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.
ImageData ctx.createImageData(width, height); ImageData ctx.createImageData(imagedata);
widthImageData object. A negative value flips the rectangle around the vertical axis.heightImageData object. A negative value flips the rectangle around the horizontal axis.imagedataImageData object from which to copy the width and height. The image itself is not copied.A new ImageData object with the specified width and height. The new object is filled with transparent black pixels.
IndexSizeErrorwidth or height arguments is zero.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] }
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); For more examples using createImageData() and the ImageData object, see Pixel manipulation with canvas and ImageData.data.
| Specification | Status | Comment |
|---|---|---|
| HTML Living Standard The definition of 'CanvasRenderingContext2D.createImageData' in that specification. | Living Standard |
| Desktop | ||||||
|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
| Basic support | Yes | 12 | Yes | Yes | Yes | Yes |
| Mobile | |||||||
|---|---|---|---|---|---|---|---|
| Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
| Basic support | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
createImageData() now correctly returns at least one pixel's worth of image data if a rectangle smaller than one pixel is specified.createImageData() now properly throws a NOT_SUPPORTED_ERR exception.createImageData() now handles negative arguments in accordance with the specification, by flipping the rectangle around the appropriate axis.CanvasRenderingContext2D
ImageData
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https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/createImageData