JSFiddle - React, Tailwind, and code Playground
by Alex Alex
HTML
Select MegaPixel Photo:
<input type="file" id="fileInput">
<br/>Image:
<br/>
<img id="resultImage">
<br/>Canvas:
<br/>
<canvas id="resultCanvas1"></canvas>
JavaScript
/**
* Mega pixel image rendering library for iOS6 Safari
*
* Fixes iOS6 Safari's image file rendering issue for large size image (over mega-pixel),
* which causes unexpected subsampling when drawing it in canvas.
* By using this library, you can safely render the image with proper stretching.
*
* Copyright (c) 2012 Shinichi Tomita <[email protected]>
* Released under the MIT license
*/ (function () {
/**
* Detect subsampling in loaded image.
* In iOS, larger images than 2M pixels may be subsampled in rendering.
*/
function detectSubsampling(img) {
var iw = img.naturalWidth,
ih = img.naturalHeight;
if (iw * ih > 5 * 1024 * 1024) { // subsampling may happen over megapixel image
var canvas = document.createElement('canvas');
canvas.width = canvas.height = 1;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, -iw + 1, 0);
// subsampled image becomes half smaller in rendering size.
// check alpha channel value to confirm image is covering edge pixel or not.
// if alpha value is 0 image is not covering, hence subsampled.
return ctx.getImageData(0, 0, 1, 1).data[3] === 0;
} else {
return false;
}
}
/**
* Detecting vertical squash in loaded image.
* Fixes a bug which squash image vertically while drawing into canvas for some images.
*/
function detectVerticalSquash(img, iw, ih) {
var canvas = document.createElement('canvas');
canvas.width = 1;
canvas.height = ih;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
var data = ctx.getImageData(0, 0, 1, ih).data;
// search image edge pixel position in case it is squashed vertically.
var sy = 0;
var ey = ih;
var py = ih;
while (py > sy) {
var alpha = data[(py - 1) * 4 + 3];
if (alpha...