How can I convert an image into Base64 string using JavaScript?
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:
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) })
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>