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HTML5 画布,保存 jpeg blob 并从 blob 恢复到画布

[英]HTML5 canvas, save jpeg blob and restore to canvas from blob

I have a canvas #mycanvas which contains an image.我有一个包含图像的画布#mycanvas I want to create a blob out of that image, preferably as a jpeg.我想从该图像中创建一个 blob,最好是 jpeg。 Here is how i create the blob这是我创建 blob 的方法

document.getElementById('mycanvas').toDataURL("image/jpeg").replace(/^data:image\/(png|jpeg);base64,/, "")

How do i recreate the image from this blob, and show it in #mycanvas again?我如何从这个 blob 重新创建图像,并再次在#mycanvas显示它?

Here's how i solved my problem这是我解决问题的方法

function blob2canvas(canvas,blob){
    var img = new Img;
    var ctx = canvas.getContext('2d');
    img.onload = function () {
        ctx.drawImage(img,0,0);
    }
    img.src = blob;
}

The blob was received when calling canvas.toDataURL("image/jpeg")调用canvas.toDataURL("image/jpeg")时接收到 blob

Anton's answer no longer works as it is.安东的回答不再有效。 You need this syntax now.你现在需要这个语法。

function blob2canvas(canvas,blob){
    var img = new window.Image();
    img.addEventListener("load", function () {
        canvas.getContext("2d").drawImage(img, 0, 0);
    });
    img.setAttribute("src", blob);
}

Restore to Canvas from Blob sample taken from: https://googlechrome.github.io/samples/image-capture/grab-frame-take-photo.html从 Blob 示例恢复到画布: https : //googlechrome.github.io/samples/image-capture/grab-frame-take-photo.html

// ms is a MediaStreamPointer
let imageCapture = new ImageCapture(ms.getVideoTracks()[0]);

                imageCapture.takePhoto()
                    .then(blob => createImageBitmap(blob))
                    .then(imageBitmap => {
                        const canvas = document.getElementById('canvas')
                        drawCanvas(canvas, imageBitmap);
                    })

function drawCanvas(canvas, img) {
    canvas.width = getComputedStyle(canvas).width.split('px')[0];
    canvas.height = getComputedStyle(canvas).height.split('px')[0];
    let ratio = Math.min(canvas.width / img.width, canvas.height / img.height);
    let x = (canvas.width - img.width * ratio) / 2;
    let y = (canvas.height - img.height * ratio) / 2;
    canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height);
    canvas.getContext('2d').drawImage(img, 0, 0, img.width, img.height,
        x, y, img.width * ratio, img.height * ratio);
}

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