Loading the image to HTML5 Canvas requires waiting for the image to load. You can perform drawing operations through the img.onload callback; use the drawImage method to draw a complete image, scale the image or capture a partial image; after drawing, you can use getImageData to obtain pixel data and write back the modified content with putImageData. The specific steps are: 1. Create an Image object and set src; 2. Call drawImage in the onload callback to draw the image; 3. Use different parameters of drawImage to implement image drawing, scaling and cropping; 4. Get the pixel array through getImageData for processing; 5. Use putImageData to write the data back to canvas after the processing is completed; 6. Pay attention to cross-domain and local load restrictions.
It is actually not difficult to load and manipulate images with HTML5 Canvas, but some details are prone to errors. The key is to understand the drawing mechanism of canvas and the asynchronous problem of image loading.

Load the image on Canvas
If you want to draw the picture on canvas, you must wait for the picture to be loaded. The <img src="/static/imghw/default1.png" data-src="https://img.php.cn/upload/article/000/000/000/175156463354623.jpeg" class="lazy" alt="Loading and manipulating images with HTML5 Canvas." >
element in HTML is a commonly used image source, but it loads asynchronously. If you call drawImage
before the image is loaded, canvas will not draw the content or report an error.

The solution is to perform the drawing operation in img.onload
callback:
const img = new Image(); img.src = 'image.png'; img.onload = function() { ctx.drawImage(img, 0, 0); };
Note: If you open a web page directly from a local file (such as file://), some browsers may not load images due to security restrictions. It is recommended to run the page through the local server.

Draw an image using the drawImage method
Canvas provides a drawImage
method to draw images. It has multiple parameter forms and can be selected according to your needs:
- Draw the full image:
ctx.drawImage(img, x, y);
- Specify width and height scaling drawing:
ctx.drawImage(img, x, y, width, height);
- Snippet a part of the image and zoom in to draw:
ctx.drawImage(img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
in:
-
sx
,sy
are the starting coordinates on the source image; -
sWidth
,sHeight
is the size of the area to be intercepted; -
dx
,dy
is the drawing starting point on the target canvas; -
dWidth
,dHeight
is the target size when drawing.
This method is very flexible and is suitable for image cropping, scaling, stitching and other effects.
Get and modify pixel data
Once the image is drawn on canvas, you can use getImageData()
method to get the pixel information. For example:
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); const data = imageData.data; // data is a Uint8ClampedArray
Each pixel occupies 4 bytes, namely red, green, blue, and transparency values ??(RGBA). You can traverse this data for processing, such as grayscale, filters, edge detection, etc.
After modifying the pixel, use putImageData()
to write the data back:
for (let i = 0; i < data.length; i = 4) { const avg = (data[i] data[i 1] data[i 2]) / 3; data[i] = avg; // red data[i 1] = avg; // green data[i 2] = avg; // blue } ctx.putImageData(imageData, 0, 0);
It should be noted that cross-domain loading images may trigger the "polluting canvas" problem, resulting in inability to access pixel data. Make sure the image is from the same origin or set the appropriate CORS header.
Basically that's it. By mastering the loading process, usage of drawImage and pixel operations, you can realize many image processing functions.
The above is the detailed content of Loading and manipulating images with HTML5 Canvas.. For more information, please follow other related articles on the PHP Chinese website!

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