Using JavaScript to place image data on the canvas in an overlay fashion

I recently wrote the code below to generate a rectangle on a canvas:

<!DOCTYPE html>
<html>
<body>
  <canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
    Your browser does not support the HTML5 canvas tag.
  </canvas>
  <p id='one'></p>

  <script>

    var c = document.getElementById("myCanvas");
    var ctx = c.getContext("2d");
    ctx.fillStyle = 'black';
    ctx.fillRect(20, 20, 40, 40)
    var imgData = ctx.createImageData(100, 100);
    var i;
    for (i = 0; i < imgData.data.length; i += 16) {
      imgData.data[i + 0] = 255;
      imgData.data[i + 1] = 0;
      imgData.data[i + 2] = 0;
      imgData.data[i + 3] = 255;
    }
    // ctx.putImageData(imgData, 10, 10);

  </script>
</body>
</html>

https://i.sstatic.net/5zbvB.png



However, when I try to display the image data by uncommenting ctx.putImageData, only the image data is shown as seen in the following picture:

https://i.sstatic.net/tuWMU.png



I want to overlay the red lines over the black rectangle so that I can see both. Adjusting the alpha channel did not yield the desired result.

Any help or suggestions would be greatly appreciated!

Answer №1

putImageData allows you to update the targeted pixels with the data from your ImageData, including transparent pixels.

There are various approaches to achieve this:

The simplest method involves manipulating pixels based on the current context state. Instead of using createImageData, use getImageData to obtain an ImageData containing the pixels in the selected area.

var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = 'black';
ctx.fillRect(20, 20, 40, 40);
// get the current pixels at (x, y, width, height)
var imgData = ctx.getImageData(10, 10, 100, 100);
var i;
// perform pixel manipulation on these pixels
for (i = 0; i < imgData.data.length; i += 16) {
  imgData.data[i + 0] = 255;
  imgData.data[i + 1] = 0;
  imgData.data[i + 2] = 0;
  imgData.data[i + 3] = 255;
}
ctx.putImageData(imgData, 10, 10);
<canvas id="myCanvas"></canvas>

Note that while getImageData consumes more memory and is slower than createImageData, it may not be suitable for frequent usage, such as in animations.

In animation scenarios, consider utilizing a secondary off-screen canvas to draw your ImageData and then transfer it to the main canvas using drawImage.

var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = 'black';
var gridImage = generateGrid(100, 100);

var x = 0;
anim();

/* 
  Manipulate pixels on an off-screen canvas
  Return the off-screen canvas
*/
function generateGrid(width, height){
  var canvas = document.createElement('canvas');
  canvas.width = width;
  canvas.height = height;
  var off_ctx = canvas.getContext('2d');
  var imgData = off_ctx.createImageData(width, height);
  for (i = 0; i < imgData.data.length; i += 16) {
    imgData.data[i + 0] = 255;
    imgData.data[i + 1] = 0;
    imgData.data[i + 2] = 0;
    imgData.data[i + 3] = 255;
  }
  off_ctx.putImageData(imgData, 0,0);
  return canvas;
}
function anim(){
  ctx.clearRect(0,0,c.width, c.height);
  x = (x + 1) % (c.width + 100);
  ctx.fillRect(x, 20, 40, 40);
  // draw the generated canvas here
  ctx.drawImage(gridImage, x - 10, 0);
  requestAnimationFrame(anim);
}
<canvas id="myCanvas"></canvas>

Another option is to rearrange your code so that you execute the normal drawings (fillRect) after applying the ImageData manipulations but beneath the current drawings. This can be achieved by adjusting the globalCompositeOperation property of the context:

var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
// manipulate pixels first
var imgData = ctx.createImageData(100, 100);
var i;
for (i = 0; i < imgData.data.length; i += 16) {
  imgData.data[i + 0] = 255;
  imgData.data[i + 1] = 0;
  imgData.data[i + 2] = 0;
  imgData.data[i + 3] = 255;
}
ctx.putImageData(imgData, 10, 10);

// set gCO to draw behind non-transparent pixels
ctx.globalCompositeOperation = 'destination-over';
// proceed with normal drawings
ctx.fillStyle = 'black';
ctx.fillRect(20, 20, 40, 40);
// reset gCO
ctx.globalCompositeOperation = 'source-over';
<canvas id="myCanvas"></canvas>

For modern browsers, consider leveraging the ImageBitmap object if applicable, as it produces the same results as the off-screen canvas with fewer lines of code:

(async () => {
  var c = document.getElementById("myCanvas");
  var ctx = c.getContext("2d");
  ctx.fillStyle = 'black';
  var gridImage = await generateGrid(100, 100);
  var x = 0;
  anim();

  /* 
    Modifies pixels within an empty ImageData
    Returns a Promise resolving to an ImageBitmap
  */
  function generateGrid(width, height) {
    var imgData = ctx.createImageData(width, height);
    for (i = 0; i < imgData.data.length; i += 16) {
      imgData.data[i + 0] = 255;
      imgData.data[i + 1] = 0;
      imgData.data[i + 2] = 0;
      imgData.data[i + 3] = 255;
    }
    return createImageBitmap(imgData);
  }

  function anim() {
    ctx.clearRect(0, 0, c.width, c.height);
    x = (x + 1) % (c.width + 100);
    ctx.fillRect(x, 20, 40, 40);
    // draw the generated canvas here
    ctx.drawImage(gridImage, x - 10, 0);
    requestAnimationFrame(anim);
  }
})();
<canvas id="myCanvas"></canvas>

Answer №2

Your original code didn't quite work for me, but after experimenting with two overlapping images, I was able to successfully create the desired effect.

<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
</canvas>
<p id = 'one'></p>

<script>

var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = ctx.createImageData(100, 100);
 var i;
for (i = 0; i < img.data.length; i += 6) {
  img.data[i+0] = 255;
  img.data[i+1] = 0;
  img.data[i+2] = 0;
  img.data[i+3] = 255;
}
var img2 = ctx.createImageData(100, 100);
var i;
for (i = 0; i < img2.data.length; i += 20) {
  img2.data[i+0] = 0;
  img2.data[i+1] = 255;
  img2.data[i+2] = 0;
  img2.data[i+3] = 255;
}
  var pixels = 4*100*100;
  var imgData1 = img.data;
  var imgData2 = img2.data;
  while (pixels--){
    imgData1[pixels] = imgData1[pixels] * 0.5 + imgData2[pixels] *0.5;
  }
  img.data = imgData1;
ctx.putImageData(img, 10, 0);

</script>

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