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CanvasRenderingContext2D: putImageData() method

{{APIRef}} 

The CanvasRenderingContext2D.putImageData() method of the Canvas 2D API paints data from the given {{domxref("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 {{domxref("CanvasRenderingContext2D.getImageData()", "getImageData()")}}  method.

You can find more information about putImageData() and general manipulation of canvas contents in the article Pixel manipulation with canvas.

Syntax

putImageData(imageData, dx, dy)
putImageData(imageData, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight)

Parameters

Return value

None ({{jsxref("undefined")}} ).

Exceptions

Examples

Understanding putImageData

To understand what this algorithm does under the hood, here is an implementation on top of {{domxref("CanvasRenderingContext2D.fillRect()")}} .

HTML

<canvas id="canvas"></canvas>

JavaScript

const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");

function putImageData(
  ctx,
  imageData,
  dx,
  dy,
  dirtyX,
  dirtyY,
  dirtyWidth,
  dirtyHeight,
) {
  const data = imageData.data;
  const height = imageData.height;
  const width = imageData.width;
  dirtyX = dirtyX || 0;
  dirtyY = dirtyY || 0;
  dirtyWidth = dirtyWidth !== undefined ? dirtyWidth : width;
  dirtyHeight = dirtyHeight !== undefined ? dirtyHeight : height;
  const limitBottom = dirtyY + dirtyHeight;
  const limitRight = dirtyX + dirtyWidth;
  for (let y = dirtyY; y < limitBottom; y++) {
    for (let x = dirtyX; x < limitRight; x++) {
      const pos = y * width + x;
      ctx.fillStyle = `rgb(${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
const 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

{{ EmbedLiveSample('Understanding_putImageData', 700, 180) }} 

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

{{Specifications}} 

Browser compatibility

{{Compat}} 

See also

In this article

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