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What's the best way to set a single pixel in an HTML5 canvas?

Tags:

html

pixel

canvas

There are two best contenders:

  1. Create a 1×1 image data, set the color, and putImageData at the location:

    var id = myContext.createImageData(1,1); // only do this once per page
    var d  = id.data;                        // only do this once per page
    d[0]   = r;
    d[1]   = g;
    d[2]   = b;
    d[3]   = a;
    myContext.putImageData( id, x, y );     
    
  2. Use fillRect() to draw a pixel (there should be no aliasing issues):

    ctx.fillStyle = "rgba("+r+","+g+","+b+","+(a/255)+")";
    ctx.fillRect( x, y, 1, 1 );
    

You can test the speed of these here: http://jsperf.com/setting-canvas-pixel/9 or here https://www.measurethat.net/Benchmarks/Show/1664/1

I recommend testing against browsers you care about for maximum speed. As of July 2017, fillRect() is 5-6× faster on Firefox v54 and Chrome v59 (Win7x64).

Other, sillier alternatives are:

  • using getImageData()/putImageData() on the entire canvas; this is about 100× slower than other options.

  • creating a custom image using a data url and using drawImage() to show it:

    var img = new Image;
    img.src = "data:image/png;base64," + myPNGEncoder(r,g,b,a);
    // Writing the PNGEncoder is left as an exercise for the reader
    
  • creating another img or canvas filled with all the pixels you want and use drawImage() to blit just the pixel you want across. This would probably be very fast, but has the limitation that you need to pre-calculate the pixels you need.

Note that my tests do not attempt to save and restore the canvas context fillStyle; this would slow down the fillRect() performance. Also note that I am not starting with a clean slate or testing the exact same set of pixels for each test.


One method that hasnt been mentioned is using getImageData and then putImageData.
This method is good for when you want to draw a lot in one go, fast.
http://next.plnkr.co/edit/mfNyalsAR2MWkccr

var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
var id = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
var pixels = id.data;

var x = Math.floor(Math.random() * canvasWidth);
var y = Math.floor(Math.random() * canvasHeight);
var r = Math.floor(Math.random() * 256);
var g = Math.floor(Math.random() * 256);
var b = Math.floor(Math.random() * 256);
var off = (y * id.width + x) * 4;
pixels[off] = r;
pixels[off + 1] = g;
pixels[off + 2] = b;
pixels[off + 3] = 255;

ctx.putImageData(id, 0, 0);

I hadn't considered fillRect(), but the answers spurred me to benchmark it against putImage().

Putting 100,000 randomly coloured pixels in random locations, with Chrome 9.0.597.84 on an (old) MacBook Pro, takes less than 100ms with putImage(), but nearly 900ms using fillRect(). (Benchmark code at http://pastebin.com/4ijVKJcC).

If instead I choose a single colour outside of the loops and just plot that colour at random locations, putImage() takes 59ms vs 102ms for fillRect().

It seems that the overhead of generating and parsing a CSS colour specification in rgb(...) syntax is responsible for most of the difference.

Putting raw RGB values straight into an ImageData block on the other hand requires no string handling or parsing.


function setPixel(imageData, x, y, r, g, b, a) {
    var index = 4 * (x + y * imageData.width);
    imageData.data[index+0] = r;
    imageData.data[index+1] = g;
    imageData.data[index+2] = b;
    imageData.data[index+3] = a;
}

Since different browsers seems to prefer different methods, maybe it would make sense to do a smaller test with all three methods as a part of the loading process to find out which is best to use and then use that throughout the application?


It seems strange, but nonetheless HTML5 supports drawing lines, circles, rectangles and many other basic shapes, it does not have anything suitable for drawing the basic point. The only way to do so is to simulate point with whatever you have.

So basically there are 3 possible solutions:

  • draw point as a line
  • draw point as a polygon
  • draw point as a circle

Each of them has their drawbacks


Line

function point(x, y, canvas){
  canvas.beginPath();
  canvas.moveTo(x, y);
  canvas.lineTo(x+1, y+1);
  canvas.stroke();
}

Keep in mind that we are drawing to South-East direction, and if this is the edge, there can be a problem. But you can also draw in any other direction.


Rectangle

function point(x, y, canvas){
  canvas.strokeRect(x,y,1,1);
}

or in a faster way using fillRect because render engine will just fill one pixel.

function point(x, y, canvas){
  canvas.fillRect(x,y,1,1);
}

Circle


One of the problems with circles is that it is harder for an engine to render them

function point(x, y, canvas){
  canvas.beginPath();
  canvas.arc(x, y, 1, 0, 2 * Math.PI, true);
  canvas.stroke();
}

the same idea as with rectangle you can achieve with fill.

function point(x, y, canvas){
  canvas.beginPath();
  canvas.arc(x, y, 1, 0, 2 * Math.PI, true);
  canvas.fill();
}

Problems with all these solutions:

  • it is hard to keep track of all the points you are going to draw.
  • when you zoom in, it looks ugly.

If you are wondering, "What is the best way to draw a point?", I would go with filled rectangle. You can see my jsperf here with comparison tests.


What about a rectangle? That's got to be more efficient than creating an ImageData object.