Converting bytes to an image for drawing on a HTML5 canvas

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忘掉有多难
忘掉有多难 2020-12-03 15:38

Anyone know how I would convert bytes which are sent via a websocket (from a C# app) to an image? I then want to draw the image on a canvas. I can see two ways of doing this

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  • 2020-12-03 16:10

    I used this in the end:

    function draw(imgData, frameCount) {
        var r = new FileReader();
        r.readAsBinaryString(imgData);
        r.onload = function(){ 
            var img=new Image();
            img.onload = function() {
                cxt.drawImage(img, 0, 0, canvas.width, canvas.height);
            }
            img.src = "data:image/jpeg;base64,"+window.btoa(r.result);
        };
    }
    

    I needed to read the bytes into a string before using btoa().

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  • 2020-12-03 16:25

    If your image is really a jpeg already, you can just convert the received data to a base64 stream. Firefox and Webkit browsers (as I recall) have a certain function, btoa(). It converts the input string to a base64 encoded string. Its counterpart is atob() that does the opposite.

    You could use it like the following:

    function draw(imgData){
        var b64imgData = btoa(imgData); //Binary to ASCII, where it probably stands for
        var img = new Image();
        img.src = "data:image/jpeg;base64," + b64imgData;
        document.body.appendChild(img); //or append it to something else, just an example
    }
    

    If the browser you target (IE, for example) isn't Firefox or a Webkit one, you can use one of the multiple conversion function lying around the internet (good one, it also provides statistics of performances in multiple browsers, if you're interested :)

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