possible to use html images like canvas with getImageData / putImageData?

24,048

Solution 1

    // 1) Create a canvas, either on the page or simply in code
    var canvas = document.createElement('canvas');
    var ctx    = canvas.getContext('2d');

    // 2) Copy your image data into the canvas
    var myImgElement = document.getElementById('foo');
    ctx.drawImage( myImgElement, 0, 0 );

    // 3) Read your image data
    var w = myImgElement.width, h=myImgElement.height;
    var imgdata = ctx.getImageData(0,0,w,h);
    var rgba = imgdata.data;
    
    // 4) Read or manipulate the rgba as you wish
    for (var px=0,ct=w*h*4;px<ct;px+=4){
      var r = rgba[px  ];
      var g = rgba[px+1];
      var b = rgba[px+2];
      var a = rgba[px+3];
    }

    // 5) Update the context with newly-modified data
    ctx.putImageData(imgdata,0,0);

    // 6) Draw the image data elsewhere, if you wish
    someOtherContext.drawImage( ctx.canvas, 0, 0 );

Note that step 2 can also be brought in from an image loaded directly into script, not on the page:

    // 2b) Load an image from which to get data
    var img = new Image;
    img.onload = function(){
      ctx.drawImage( img, 0, 0 );
      // ...and then steps 3 and on
    };
    img.src = "/images/foo.png"; // set this *after* onload

Solution 2

You could draw the image to a canvas element with drawImage(), and then get the pixel data from the canvas.

Solution 3

After having some issues with this code, I want to add one or two things to Phrogz's answer :

// 1) Create a canvas, either on the page or simply in code
var myImgElement = document.getElementById('foo');
var w = myImgElement.width, h=myImgElement.height; // New : you need to set the canvas size if you don't want bug with images that makes more than 300*150

var canvas = document.createElement('canvas');
canvas.height = h;
canvas.width = w;
var ctx    = canvas.getContext('2d');

// 2) Copy your image data into the canvas
ctx.drawImage( myImgElement, 0, 0, w, h ); // Just in case...

// 3) Read your image data
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;

// And then continue as in the other code !

Solution 4

that worked for me (IE10x64,Chromex64 on win7, chromium arm linux, ...seems to bug with firefox 20 arm linux but not sure ... to re-test)

--html--

<canvas id="myCanvas" width="600" height="300"></canvas>
<canvas id="myCanvasOffscreen" width="1" height="1"></canvas>

-- js --

  // width & height can be used to scale image !!!
  function getImageAsImageData(url, width, height, callack) {
    var canvas = document.getElementById('myCanvasOffscreen');
    canvas.width = width;
    canvas.height = height;
    var context = canvas.getContext('2d');

    var imageObj = new Image();
    imageObj.onload = function() {
      context.drawImage(imageObj, 0, 0, width, height);
      imgData = context.getImageData(0,0,width, height);
      canvas.width = 1;
      canvas.height = 1;

      callack( imgData );
    };
    imageObj.src = url;
  }

-- then --

  var canvas = document.getElementById('myCanvas');
  var ctx = canvas.getContext('2d');

  var imgData;
  getImageAsImageData('central_closed.png', IMG_WIDTH, IMG_HEIGHT, 
    function(imgData) {

      // do what you want with imgData.data (rgba array)
      // ex.  colorize( imgData, 25, 70, 0);

      ctx.putImageData(imgData,0,0);

    }
  );

Solution 5

you first want to draw a pic on the canvas and then get the imageData from the canvas ,it is a wrong way,because the js think it is a "Cross-domain access",but the getIamgeData method don't allow the "Cross-domain access" to an image.you can hava a try by put the in the root place and access it by "localhost" .

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Ahi Tuna
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Ahi Tuna

consultant for https://TEHK.media

Updated on April 02, 2021

Comments

  • Ahi Tuna
    Ahi Tuna about 3 years

    I'd like to know if there is a way to dynamically modify/access the data contained in html images just as if they were an html5 canvas element. With canvas, you can in javascript access the raw pixel data with getImageData() and putImageData(), but I have thus far been not able to figure out how to do this with images.