CanvasRenderingContext2D.putImageData()
The CanvasRenderingContext2D.putImageData()
method of the Canvas 2D API paints data from the given ImageData
object onto the canvas. If a dirty rectangle is provided, only the pixels from that rectangle are painted. This method is not affected by the canvas transformation matrix.
Note: Image data can be retrieved from a canvas using the getImageData()
method.
You can find more information about putImageData()
and general manipulation of canvas contents in the article Pixel manipulation with canvas.
Syntax
void ctx.putImageData(imageData, dx, dy); void ctx.putImageData(imageData, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);
Parameters
imageData
-
An
ImageData
object containing the array of pixel values. dx
-
Horizontal position (x coordinate) at which to place the image data in the destination canvas.
dy
-
Vertical position (y coordinate) at which to place the image data in the destination canvas.
-
dirtyX
Optional -
Horizontal position (x coordinate) of the top-left corner from which the image data will be extracted. Defaults to
0
. -
dirtyY
Optional -
Vertical position (y coordinate) of the top-left corner from which the image data will be extracted. Defaults to
0
. -
dirtyWidth
Optional -
Width of the rectangle to be painted. Defaults to the width of the image data.
-
dirtyHeight
Optional -
Height of the rectangle to be painted. Defaults to the height of the image data.
Exceptions
-
NotSupportedError
DOMException
-
Thrown if any of the arguments is infinite.
-
InvalidStateError
DOMException
-
Thrown if the
ImageData
object's data has been detached.
Examples
Understanding putImageData
To understand what this algorithm does under the hood, here is an implementation on top of CanvasRenderingContext2D.fillRect()
.
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); function putImageData(ctx, imageData, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight) { var data = imageData.data; var height = imageData.height; var width = imageData.width; dirtyX = dirtyX || 0; dirtyY = dirtyY || 0; dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width; dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height; var limitBottom = dirtyY + dirtyHeight; var limitRight = dirtyX + dirtyWidth; for (var y = dirtyY; y < limitBottom; y++) { for (var x = dirtyX; x < limitRight; x++) { var pos = y * width + x; ctx.fillStyle = 'rgba(' + data[pos*4+0] + ',' + data[pos*4+1] + ',' + data[pos*4+2] + ',' + (data[pos*4+3]/255) + ')'; ctx.fillRect(x + dx, y + dy, 1, 1); } } } // Draw content onto the canvas ctx.fillRect(0, 0, 100, 100); // Create an ImageData object from it var imagedata = ctx.getImageData(0, 0, 100, 100); // use the putImageData function that illustrates how putImageData works putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);
Result
Data loss due to browser optimization
Warning: Due to the lossy nature of converting to and from premultiplied alpha color values, pixels that have just been set using putImageData()
might be returned to an equivalent getImageData()
as different values.
JavaScript
const canvas = document.createElement("canvas"); canvas.width = 1; canvas.height = 1; const context = canvas.getContext("2d"); const imgData = context.getImageData(0, 0, canvas.width, canvas.height); const pixels = imgData.data; pixels[0 + 0] = 1; pixels[0 + 1] = 127; pixels[0 + 2] = 255; pixels[0 + 3] = 1; console.log("before:", pixels); context.putImageData(imgData, 0, 0); const imgData2 = context.getImageData(0, 0, canvas.width, canvas.height); const pixels2 = imgData2.data; console.log("after:", pixels2);
The output might look like:
before: Uint8ClampedArray(4) [ 1, 127, 255, 1 ] after: Uint8ClampedArray(4) [ 255, 255, 255, 1 ]
Specifications
Specification |
---|
HTML Standard (HTML) # dom-context-2d-putimagedata-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 | |
putImageData |
1 |
12 |
2 |
9 |
≤12.1 |
4 |
≤37 |
18 |
4 |
≤12.1 |
3.2 |
1.0 |
Gecko-specific notes
- Starting in Gecko 10.0 (Firefox 10.0 / Thunderbird 10.0 / SeaMonkey 2.7), non-finite values to any of these parameters cause the call to
putImageData()
to be silently ignored, rather than throwing an exception. - To comply with the specification, starting with Gecko 16.0 (Firefox 16.0 / Thunderbird 16.0 / SeaMonkey 2.13), a call with an invalid number of arguments (only 3 or 7 arguments are valid), will now throw an error (bug 762657).
See also
- The interface defining this method:
CanvasRenderingContext2D
-
ImageData
object CanvasRenderingContext2D.getImageData()
- Pixel manipulation with canvas
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https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/putImageData