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The canvas element is used to draw graphics on web pages. HTML5's canvas element uses JavaScript to draw 2D images on a web page. On the canvas of the rectangular area, JavaScript draws 2D graphics and renders them pixel by pixel. The canvas element can be used in various ways to draw paths, rectangles, circles, characters, and add images. In this article, we share with you the sample code of Canvas and image compression.
Canvas image compression process
Next, I will explain the specific process of Canvas image compression with specific examples.
1. Local image input
1. Get local file
<!--HTML--> <input type="file" id="choose-img" />
// JS var chooseImg = document.getElementById("choose-img"); chooseImg.onchange = function(e){ var file = this.files[0]; // …… (省略部分代码后续依次展示,下同) };
It's very simple, just get the local file through the button with type file.
2. Determine the type of local file obtained
<!--HTML--> <p id="result"></p>
// JS var result = document.getElementById("result"); // 用于显示图片输出结果,或者错误提示 if(/image/.test(file.type)){ // 判断文件类型是否为图片 // …… } else{ result.innerHTML = '<span style="color: red;">文件类型有误!</span>'; }
3. Output the obtained local image in base64 format
var img = new Image(), // 创建图片对象,用于放置原始图片 reader = new FileReader(); reader.readAsDataURL(file); // 以base64格式读取并存入FileReader对象的result属性中 reader.onload = function(){ img.src = this.result; // 将图片base64字符串直接赋予Image对象的src中 document.body.insertBefore(img,chooseImg); // 将输出的图片插入到文件按钮之前 img.onload = function(){ // …… }; };
2. Draw in Canvas Picture
1. Create canvas
var canvas = document.createElement('canvas'); canvas.width = img.clientWidth; canvas.height = img.clientHeight; var context = canvas.getContext('2d');
Note: The canvas size is the same as the width and height of the entered picture .
2. Draw the picture
context.drawImage(img,0,0,canvas.width,canvas.height);
3. Compress the picture and output
<!--HTML--> 图片压缩比率 : <input id="rate" type="number" min="0" max="100" /> %
// JS var rate = document.getElementById("rate").value || 100; // 输入图片压缩比率,默认为100% var imgUrl = canvas.toDataURL(file.type,rate/100); // 第一个参数为输出图片类型,第二个为压缩比 result.innerHTML = '压缩后:<img src="'+ imgUrl +'" />'; // 将压缩后的图片置于result中显示 img.style.display = 'none'; // 将原始图片隐藏
Output the picture drawn in the Canvas canvas in base64 format again.
4. Complete code display
<!--HTML--> 图片压缩比率 : <input id="rate" type="number" min="0" max="100" /> %
// JS var chooseImg = document.getElementById("choose-img"), result = document.getElementById("result"); chooseImg.onchange = function(e){ var file = this.files[0]; if(/image/.test(file.type)){ var img = new Image(), reader = new FileReader(); reader.readAsDataURL(file); reader.onload = function(){ img.src = this.result; document.body.insertBefore(img,chooseImg); img.onload = function(){ var canvas = document.createElement('canvas'); canvas.width = img.clientWidth; canvas.height = img.clientHeight; var context = canvas.getContext('2d'); context.drawImage(img,0,0,canvas.width,canvas.height); var rate = document.getElementById("rate").value || 100; var imgUrl = canvas.toDataURL(file.type,rate/100); result.innerHTML = '压缩后:<img src="'+ imgUrl +'" />'; result.style.display = 'block'; img.style.display = 'none'; }; }; } else{ result.innerHTML = '<span style="color: red;">文件类型有误!</span>'; } };
The test found that the JPEG format image compression effect through Canvas is the best, while the PNG compression effect is not obvious, and sometimes it becomes larger.
The above content is the sample code of Canvas and image compression. I hope it can help everyone.
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