How can I convert an image into Base64 string using JavaScript?
I need to convert my image to a Base64 string so that I can send my image to a server.
Is there any JavaScript file for this? Else, how can I convert it?
There are multiple approaches you can choose from:
1. Approach: FileReader
Load the image as blob via XMLHttpRequest and use the FileReader API (readAsDataURL()) to convert it to a dataURL:
function toDataURL(url, callback) {
var xhr = new XMLHttpRequest();
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
}
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.responseType = 'blob';
xhr.send();
}
toDataURL('https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0', function(dataUrl) {
console.log('RESULT:', dataUrl)
})
This code example could also be implemented using the WHATWG fetch API:
const toDataURL = url => fetch(url)
.then(response => response.blob())
.then(blob => new Promise((resolve, reject) => {
const reader = new FileReader()
reader.onloadend = () => resolve(reader.result)
reader.onerror = reject
reader.readAsDataURL(blob)
}))
toDataURL('https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0')
.then(dataUrl => {
console.log('RESULT:', dataUrl)
})
These approaches:
- lack in browser support
- have better compression
- work for other file types as well
Browser Support:
- http://caniuse.com/#feat=filereader
- http://caniuse.com/#feat=fetch
2. Approach: Canvas
Load the image into an Image-Object, paint it to a nontainted canvas and convert the canvas back to a dataURL.
function toDataURL(src, callback, outputFormat) {
var img = new Image();
img.crossOrigin = 'Anonymous';
img.onload = function() {
var canvas = document.createElement('CANVAS');
var ctx = canvas.getContext('2d');
var dataURL;
canvas.height = this.naturalHeight;
canvas.width = this.naturalWidth;
ctx.drawImage(this, 0, 0);
dataURL = canvas.toDataURL(outputFormat);
callback(dataURL);
};
img.src = src;
if (img.complete || img.complete === undefined) {
img.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw==";
img.src = src;
}
}
toDataURL(
'https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0',
function(dataUrl) {
console.log('RESULT:', dataUrl)
}
)
In detail
Supported input formats:
image/png
, image/jpeg
, image/jpg
, image/gif
, image/bmp
, image/tiff
, image/x-icon
, image/svg+xml
, image/webp
, image/xxx
Supported output formats:
image/png
, image/jpeg
, image/webp
(chrome)
Browser Support:
- http://caniuse.com/#feat=canvas
-
Internet Explorer 10 (Internet Explorer 10 just works with same origin images)
3. Approach: Images from the local file system
If you want to convert images from the users file system you need to take a different approach. Use the FileReader API:
function encodeImageFileAsURL(element) {
var file = element.files[0];
var reader = new FileReader();
reader.onloadend = function() {
console.log('RESULT', reader.result)
}
reader.readAsDataURL(file);
}
<input type="file" onchange="encodeImageFileAsURL(this)" />
You can use the HTML5 <canvas>
for it:
Create a canvas, load your image into it and then use toDataURL()
to get the Base64 representation (actually, it's a data:
URL, but it contains the Base64-encoded image).
This snippet can convert your string, image and even video file to Base64 string data.
<input id="inputFileToLoad" type="file" onchange="encodeImageFileAsURL();" />
<div id="imgTest"></div>
<script type='text/javascript'>
function encodeImageFileAsURL() {
var filesSelected = document.getElementById("inputFileToLoad").files;
if (filesSelected.length > 0) {
var fileToLoad = filesSelected[0];
var fileReader = new FileReader();
fileReader.onload = function(fileLoadedEvent) {
var srcData = fileLoadedEvent.target.result; // <--- data: base64
var newImage = document.createElement('img');
newImage.src = srcData;
document.getElementById("imgTest").innerHTML = newImage.outerHTML;
alert("Converted Base64 version is " + document.getElementById("imgTest").innerHTML);
console.log("Converted Base64 version is " + document.getElementById("imgTest").innerHTML);
}
fileReader.readAsDataURL(fileToLoad);
}
}
</script>