CanvasRenderingContext2D.createImageData()
The CanvasRenderingContext2D.createImageData()
method of the Canvas 2D API creates a new, blank ImageData
object with the specified dimensions. All of the pixels in the new object are transparent black.
Syntax
ImageData ctx.createImageData(width, height); ImageData ctx.createImageData(imagedata);
Parameters
width
-
The width to give the new
ImageData
object. A negative value flips the rectangle around the vertical axis. height
-
The height to give the new
ImageData
object. A negative value flips the rectangle around the horizontal axis. imagedata
-
An existing
ImageData
object from which to copy the width and height. The image itself is not copied.
Return value
A new ImageData
object with the specified width and height. The new object is filled with transparent black pixels.
Exceptions
-
IndexSizeError
DOMException
-
Thrown if either of the
width
orheight
arguments is zero.
Examples
Creating a blank ImageData object
This snippet creates a blank ImageData
object using the createImageData()
method.
<canvas id="canvas"></canvas>
The generated object is 100 pixels wide and 50 pixels tall, making 5,000 pixels in all. Each pixel within an ImageData
object consists of four array values, so the object's data
property has a length of 4 × 5,000, or 20,000.
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); const imageData = ctx.createImageData(100, 50); console.log(imageData); // ImageData { width: 100, height: 50, data: Uint8ClampedArray[20000] }
Filling a blank ImageData object
This example creates and fills a new ImageData
object with purple pixels.
<canvas id="canvas"></canvas>
Since each pixel consists of four values, the for
loop iterates by multiples of four. The array values associated with each pixel are R (red), G (green), B (blue), and A (alpha), in that order.
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); const imageData = ctx.createImageData(100, 100); // Iterate through every pixel for (let i = 0; i < imageData.data.length; i += 4) { // Modify pixel data imageData.data[i + 0] = 190; // R value imageData.data[i + 1] = 0; // G value imageData.data[i + 2] = 210; // B value imageData.data[i + 3] = 255; // A value } // Draw image data to the canvas ctx.putImageData(imageData, 20, 20);
Result
More examples
For more examples using createImageData()
and the ImageData
object, see Pixel manipulation with canvas and ImageData.data
.
Specifications
Specification |
---|
HTML Standard (HTML) # dom-context-2d-createimagedata-dev |
Browser compatibility
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | WebView Android | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | |
createImageData |
1 |
12 |
2 |
9 |
≤12.1 |
4 |
≤37 |
18 |
4 |
≤12.1 |
3.2 |
1.0 |
See also
- The interface defining this method:
CanvasRenderingContext2D
ImageData
- Pixel manipulation with canvas
© 2005–2021 MDN contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/createImageData