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.
putImageData(imageData, dx, dy)
putImageData(imageData, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight)
To understand what this algorithm does under the hood, here is an implementation on top of 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 = `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);
}
}
}
ctx.fillRect(0, 0, 100, 100);
const imagedata = ctx.getImageData(0, 0, 100, 100);
putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);
Result
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 ]