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Table of Contents
Image loading and drawing
Adjust colors and apply filters
Image cropping and synthesis
Export processed images
Home Web Front-end H5 Tutorial HTML5 canvas image manipulation techniques

HTML5 canvas image manipulation techniques

Jul 13, 2025 am 12:13 AM

Image loading and drawing: Ensure the image loading is completed through img.onload, and then draw the image on canvas using the ctx.drawImage() method; 2. Adjust the color and apply filters: Use getImageData() to obtain pixel data and modify the values of R, G, B, and A to achieve grayscale, brightness adjustment, color inversion and other effects, and then write back through putImageData(); 3. Image cropping and synthesis: Use the nine-parameter version of drawImage to perform area cropping, and multiple drawings can be used to achieve multi-layer synthesis such as adding watermarks; 4. Export the processed image: use the toDataURL() or toBlob() method to export the image, and combine the a tag to achieve download. Mastering these four steps can realize common image processing functions in web pages, and you must also pay attention to cross-domain restrictions and asynchronous loading sequence issues.

HTML5 canvas image manipulation techniques

In web development, the <canvas></canvas> element of HTML5 provides powerful capabilities for image processing. Through JavaScript, you can realize image cropping, filtering, synthesis and other effects. Although powerful, mastering some basic skills can meet most daily needs.

HTML5 canvas image manipulation techniques

Image loading and drawing

To operate pictures on canvas, you must first draw the pictures. This step seems simple, but there are many things that are prone to errors.

HTML5 canvas image manipulation techniques
  • Make sure the image is fully loaded before drawing, otherwise an error or blank will appear. It can be controlled using img.onload callback.
  • Use ctx.drawImage(img, x, y) to draw the image to the specified position. You can also pass in more parameters for cropping and scaling, such as drawImage(img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight) .
 const img = new Image();
img.src = &#39;example.jpg&#39;;
img.onload = () => {
  const canvas = document.getElementById(&#39;myCanvas&#39;);
  const ctx = canvas.getContext(&#39;2d&#39;);
  ctx.drawImage(img, 0, 0);
};

Adjust colors and apply filters

Once the image is drawn on canvas, you can modify the color and add filters through pixel-level operations.

canvas provides getImageData() method to obtain the pixel data of the image, and then the R, G, B, and A values can be modified one by one. For example:

HTML5 canvas image manipulation techniques
  • Grayscale : Take the RGB average value of each pixel to assign to three channels.
  • Brightness adjustment : directly increase or decrease the value of each channel.
  • Invert color : minus the current value with 255.

After modification, use putImageData() to write the data back.

Note: Cross-domain images may trigger security restrictions, resulting in unavailability to obtain pixel data. Make sure the image is from the same origin or the appropriate CORS header is set.


Image cropping and synthesis

canvas is also very suitable for image cropping and multi-layer synthesis.

  • Cropping can use the nine-parameter version of drawImage to specify the area in the source diagram.
  • Synthesis is to overlay multiple layers on the same piece of canvas, such as adding watermarks, puzzles, etc.

For example, you want to take the middle 100x100 area from a large image and draw it on canvas:

 ctx.drawImage(img, 50, 50, 100, 100, 0, 0, 100, 100);

If you want to add a watermark logo to the lower right corner of the picture, you can also draw the main picture first and drawImage to watermark the picture once.


Export processed images

After processing is complete, you may need to export the image for uploading or downloading.

canvas provides toDataURL() and toBlob() methods:

  • canvas.toDataURL(&#39;image/png&#39;) returns base64 data, suitable for embedding pages.
  • canvas.toBlob(callback, type, quality) is more suitable for large image processing to avoid excessive memory usage.

If you want the user to download, you can create a tag and trigger a click:

 const link = document.createElement(&#39;a&#39;);
link.download = &#39;edited.png&#39;;
link.href = canvas.toDataURL();
link.click();

Basically that's it. By mastering these core steps, you can implement most common image processing functions on the web page. Not complicated but it is easy to ignore details, such as cross-domain issues and asynchronous loading order, which need to be paid attention to.

The above is the detailed content of HTML5 canvas image manipulation techniques. For more information, please follow other related articles on the PHP Chinese website!

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