I want to create a new ImageData object in code. If I have a Uint8ClampedArray
out of which I want to make an image object, what is the best way to do it?
I guess I could make a new canvas element, extract its ImageData and overwrite its data attribute, but that seems like a wrong approach.
It would be great if I could use the ImageData constructor directly, but I can't figure out how to.
createImageData() method of the Canvas 2D API creates a new, blank ImageData object with the specified dimensions.
The getImageData() method returns an ImageData object that copies the pixel data for the specified rectangle on a canvas.
The ImageData interface represents the underlying pixel data of an area of a <canvas> element. It is created using the ImageData() constructor or creator methods on the CanvasRenderingContext2D object associated with a canvas: createImageData() and getImageData() .
This is interesting problem... You can't just create ImageData
object:
var test = new ImageData(); // TypeError: Illegal constructor
I have also tried:
var imageData= context.createImageData(width, height);
imageData.data = mydata; // TypeError: Cannot assign to read only property 'data' of #<ImageData>
but as described in MDN data
property is readonly.
So I think the only way is to create object and set data property with iteration:
var canvas = document.createElement('canvas');
var imageData = canvas.getContext('2d').createImageData(width, height);
for(var i = 0; i < myData.length; i++){
imageData.data[i] = myData[i];
}
Update:
I have discovered the set
method in data
property of ImageData, so solution is very simple:
var canvas = document.createElement('canvas');
var imageData = canvas.getContext('2d').createImageData(width, height);
imageData.data.set(myData);
Newest versions of Chrome and Firefox already support ImageData
constructor. You can find its definition at MDN.
For other browsers you can create this constructor yourself:
function ImageData() {
var i = 0;
if(arguments[0] instanceof Uint8ClampedArray) {
var data = arguments[i++];
}
var width = arguments[i++];
var height = arguments[i];
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
var imageData = ctx.createImageData(width, height);
if(data) imageData.data.set(data);
return imageData;
}
You can use it like this:
var imgData1 = new ImageData(data, width, height);
var imgData2 = new ImageData(width, height);
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With