What is the best way to download a modified canvas with filters using the solutions from stackoverflow?

There have been numerous inquiries regarding how to apply CSS filters to an image, with some solutions that don't utilize CSS filters but still achieve the desired outcome. However, for someone new to JavaScript like myself, these answers can be confusing.

Therefore, my question consists of two parts:

  1. Considering that some of these answers are outdated, has there been a method developed to save a canvas image with CSS filters applied?

  2. If not, how can I implement the strategies outlined in one of these stackoverflow responses? Specifically, I require a code example demonstrating the application of multiple filters to the image or pixels, which was lacking in the original responses.

Thank you.

Answers:

I found myself puzzled by the ambiguity in the loop in the first answer and the lack of detail in step 4 of the second answer. Both responses appear to utilize CSS3 filters, which is my preferred approach: Capture/save/export an image with CSS filter effects applied

I struggled with step 3 in this response: is anyone solve about saving filtered canvas as an image?

Similarly, I faced challenges understanding the implementation of non-CSS filters in this response: How to save image from canvas with css filters

JavaScript:

// The global variables will eventually need to be passed as parameters.
var image; 
var c; 
var context; 
var file; 

// Start File Open Code. 
function fileOpen()
{
  var fileInput = document.getElementById('fileInput');
  var fileDisplayArea = document.getElementById('iDisplay');

  fileInput.addEventListener('change', function(e)
  {
    file = fileInput.files[0];
    var imageType = /image.*/;
    if (file.type.match(imageType)) 
    {
      var reader = new FileReader();
      reader.onload = function(e)
      {                 
        iDisplay.innerHTML = "";
        image = new Image();

        image.src = reader.result;
        image.id = "I";               
        iDisplay.appendChild(image);
        image.onload = function()
        {
          c = document.getElementById("C"); 
          context = c.getContext("2d");
          c.width = image.width; 
          c.height = image.height; 
          context.drawImage(image,0,0);  
        }                
      }
      reader.readAsDataURL(file); 
    }
    else
    {
      iDisplay.innerHTML = "File type not supported."
    }
  }); 
  setValues(); 
}
// End File Open Code 

// Start Image Editing Code. 
var degrees = 0;
var percentB = 100; 
var percentC = 100;

// Set initial values of sliders 
function setValues()
{      
  form1.brightness.value = 100;
  form1.contrast.value = 100;
  form1.hue.value = 0;      
}

// Get slider settings and apply changes to image
function apply()
{ 
  degrees = form1.hue.value;
  percentC = form1.contrast.value;
  percentB = form1.brightness.value;
  
  if (document.getElementById("C") != null) {
    document.getElementById("C").style.filter = "brightness(" + parseInt(percentB) + "%)" + " contrast(" + parseInt(percentC) + "%)" + " hue-rotate(" + parseInt(degrees) + "deg)";   
    document.getElementById("C").style.WebkitFilter = "brightness(" + parseInt(percentB) + "%)" + " contrast(" + parseInt(percentC) + "%)" + " hue-rotate(" + parseInt(degrees) + "deg)";
  }
}
// End Image Editing Code 

function setCanvasWidth()
{
  c.width = image.width;  
}

function setCanvasHeight()
{
  c.height = image.height;  
}

// Start File Save Code (or user can right click and save if filters get applied.)  
function save()
{
  alert("Insert file save code here.")
}

HTML

<!doctype html>
<html lang="en">
<head>
  <title>HTML5 CSS3 Javascript Image Editor</title>
  <meta charset="utf-8"/>
  <link rel="stylesheet" type="text/css" href="default.css"/>
  <script src="nav.js"></script>
  <script type="text/javascript">
  // JavaScript included here. 
  </script>  

<!-- Style elements specific to this page are defined within the style tags. -->  
<style>

  image  
  {
    max-width: 100%;
    display: block;
    margin: auto; 
    margin-left: auto; 
    margin-right: auto;  
  }

  #C 
  {
    max-width: 100%;
    display: block;
    margin: auto;     
    left: 0;
    right: 0;
    margin-left: auto; 
    margin-right: auto;  
  }

  #iDisplay 
  {
    margin-top: 2em;
    max-width: 100%;
    overflow-x: auto;
    margin-left: auto; 
    margin-right: auto;  
    display: none; 
  }

</style> 
</head>
<body onload="setValues()">
<header>
  <a href="index.html"><img src="logoglow.png" alt="Logo Image" width="215" height="135" /></a>
  <a href="index.html"><img src="ac.png" alt="Header Image" width="800" height="135" /></a>
</header>
<main>
  <h3>A Continuous Exploration of HTML5 / CSS3 / JavaScript Image Editing</h3>
  <div>
    <p style="float:left;">  
    <input type="file" id="fileInput" onclick="fileOpen()"></p>
    <br style="clear:both">
  </div>
  <div id="iDisplay"></div>  
  <br style="clear:both"><br style="clear:both">
  <canvas style="color:#FFFFFF;" id="C" width="javascript:setCanvasWidth()" height="javascript:setCanvasHeight()">Your browser does not support this feature.<br>Please consider updating to a modern browser.</canvas>
  <div id="afterCanvas">  
  <br><br> 
  <form name="form1" id="form1id" action="javascript:save();" style="font-size:90%; text-align:center;">
    Brightness: <input type="range" name="brightness" min="0" max="200" step="5" onmousemove="apply()" ontouchmove="apply()" style="vertical-align:-7px;" />&nbsp; &nbsp;
    Contrast: <input type="range" name="contrast" min="0" max="200" step="5" onmousemove="apply()" ontouchmove="apply()" style="vertical-align:-7px;"/>&nbsp; &nbsp;
    Hue: <input type="range" name="hue" min="0" max="360" step="5" onmousemove="apply()" ontouchmove="apply()" style="vertical-align:-7px;"/>
    <br><br>  
    <input type="submit" style="float:left;" value="Save Changes" /> 
  </form>
  </div>
</main>
</body>
</html>  

Answer №1

Considering the specific portion of your inquiry mentioned, it is essential to note that in case you are exclusively catering to browsers where this functionality operates smoothly, this is all that is required:

I find myself puzzled by the application of non-CSS filters: How to save image from canvas with css filters

The context's filter property functions akin to CSS filters – utilizing identical functions. However, a crucial differentiator worth acknowledging is that unlike CSS, implementing a filter on the context does not modify the canvas' present image; instead, it solely pertains to upcoming drawing operations.

To elucidate further, provided below is an illustration. Upon executing the code snippet below, two canvases will be displayed. The initial one features a CSS filter, while the second lacks it (discernible through the blurry and pink border of the former and the clear-cut green border of the latter).

Upon clicking the "Copy image" button, the following actions take place:

  1. Determination of currently active CSS filters on the initial canvas,
  2. Application of the associated filter value to the secondary context,
  3. Rendering of the initial canvas onto the subsequent one.

Owing to step 2), the filtration is incorporated during the drawing operation in 3).

Consequently, the second canvas mirrors the appearance of the first canvas but inherently encompasses the hue-rotated and blurred pixels. Contrarily, the original maintains its unfiltered red and clear pixels, concealed due to the applied CSS filter.

This juncture facilitates saving the modified image within the secondary canvas, featuring the anticipated alterations.

window.onload = function () {
  var cnv1 = document.getElementById("canvas1");
  var ctx1 = cnv1.getContext("2d");
  
  var cnv2 = document.getElementById("canvas2");
  var ctx2 = cnv2.getContext("2d");
  
  ctx1.font = "30px sans-serif";
  ctx1.fillStyle = "red";
  ctx1.fillText("Hello world!", 30, 80);

  var button = document.getElementById("button");
  button.onclick = function () {
  
    // Fetch and apply the CSS filter from the initial canvas
    var cssFilter = getComputedStyle(cnv1).filter;
    
    // Implement the retrieved filter on the second canvas’ context
    // All forthcoming drawing maneuvers undergo the specified filtering
    ctx2.filter = cssFilter;
    
    // Reproduces the content from canvas 1 onto canvas 2
    // Despite the text on cnv1 being distinctly red and non-blurred 
    // (illusion thanks to CSS), the filter induces blurring and 
    // hue adjustments on the drawImage action
    ctx2.drawImage(cnv1, 0, 0);
  };
}
* {
  vertical-align: top;
}

canvas {
  border: 2px solid green;
}
#canvas1 {
  filter: blur(2px) hue-rotate(180deg);
}
<canvas id="canvas1" width="200" height="200"></canvas>

<canvas id="canvas2" width="200" height="200></canvas>

<button id="button">Copy image</button>

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