I want to resize (as in reduce the filesize if it exceeds limit) an Image using canvas. I see that the resultant image size drawn on canvas, keeping the width and height constant, results in different file size depending upon what has been drawn on canvas.
I am willing to reduce the resolution further provided I get the desired file size.
How do I make sure whatever the resolution I get file(image) size within the limit?
Refer to this fiddle
var el = document.getElementById('f');
el.addEventListener('change', onChange);
function onChange(e) {
var file = this.files[0];
console.log("CHANGING");
var fr = new FileReader();
fr.onload = function(e) {
drawOnCanvas(e.target.result);
}
fr.readAsDataURL(file);
}
function drawOnCanvas(imgSrc) {
var canv = document.createElement('canvas'),
img = new Image();
console.log("DRAWING");
canv.width = canv.height = 500;
ctx = canv.getContext('2d');
img.onload = function() {
console.log("IMAGE LOADED");
ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canv.width, canv.height);
try {
document.body.removeChild(document.querySelector('canvas'));
} catch (e) {}
document.body.appendChild(canv);
blob = canvasToFile(canv.toDataURL());
alert("FILE SIZE " + blob.size);
}
img.src = imgSrc;
}
function canvasToFile(dataUrl) {
var encData = dataUrl.split(',')[1],
binString = atob(encData),
binData = new Uint8Array(binString.length),
i, blob;
for (i = 0; i < binString.length; i++) {
binData[i] = binString.charCodeAt(i);
}
blob = new Blob([binData], {
type: 'image/jpeg'
});
return blob;
}
<p>Try uploading different image file and see the difference in size for same output resolution:</p>
<input type="file" id="f">