pdf.js/examples/image_decoders/jpeg_viewer.mjs
Jonas Jenwald 59c4041a49 Update the examples/-folder to account for outputting of JavaScript modules (PR 17055 follow-up)
This patch also changes most examples to use "top level await", since that's now supported and slightly simplifies the code.
2023-10-28 10:26:25 +02:00

60 lines
1.8 KiB
JavaScript

/* Copyright 2018 Mozilla Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
if (!pdfjsImageDecoders.JpegImage) {
// eslint-disable-next-line no-alert
alert("Please build the pdfjs-dist library using `gulp dist-install`");
}
const JPEG_IMAGE = "fish.jpg";
const jpegCanvas = document.getElementById("jpegCanvas");
const jpegCtx = jpegCanvas.getContext("2d");
// Load the image data, and convert it to a Uint8Array.
//
const response = await fetch(JPEG_IMAGE);
if (!response.ok) {
throw new Error(response.statusText);
}
const typedArrayImage = new Uint8Array(await response.arrayBuffer());
// Parse the image data using `JpegImage`.
//
const jpegImage = new pdfjsImageDecoders.JpegImage();
jpegImage.parse(typedArrayImage);
const width = jpegImage.width,
height = jpegImage.height;
const jpegData = jpegImage.getData({
width,
height,
forceRGB: true,
});
// Render the JPEG image on a <canvas>.
//
const imageData = jpegCtx.createImageData(width, height);
const imageBytes = imageData.data;
for (let j = 0, k = 0, jj = width * height * 4; j < jj; ) {
imageBytes[j++] = jpegData[k++];
imageBytes[j++] = jpegData[k++];
imageBytes[j++] = jpegData[k++];
imageBytes[j++] = 255;
}
jpegCanvas.width = width;
jpegCanvas.height = height;
jpegCtx.putImageData(imageData, 0, 0);