Digital camera photos are often saved as JPEG with an EXIF \"orientation\" tag. To display correctly, images need to be rotated/mirrored depending on which orientation is se
In addition to @fareed namrouti's answer,
This should be used if the image has to be browsed from a file input element
<input type="file" name="file" id="file-input"><br/>
image after transform: <br/>
<div id="container"></div>
<script>
document.getElementById('file-input').onchange = function (e) {
var image = e.target.files[0];
window.loadImage(image, function (img) {
if (img.type === "error") {
console.log("couldn't load image:", img);
} else {
window.EXIF.getData(image, function () {
console.log("load image done!");
var orientation = window.EXIF.getTag(this, "Orientation");
var canvas = window.loadImage.scale(img,
{orientation: orientation || 0, canvas: true, maxWidth: 200});
document.getElementById("container").appendChild(canvas);
// or using jquery $("#container").append(canvas);
});
}
});
};
</script>
Mederr's context transform works perfectly. If you need to extract orientation only use this function - you don't need any EXIF-reading libs. Below is a function for re-setting orientation in base64 image. Here's a fiddle for it. I've also prepared a fiddle with orientation extraction demo.
function resetOrientation(srcBase64, srcOrientation, callback) {
var img = new Image();
img.onload = function() {
var width = img.width,
height = img.height,
canvas = document.createElement('canvas'),
ctx = canvas.getContext("2d");
// set proper canvas dimensions before transform & export
if (4 < srcOrientation && srcOrientation < 9) {
canvas.width = height;
canvas.height = width;
} else {
canvas.width = width;
canvas.height = height;
}
// transform context before drawing image
switch (srcOrientation) {
case 2: ctx.transform(-1, 0, 0, 1, width, 0); break;
case 3: ctx.transform(-1, 0, 0, -1, width, height); break;
case 4: ctx.transform(1, 0, 0, -1, 0, height); break;
case 5: ctx.transform(0, 1, 1, 0, 0, 0); break;
case 6: ctx.transform(0, 1, -1, 0, height, 0); break;
case 7: ctx.transform(0, -1, -1, 0, height, width); break;
case 8: ctx.transform(0, -1, 1, 0, 0, width); break;
default: break;
}
// draw image
ctx.drawImage(img, 0, 0);
// export base64
callback(canvas.toDataURL());
};
img.src = srcBase64;
};
I am using mixed solution (php+css).
Containers are needed for:
div.imgCont2
container needed to rotate;div.imgCont1
container needed to zoomOut - width:150%
;div.imgCont
container needed for scrollbars, when image is zoomOut..
<?php
$image_url = 'your image url.jpg';
$exif = @exif_read_data($image_url,0,true);
$orientation = @$exif['IFD0']['Orientation'];
?>
<style>
.imgCont{
width:100%;
overflow:auto;
}
.imgCont2[data-orientation="8"]{
transform:rotate(270deg);
margin:15% 0;
}
.imgCont2[data-orientation="6"]{
transform:rotate(90deg);
margin:15% 0;
}
.imgCont2[data-orientation="3"]{
transform:rotate(180deg);
}
img{
width:100%;
}
</style>
<div class="imgCont">
<div class="imgCont1">
<div class="imgCont2" data-orientation="<?php echo($orientation) ?>">
<img src="<?php echo($image_url) ?>">
</div>
</div>
</div>
I created a class wrapped in an ES6 module that solves exactly this.
It's 103 lines, no dependencies, and fairly nicely structured and documented, meant to be easy to modify/reuse.
Handles all 8 possible orientations, and is Promise-based.
Here you go, hope this still helps someone: https://gist.github.com/vdavid/3f9b66b60f52204317a4cc0e77097913
For those who have a file from an input control, don't know what its orientation is, are a bit lazy and don't want to include a large library below is the code provided by @WunderBart melded with the answer he links to (https://stackoverflow.com/a/32490603) that finds the orientation.
function getDataUrl(file, callback2) {
var callback = function (srcOrientation) {
var reader2 = new FileReader();
reader2.onload = function (e) {
var srcBase64 = e.target.result;
var img = new Image();
img.onload = function () {
var width = img.width,
height = img.height,
canvas = document.createElement('canvas'),
ctx = canvas.getContext("2d");
// set proper canvas dimensions before transform & export
if (4 < srcOrientation && srcOrientation < 9) {
canvas.width = height;
canvas.height = width;
} else {
canvas.width = width;
canvas.height = height;
}
// transform context before drawing image
switch (srcOrientation) {
case 2: ctx.transform(-1, 0, 0, 1, width, 0); break;
case 3: ctx.transform(-1, 0, 0, -1, width, height); break;
case 4: ctx.transform(1, 0, 0, -1, 0, height); break;
case 5: ctx.transform(0, 1, 1, 0, 0, 0); break;
case 6: ctx.transform(0, 1, -1, 0, height, 0); break;
case 7: ctx.transform(0, -1, -1, 0, height, width); break;
case 8: ctx.transform(0, -1, 1, 0, 0, width); break;
default: break;
}
// draw image
ctx.drawImage(img, 0, 0);
// export base64
callback2(canvas.toDataURL());
};
img.src = srcBase64;
}
reader2.readAsDataURL(file);
}
var reader = new FileReader();
reader.onload = function (e) {
var view = new DataView(e.target.result);
if (view.getUint16(0, false) != 0xFFD8) return callback(-2);
var length = view.byteLength, offset = 2;
while (offset < length) {
var marker = view.getUint16(offset, false);
offset += 2;
if (marker == 0xFFE1) {
if (view.getUint32(offset += 2, false) != 0x45786966) return callback(-1);
var little = view.getUint16(offset += 6, false) == 0x4949;
offset += view.getUint32(offset + 4, little);
var tags = view.getUint16(offset, little);
offset += 2;
for (var i = 0; i < tags; i++)
if (view.getUint16(offset + (i * 12), little) == 0x0112)
return callback(view.getUint16(offset + (i * 12) + 8, little));
}
else if ((marker & 0xFF00) != 0xFF00) break;
else offset += view.getUint16(offset, false);
}
return callback(-1);
};
reader.readAsArrayBuffer(file);
}
which can easily be called like such
getDataUrl(input.files[0], function (imgBase64) {
vm.user.BioPhoto = imgBase64;
});
Wunderbart's post worked for me combined with statler's improvements. Adding a few more comments and syntax cleanup, and also passing back the orientation value and I have the following code feel free to use. Just call readImageFile()
function below and you get back the transformed image and the original orientation.
const JpegOrientation = [
"NOT_JPEG",
"NORMAL",
"FLIP-HORIZ",
"ROT180",
"FLIP-HORIZ-ROT180",
"FLIP-HORIZ-ROT270",
"ROT270",
"FLIP-HORIZ-ROT90",
"ROT90"
];
//Provided a image file, determines the orientation of the file based on the EXIF information.
//Calls the "callback" function with an index into the JpegOrientation array.
//If the image is not a JPEG, returns 0. If the orientation value cannot be read (corrupted file?) return -1.
function getOrientation(file, callback) {
const reader = new FileReader();
reader.onload = (e) => {
const view = new DataView(e.target.result);
if (view.getUint16(0, false) !== 0xFFD8) {
return callback(0); //NOT A JPEG FILE
}
const length = view.byteLength;
let offset = 2;
while (offset < length) {
if (view.getUint16(offset+2, false) <= 8) //unknown?
return callback(-1);
const marker = view.getUint16(offset, false);
offset += 2;
if (marker === 0xFFE1) {
if (view.getUint32(offset += 2, false) !== 0x45786966)
return callback(-1); //unknown?
const little = view.getUint16(offset += 6, false) === 0x4949;
offset += view.getUint32(offset + 4, little);
const tags = view.getUint16(offset, little);
offset += 2;
for (var i = 0; i < tags; i++) {
if (view.getUint16(offset + (i * 12), little) === 0x0112) {
return callback(view.getUint16(offset + (i * 12) + 8, little)); //found orientation code
}
}
}
else if ((marker & 0xFF00) !== 0xFF00) {
break;
}
else {
offset += view.getUint16(offset, false);
}
}
return callback(-1); //unknown?
};
reader.readAsArrayBuffer(file);
}
//Takes a jpeg image file as base64 and transforms it back to original, providing the
//transformed image in callback. If the image is not a jpeg or is already in normal orientation,
//just calls the callback directly with the source.
//Set type to the desired output type if transformed, default is image/jpeg for speed.
function resetOrientation(srcBase64, srcOrientation, callback, type = "image/jpeg") {
if (srcOrientation <= 1) { //no transform needed
callback(srcBase64);
return;
}
const img = new Image();
img.onload = () => {
const width = img.width;
const height = img.height;
const canvas = document.createElement('canvas');
const ctx = canvas.getContext("2d");
// set proper canvas dimensions before transform & export
if (4 < srcOrientation && srcOrientation < 9) {
canvas.width = height;
canvas.height = width;
} else {
canvas.width = width;
canvas.height = height;
}
// transform context before drawing image
switch (srcOrientation) {
//case 1: normal, no transform needed
case 2:
ctx.transform(-1, 0, 0, 1, width, 0);
break;
case 3:
ctx.transform(-1, 0, 0, -1, width, height);
break;
case 4:
ctx.transform(1, 0, 0, -1, 0, height);
break;
case 5:
ctx.transform(0, 1, 1, 0, 0, 0);
break;
case 6:
ctx.transform(0, 1, -1, 0, height, 0);
break;
case 7:
ctx.transform(0, -1, -1, 0, height, width);
break;
case 8:
ctx.transform(0, -1, 1, 0, 0, width);
break;
default:
break;
}
// draw image
ctx.drawImage(img, 0, 0);
//export base64
callback(canvas.toDataURL(type), srcOrientation);
};
img.src = srcBase64;
};
//Read an image file, providing the returned data to callback. If the image is jpeg
//and is transformed according to EXIF info, transform it first.
//The callback function receives the image data and the orientation value (index into JpegOrientation)
export function readImageFile(file, callback) {
getOrientation(file, (orientation) => {
console.log("Read file \"" + file.name + "\" with orientation: " + JpegOrientation[orientation]);
const reader = new FileReader();
reader.onload = () => { //when reading complete
const img = reader.result;
resetOrientation(img, orientation, callback);
};
reader.readAsDataURL(file); //start read
});
}