HTML5 formdata: read image data from remote server - html

does someone know, is it possible read image to binary from remote URL.
I know that File API give us possibility read as binary file from our local system.
But i cant find info about reading from remote URL. Maybe even i can read this info from browser cache, after i load this info from to or else?

I think this will solve your problem, make a img tag with your url as SRC.
function getBase64Image(img) {
// Create an empty canvas element
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
var dataURL = canvas.toDataURL("image/png");
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
This function was found on Get image data in JavaScript?
Use it like
var img = new Image();
img.load = function(){
var data = getBase64Image(this);
};
img.src= "my IMAGE URL";
Or use your own img tag from your HTML

Related

image not displaying on canvas [duplicate]

I am trying to paint an image on a canvas before I get its dataURL(), but the data returned is like empty.
When I check it in the console, I see there is a lot of A in the string : ("data:image/png;base64,iVBO..some random chars... bQhfoAAAAAAAAAA... a lot of A ...AAAASUVORK5CYII=")
When I try to append the canvas to the document, nothing is drawn either and I don't have any error thrown in the console.
What is the problem here ?
Here is my code :
var img = new Image();
img.src = "http://somerandomWebsite/picture.png";
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0); // this doesn't seem to work
var dataURL = canvas.toDataURL(); // this will give me a lot of "A"
doSomething(dataURL);
Also, when doing a quick refresh, the image gets drawn correctly onto the canvas but I've got an error message in the console and dataURL is empty.
The message in Firefox is : "SecurityError: The operation is insecure.",
in Chrome it is "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.",
and on IE I just get "SecurityError".
What does it mean ?
You have to wait that your image has loaded before you can paint it on the canvas.
To do so, simply use the load event handler of your <img> element :
// create a new image
var img = new Image();
// declare a function to call once the image has loaded
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0);
var dataURL = canvas.toDataURL();
// now you can do something with the dataURL
doSomething(dataURL);
}
// now set the image's src
img.src = "http://somerandomWebsite/picture.png";
Also, for the canvas' context.toDataURL() and context.getImageData to work properly, you have to get your image resource in a cross-origin compliant way, otherwise the canvas is "tainted" which means that any method to get pixels data will be blocked.
If your image comes from the same server, no problem.
If your image is served from an external server, be sure that it allows yours in its cross-origin headers and set the img.crossOrigin to "use-credentials".
If the server does allow anonymous requests, you can set the img.crossOrigin to "anonymous".
Nota Bene : CORS header is sent by the server, the cross-origin attribute will only let it know that you want to use CORS to get the image data, in no way you can circumvent it if the server is not set properly.
Also some UserAgents (IE & Safari) still haven't implemented this attribute.
Edge Case : If some of your images are from your server and some are from a CORS compliant one, then you may want to use the onerror event handler which should fire if you set the cross-origin attribute to "anonymous" on a non CORS server.
function corsError(){
this.crossOrigin='';
this.src='';
this.removeEventListener('error', corsError, false);
}
img.addEventListener('error', corsError, false);

Pass an image to a canvas with dataurl

I am trying to make an image being passed to a canvas from a weburl.
The code has been taken from this [question][1] which is accepted but for some reason it does not work on me on firefox or chrome.
Any ideas?
EDIT:
Here you are:
var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAACWCAYAAABkW7XSAAAAxUlEQVR4nO3BMQEAAADCoPVPbQhfoAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAOA1v9QAATX68/0AAAAASUVORK5CYII=';
The reason nothing shows is that the provided Data-URI contains no data, that is, it is 300x150 fully transparent:
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAACWCAYAAABkW7XSAAAAxUlEQVR4nO3BMQEAAADCoPVPbQhfoAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAOA1v9QAATX68/0AAAAASUVORK5CYII=
My guess is that you along the way saved an empty canvas as Data-URI using toDataURL() and is now using that for loading an image.
Try this URL instead and you will see it works (red image of 300x150):
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAACWCAYAAABkW7XSAAACBUlEQVR4nO3UoQ0AIADEwN9/aVgBR5qcOF/Vne0AFOx3AMArwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CAjAsWoUTzPRjavAAAAABJRU5ErkJggg==
var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAACWCAYAAABkW7XSAAACBUlEQVR4nO3UoQ0AIADEwN9/aVgBR5qcOF/Vne0AFOx3AMArwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CADMMCMgwLyDAsIMOwgAzDAjIMC8gwLCDDsIAMwwIyDAvIMCwgw7CAjAsWoUTzPRjavAAAAABJRU5ErkJggg==";
<canvas id="my_canvas_id"></canvas>
var ctx=c.getContext("2d");
ctx.fillStyle="red";
ctx.fillRect(0,0,300,150);
document.write(c.toDataURL());
<canvas id="c"></canvas>

Image resize with HTML5 Canvas - Distortion

I'm working on a Webworks app where I need to resize an image for upload to a server. I'm using JQuery Mobile, the app needs to run on OS6 and up. The user can either use the camera or select an image off the device. The relevant code is as follows:
function handleOpenedFile(fullPath, blobData) {
var image = new Image();
image.src = fullPath; //path to image
image.onload = function () {
var resized = resizeMe(image); // send it to canvas
//Do stuff with the DataURL returned from resizeMe()
};
}
function resizeMe(img) {
var canvas = document.createElement('canvas');
var width = Math.round(img.width / 2);
var height = Math.round(img.height / 2);
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, width, height);
return canvas.toDataURL("image/jpeg", 0.8);
}
I then use the Base64 in the DataURL for uploading to the server. The images get scaled but they come out garbled. Parts of the image are shifted around and colours come out strange. It's not the scaling per se that messes up the image as it comes out garbled if you draw it on the canvas without any scaling.
I've searched both SO and the BB Dev forums extensively with no luck.
Does anyone have any idea how to fix this or have an alternative suggestion for resizing an image for upload?
I've managed to solve the problem although why it works eludes me. Simply replace
return canvas.toDataURL("image/jpeg", 0.8);
with
return canvas.toDataURL();
This returns a base64 encoded string with the properly resized image without any strange visual artifacts.
Cannot help with JQuery mobile, apps running on OS6 or using Base64 in the DataURL for uploading to a server but your code for the function resizeMe does not place the canvas in the HTML document anywhere.
Required line added below.
function resizeMe(img) {
var canvas = document.createElement('canvas');
var width = Math.round(img.width / 2);
var height = Math.round(img.height / 2);
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas); //append canvas child to body <<<<-----------
ctx.drawImage(img, 0, 0, width, height);
return canvas.toDataURL("image/jpeg", 0.8);
}
If this extra line is missed out in the jsfiddle below you get no image at all, with it you get a scaled image properly formed. The fiddle works on my andriod smart phone.
http://jsfiddle.net/FeALQ/

html5 getImageData then putImageData results in fading image

I'm very new to Html5 and I was wondering if someone could shed some light on this:
<script type="text/javascript">
window.onload = function () {
var canvas = document.getElementById('canvas'); //682 x 111 pixel canvas
var context = canvas.getContext('2d');
var image = new Image();
image.src = "/Content/ImageTestOne/logo-for-dissolve.png"; //682 x 111 pixel image
image.onload = function () { context.drawImage(image, 0, 0); drawFrame(); };
function drawFrame() {
window.requestAnimationFrame(drawFrame, canvas);
imageData = context.getImageData(0, 0, canvas.width, canvas.height);
//Do something to some pixels here that persists over time
context.clearRect(0, 0, canvas.width, canvas.height);
context.putImageData(imageData, 0, 0);
};
};
</script>
According to my limited knowledge of Html5 this code should do nothing except continually display the "image". But instead the image quite rapidly burns out to almost white which suggests that the imageData is changed slightly each time it is either read from or written to the canvas...
Basically I wanted to fade the image where the mouse was located so that a background image shows through as the mouse is moved around. Is there a way around this or am I going to have to become a little more creative with the process? Is there anyway I can manipulate the "image" ImageData rather than getting it from the canvas each time?
Thanks in advance, I've tried using jpg and png and loading into DOM rather than via image.src but they all have the same issue.
Using the latest Chrome btw.
Here is the setup for the requestionAnimationFrame to handle a range of browsers with a fail over to SetTimeout:
(!window.requestAnimationFrame)
{
window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
return window.setTimeout(callback, 1000/60);
});
}
Here is the code for the canvas
<canvas id="canvas" width="682" height="111"></canvas>
That's all the code for this.
putImageData() and getImageData() can be lossy. There's a note in the spec about this:
Due to the lossy nature of converting to and from premultiplied alpha
color values, pixels that have just been set using putImageData()
might be returned to an equivalent getImageData() as different values.
See also this related question:
Why does HTML Canvas getImageData() not return the exact same values that were just set?
I have tried also to apply this to my game where in im going to manipulate the selected pixels to have effect but It doesn't give me the expected result
here is some sample code that i used to manipulate the pixel to change
get image information and store
var img = context.getImageData(0,0, width, height)
var imgdata = img.data
var len = imgdata.length
loop to all data and manipulate pixel information
var i = 0;
for(i; i<leng; i++) {
var red = imgdata[i]
var green = imgadata[i+1]
var blue = imgdata[i+2]
var alpha = imgdata[i+3]
imgdata[i] = new value
imgdata[i+1] = new value
imgdata[i+2] = new value
imgdata[i+3] = new value
}
context.putImageData(img, 0,0)
then create animation frame to see effect
requestAnimationFrame is an experimental feature (june 2012) that uses time based frame access. The reason for this is avoid latency in animations.
I suggest you take a look at this Moz article.

Display canvas image from one canvas to another canvas using base64

E.g. var new = canvas.toDataURL("image/png");
I want the base64 that is present in this new variable to be displayed into 2nd canvas element that is present. But it does not display the base64 image using drawimage method.
It works if I use say image.png
You shouldn't use base64 to copy the canvas. You can pass the source canvas into the destination canvas' context method, drawImage.
Otherwise you will suffer a serious performance hit. See my jsperf test at http://jsperf.com/copying-a-canvas-element.
drawImage() will accept a Canvas as well as an Image object.
Try this:
//grab the context from your destination canvas
var destCtx = destinationCanvas.getContext('2d');
//call its drawImage() function passing it the source canvas directly
destCtx.drawImage(sourceCanvas, 0, 0);
First create an Image Element & give the Image source as the cached .DataURL() source
Using the Image <img /> (which we created earlier) draw the Image Content onto second Canvas element
E.g.:
window.onload = function() {
var canvas1 = document.getElementById('canvas1');
var canvas2 = document.getElementById('canvas2');
var ctx1 = canvas1.getContext('2d');
var ctx2 = canvas2.getContext('2d');
var src = canvas.toDataURL("image/png"); // cache the image data source
var img = document.createElement('img'); // create a Image Element
img.src = src; //image source
ctx2.drawImage(img, 0, 0); // drawing image onto second canvas element
};