data[i] = gs; // red
pixels.data[i+1] = gs; // green
pixels.data[i+2] = gs; // blue
}
ctx.putImageData(pixels, 0, 0);
};
imgObj.src = src;
return ctx.canvas.toDataURL('image/png');
}
In general the actions are:
I supply src of an image to process,
wait for the image to be fully loaded,
draw the image on the canvas, convert the pixels and put the converted pixels back on the canvas
then I want the data URL of the resulting image from the canvas to be returned.
Right now, when in Developer Tools I am tring something like:
c = $('#mycontainer').find('img')[0];
grayscale(c.src);
I get back data URL of a fully transparent default 300px x 150px canvas as if that imgObj.onload() doesn't exist in the script at all.
Can anybody point me to a mistake here please?

Quick answer: Since you're using jQuery, you might look at the jQuery desaturate plugin, which might do what you need.
Longer answer in reference to your code - imgObj.onload is an asynchronous callback function, so it won't have executed by the time you reach your return statement. You'll need to execute any code that requires the post-onload data URL from inside the onload callback. One way to do this would be to have grayscale take a callback argument:
function grayscale(src, callback) {
// ... snip ...
// wait until the image has been loaded
imgObj.onload = function () {
// ... snip ...
ctx.putImageData(pixels, 0, 0);
// now fire the callback
callback(ctx.canvas.toDataURL('image/png'));
};
imgObj.src = src;
}
c = $('#mycontainer').find('img')[0];
grayscale(c.src, function(dataUrl) {
// further stuff with grayscale dataUrl
});

Related

Can I re-draw a canvas image with its own image?

I'm learning to draw an image with canvas and getting a problem inside this example:
let img = new Image();
img.src = 'https://image.freepik.com/free-photo/hrc-siberian-tiger-2-jpg_21253111.jpg';
let a = function () {
let c1 = document.getElementById('c1'),
c2 = document.getElementById('c2');
c1.width = c2.width = 150;
c1.height = c2.width = 150;
c1.getContext('2d').drawImage(img, 0, 0, 150, 150);
c2.getContext('2d').drawImage(img, 0, 0, 150, 150);
};
let b = function () {
let c2 = document.getElementById('c2');
c2.width = 100;
c2.height = 100;
c2.getContext('2d').drawImage(c2, 0, 0, 100, 100);
};
let c = function () {
let c1 = document.getElementById('c1'),
c3 = document.getElementById('c3');
c3.width = 100;
c3.height = 100;
c3.getContext('2d').drawImage(c1, 0, 0, 100, 100);
};
a();
b();
c();
<div>
<canvas id="c1"></canvas>
</div>
<div>
<canvas id="c2"></canvas>
</div>
<div>
<canvas id="c3"></canvas>
</div>
Inside b function. I want to re-draw (resize) its own image with another size (changing width and height from 150 to 100). But it looks like it couldn't.
Then, I've tried to make another function (c). In this function, I've used the image of canvas c1 to re-draw image of canvas c3. That's ok.
So, my question is: Cannot canvas use its own image to draw an image for itself? (or maybe I've done something wrong)
Edit: At first I thought that using an HTMLCanvasElement in the drawImage() call was an incorrect argument type. That was wrong, it's a valid argument. The actual issue was that the code was not waiting for the image to load.
You need to take a look at how you are getting your initial image data for your first canvas. I would not expect it to work because you could be drawing the image data from img before it is actually loaded. You need to attach callbacks to img to wait for it to finish loading the image and then draw that image on a canvas.
Consider my example below that includes an asynchronous way to load an image, how to draw one canvas in another, and how to draw text (just to show differences between canvases).
function loadImage(path) {
return new Promise((resolve, reject) => {
let img = new Image();
img.addEventListener("load", () => {
resolve(img);
});
img.addEventListener("error", (err) => {
reject(err);
});
img.src = path;
});
}
loadImage("https://cdn.sstatic.net/Sites/stackoverflow/img/sprites.svg")
.then((img) => {
let c1 = document.getElementById("c1"),
c2 = document.getElementById("c2"),
c1Ctx = c1.getContext("2d"),
c2Ctx = c2.getContext("2d");
c1Ctx.drawImage(img, 0, 0, 150, 150);
c1Ctx.strokeText("I'm drawing on canvas 1", 25, 25);
c2Ctx.drawImage(c1, 25, 25, 100, 100);
c2Ctx.strokeText("I'm drawing on canvas 2", 25, 25);
})
.catch(console.error);
<canvas id="c1" width="150" height="150"></canvas>
<canvas id="c2" width="150" height="150"></canvas>
Another thing that you will likely run into since you want to be able to pull data out of your canvas is CORS issues. I point this out explicitly because the image that you are trying to draw onto your canvas is from a different domain (image.freepik.com in your example). Whenever you draw image data from another domain onto a canvas, that canvas becomes tainted an you can no longer use canvas' toBlob(), toDataURL(), or getImageData() methods. See: MDN: CORS enabled image.

combine array of images with javascript (with or without canvas)

I would like to create a strip of images and compose a new image, like image = [image0-image1-image2].
We'll use:
images = ['https://upload.wikimedia.org/wikipedia/commons/5/55/Al-Farabi.jpg',
'https://upload.wikimedia.org/wikipedia/commons/e/e1/FullMoon2010.jpg',
'https://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/3D_coordinate_system.svg/10000px-3D_coordinate_system.svg.png']
I would like to take external above, and make a collage.
I would like to do it in background.
I learnt that is possible to use a canvas element off the dom; for the sake of watching what I am doing, I will use a canvas element here.
// create an off-screen canvas using document.createElement('canvas')
// here I use a canvas in DOM cause I cannot find a way to displayed the final collage
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d');
// set its dimension to target size
canvas.width = 1200;
canvas.height = 630;
and found three different behaviors for what I think should give same result. Could you explain me why?
If I manually copy and paste in console code for each image, one at a timeenter code here`
var image = new Image();
// i is the i-th element in images
image.src = images[i];
image.onload = function() {
context.save();
context.drawImage(image, canvas.width * 0.3 * i, 0, canvas.width*0.3, canvas.height);
}
I can see the elements are positioned one aside of the other, like I would like to have.
But If I copy all of three pieces of code at once, either in a loop, I can see only the last image placed in all of the three different positions:
for (var i = images.length; i <= 0; i++) {
var image = new Image();
image.src = images[i];
image.onload = function(){
context.save();
context.drawImage(image, canvas.width*0.3 * i, 0, canvas.width*0.3, canvas.height);
}
}
So I thought, maybe it's a matter of using a callback after image is loaded - I tried the following but nothing happens: canvas stays empty.
// my callback
function addImage(image, position){
image.onload = function(){
context.save();
context.drawImage(image, canvas.width*0.3 * position, 0, canvas.width*0.3, canvas.height);
}
}
function loadImages (images, callback) {
for (var i = images.length-1; i >= 0; i--) {
var image = new Image();
image.src = images[i];
callback(image, i);
}
}
// canvas will stay empty:
loadImages(images, addImage);
Can you help in clarifying the differences in the three parts, and figure out how to combine an array of images in a single one?
Possibly in background, I want to then save the image and post it via ajax.
In your loop example, all the onload functions are sharing the same i and image variables from the loop. But the onload functions are callback functions that get called after the loop completes. Thus, all the onload functions are using the same i and image values from after the loop completed. You need to create a local scope such that each onload function has its own i and image values. For example...
for (var i = 0; i < images.length; i++) {
var image = new Image();
image.src = images[i];
image.onload = function(image, i) {
return function(){
context.drawImage(image, canvas.width*0.3 * i, 0, canvas.width*0.3, canvas.height);
}
}(image, i);
}

How do I capture the onclick event called in HTML?

So, I have an <img> tag that has an onclick attribute. The onclick calls a function called analyze(this), with this being the image.
The analyze function does some things to the image that aren't entirely relevant, except for the fact that it draws it onto the <canvas> element (using the drawImage function).
But now, I want to also pick the color I just clicked on in the image. I am currently using the method answered here (the answer with 70+ votes, not the chosen one): How do I get the coordinates of a mouse click on a canvas element?
But, I think I might be doing this wrong. I have the image drawn and my functions called (and those all work), but the color picking part isn't being called. I think that this is because I didn't actually capture the event. This is generally how my code looks:
<img onclick="javascript:analyze(this);" />
function analyze(img_elem) {
// This is getting the canvas from the page and the image in it
var canvaselement = document.getElementById('canvas').getContext('2d'),
img = new Image();
img.onload = function () {
canvaselement.drawImage(img, 0, 0, 250, 250);
...
canvaselement.onClick = function () {
var coords = canvaselement.relMouseCoords(event);
pick(img, canvaselement, coords); // pass in coordinates
}
}
img.src = img_elem.src;
}
function relMouseCoords(event) {
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do {
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while (currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {
x: canvasX,
y: canvasY
}
}
function pick(img, canvaselement, coords) {
var pickedColor = "";
canvaselement.drawImage(img, 0, 0, 250, 250);
xx = coords.x;
yy = coords.y;
var imgData = canvas.getImageData(xx, yy, 1, 1).data;
pickedColor = rgbToHex(imgData);
//alert(pickedColor);
return pickedColor;
}
So, the code never gets to the pick function. I have a feeling that it's because I didn't actually capture the onclick event. I'm also not even sure if this is the right way to get the coordinates on the canvas, I'm just sort of hoping that I even get to that part of the debugging process at this point.
Thanks for your help!
The problem is probably that you're assigning canvaselement to the results of getContext('2d') and not to the element itself, which you will need for the click event binding. Create two variables, one for the DOM element itself and one for the context, something like:
var canvaselement = document.getElementById('canvas'),
canvaselementctx = canvaselement.getContext('2d');
...
canvaselement.onClick = function() {
var coords = canvaselementctx.relMouseCoords(event);
...
}
You have a couple of errors in the code but the reason the code you got from the linked post is that you forgot to include the prototype definition it uses:
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
Now you can call relMouseCoords on the canvas element:
/// event name in lower case
canvaselement.onclick = function () {
var coords = canvaselement.relMouseCoords(event);
//...
However, you will still get problems as you don't use a canvas context for the drawing calls.
function analyze(img_elem) {
// This is getting the canvas from the page and the image in it
var canvaselement = document.getElementById('canvas').getContext('2d'),
/// get context like this
ctx = canvaselement.getContext('2d'),
img = new Image();
img.onload = function () {
/// use context to draw
ctx.drawImage(img, 0, 0, 250, 250);
//...

canvas toDataURL not returning a complete image

I'm building a jQuery plugin which watermarks images (and yes, i'm well aware of the multitudinal drawbacks of a javascript/html5 watermarking system but just ignore that for now.) The basic method for each image is:
paste the image to the background of a canvas
add the data for a watermark image over that,
replace the src of the original image with that of the canvas (which now contains the watermark.)
Now it appears to work fine if I replace the image element with the canvas itself.. all of the elements appear on the canvas. But when I get the dataURL of the canvas, everything but the last image drawn onto it appears. I wouldn't even mind except this plugin also needs to replace the links to images as well, and so replace the hrefs with data urls (with the watermark.)
This is the current code:
(function($){
$.fn.extend({
cmark: function(options) {
var defaults = {
type: 'image',
content: 'watermark.png',
filter: 'darker',
scale:300,
box: {
top : 0.5,
left : 0.5,
width : 0.75,
height : 0.75,
bgcolor : '#000000',
bgopacity : 0.5,
fgopacity : 1
},
callback_unsupported: function(obj){
return obj;
}
}
var getScale = function(w, h, scale){
ratio = Math.min(scale/w, scale/h);
scalew = Math.round(ratio*w);
scaleh = Math.round(ratio*h);
return [scalew,scaleh];
}
var options = $.extend(defaults, options);
return this.each(function() {
obj = $(this);
canvas = document.createElement('canvas');
if(!window.HTMLCanvasElement){
return options.callback_unsupported(obj);
}
/* if selecting for images, reset the images. Otherwise,
we're replacing link hrefs with data urls. */
if(obj.attr('src')){
target_img = obj.attr('src');
}
else if (obj.attr('href')){
target_img = obj.attr('href');
}
// get the filetype, make sure it's an image. If it is, get a mimetype. If not, return.
ftype = target_img.substring(target_img.lastIndexOf(".")+1).toLowerCase();
canvasbg = new Image();
canvasbg.onload = function(){
iw = canvasbg.width;
ih = canvasbg.height;
scale = getScale(iw, ih, options.scale);
iw = scale[0];
ih = scale[1];
canvas.setAttribute('width', iw);
canvas.setAttribute('height', ih);
ctx = canvas.getContext('2d');
/* define the box as a set of dimensions relative to the size of the image (percentages) */
bw = Math.round(iw * options.box.width);
bh = Math.round(ih * options.box.height);
// for now the box will only ever be centered.
bx = Math.round((iw * options.box.top) - (bw/2));
by = Math.round(ih * options.box.left - (bh/2));
/* draw the box unless the opacity is 0 */
if(options.box.bgopacity > 0){
ctx.fillStyle = options.box.bgcolor;
ctx.globalAlpha = options.box.bgopacity;
ctx.fillRect(bx, by, bw, bh);
}
wm = new Image();
wm.onload = function(){
ww = wm.width;
wh = wm.height;
scalar = Math.max(bw, bh); // scale to within the box dimensions
scale = getScale(ww, wh, scalar);
ww = scale[0];
wh = scale[1];
ctx.globalCompositeOperation = options.filter;
ctx.drawImage(wm, bx, by, ww, wh);
}
wm.src = options.content;
ctx.drawImage(canvasbg, 0, 0, iw, ih);
obj.replaceWith(canvas);
$('body').append('<img src="'+canvas.toDataURL()+'">');
//obj.attr('src', canvas.toDataURL());
}
canvasbg.src = target_img;
});
}
})
})(jQuery);
I added a line which dumps an image with the data url directly onto the page for testing and this is what I see... on the left is the canvas element, on the right is the image with the data url:
So yeah, this has had me stumped for a couple of days now. I'm probably missing something horribly obvious but I can't see it.
... edited because the example is no longer online. sorry.
First of all, don't build a string buffer that big for a tag.
var img = new Image();
img.src = canvas.toDataURL();
$('body').append(img);
Or if you prefer:
$('body').append($('<img>').attr('src', canvas.toDataURL()))
Second, you are getting there dataURL of the canvas before you draw the watermark. The drawing happens in the wm.onload callback function, which happens when the watermark loads. That may not fire until way after canvasbg.onload fires off, which is where you get the dataURL.
So move the image append into code at the end of the wm.onload callback and you should be good.

How do I handle many images in my HTML5 canvas?

I'm very new to Html5 canvas and Javascript. I'm trying this :
function animate() {
var image1 = new Image();
image.src = /path
var image2 = new Image();
image2.src = /path
for(;;)
{
//change value of x and y so that it looks like moving
context.beginPath();
context.drawImage(<image>, x, y );
context.closePath();
context.fill();
}
}
EDIT:
And I call the animate function each 33ms :
if (playAnimation) {
// Run the animation loop again in 33 milliseconds
setTimeout(animate, 33);
};
If I follow the answer given here, I get the image struck and its not moving any further.
Update: Based on new information in the question, your problem (restated) is that you want to either
wait for all images to load first, and then start animating with them, or
start animating and only use an image if it is available.
Both are described below.
1. Loading many images and proceeding only when they are finished
With this technique we load all images immediately and when the last has loaded we run a custom callback.
Demo: http://jsfiddle.net/3MPrT/1/
// Load images and run the whenLoaded callback when all have loaded;
// The callback is passed an array of loaded Image objects.
function loadImages(paths,whenLoaded){
var imgs=[];
paths.forEach(function(path){
var img = new Image;
img.onload = function(){
imgs.push(img);
if (imgs.length==paths.length) whenLoaded(imgs);
}
img.src = path;
});
}
var imagePaths = [...]; // array of strings
loadImages(imagePaths,function(loadedImages){
setInterval(function(){ animateInCircle(loadedImages) }, 30);
});
2. Keeping track of all images loaded so far
With this technique we start animating immediately, but only draw images once they are loaded. Our circle dynamically changes dimension based on how many images are loaded so far.
Demo: http://jsfiddle.net/3MPrT/2/
var imagePaths = [...]; // array of strings
var loadedImages = []; // array of Image objects loaded so far
imagePaths.forEach(function(path){
// When an image has loaded, add it to the array of loaded images
var img = new Image;
img.onload = function(){ loadedImages.push(img); }
img.src = path;
});
setInterval(function(){
// Only animate the images loaded so far
animateInCircle(loadedImages);
}, 100);
And, if you wanted the images to rotate in a circle instead of just move in a circle:
Rotating images: http://jsfiddle.net/3MPrT/7/
ctx.save();
ctx.translate(cx,cy); // Center of circle
ctx.rotate( (angleOffset+(new Date)/3000) % Math.TAU );
ctx.translate(radius-img.width/2,-img.height/2);
ctx.drawImage(img,0,0);
ctx.restore();
Original answer follows.
In general, you must wait for each image loading to complete:
function animate(){
var img1 = new Image;
img1.onload = function(){
context.drawImage(img1,x1,y1);
};
img1.src = "/path";
var img2 = new Image;
img2.onload = function(){
context.drawImage(img2,x2,y2);
};
img2.src = "/path";
}
You may want to make this code more DRY by using an object:
var imgLocs = {
"/path1" : { x:17, y:42 },
"/path2" : { x:99, y:131 },
// as many as you want
};
function animate(){
for (var path in imgLocs){
(function(imgPath){
var xy = imgLocs[imgPath];
var img = new Image;
img.onload = function(){
context.drawImage( img, xy.x, xy.y );
}
img.src = imgPath;
})(path);
}
}

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