The CanvasRenderingContext2D.drawImage()
method of the Canvas 2D API provides different ways to draw an image onto the canvas.
Syntax
void ctx.drawImage(image, dx, dy); void ctx.drawImage(image, dx, dy, dWidth, dHeight); void ctx.drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
Parameters
image
- An element to draw into the context. The specification permits any canvas image source (
CanvasImageSource
), specifically, aCSSImageValue
, anHTMLImageElement
, anSVGImageElement
, anHTMLVideoElement
, anHTMLCanvasElement
, anImageBitmap
, or anOffscreenCanvas
. sx
Optional- The x-axis coordinate of the top left corner of the sub-rectangle of the source
image
to draw into the destination context. sy
Optional- The y-axis coordinate of the top left corner of the sub-rectangle of the source
image
to draw into the destination context. sWidth
Optional- The width of the sub-rectangle of the source
image
to draw into the destination context. If not specified, the entire rectangle from the coordinates specified bysx
andsy
to the bottom-right corner of the image is used. sHeight
Optional- The height of the sub-rectangle of the source
image
to draw into the destination context. dx
- The x-axis coordinate in the destination canvas at which to place the top-left corner of the source
image
. dy
- The y-axis coordinate in the destination canvas at which to place the top-left corner of the source
image
. dWidth
Optional- The width to draw the
image
in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in width when drawn. dHeight
Optional- The height to draw the
image
in the destination canvas. This allows scaling of the drawn image. If not specified, the image is not scaled in height when drawn.
Exceptions thrown
INDEX_SIZE_ERR
- If the canvas or source rectangle width or height is zero.
INVALID_STATE_ERR
- The image has no image data.
TYPE_MISMATCH_ERR
- The specified source element isn't supported.
NS_ERROR_NOT_AVAILABLE
- The image is not loaded yet. Use
.complete === true
and.onload
to determine when it is ready.
Examples
Drawing an image to the canvas
This example draws an image to the canvas using the drawImage()
method.
HTML
<canvas id="canvas"></canvas> <div style="display:none;"> <img id="source" src="https://udn.realityripple.com/samples/db/f374e9c6fc.jpg" width="300" height="227"> </div>
JavaScript
The source image is taken from the coordinates (33, 71), with a width of 104 and a height of 124. It is drawn to the canvas at (21, 20), where it is given a width of 87 and a height of 104.
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); const image = document.getElementById('source'); image.addEventListener('load', e => { ctx.drawImage(image, 33, 71, 104, 124, 21, 20, 87, 104); });
Result
Understanding source element size
The drawImage()
method uses the source element's intrinsic size in CSS pixels when drawing.
For example, if you load an Image
and specify the optional size parameters in its constructor, you will have to use the naturalWidth
and naturalHeight
properties of the created instance to properly calculate things like crop and scale regions, rather than element.width
and element.height
. The same goes for videoWidth
and videoHeight
if the element is a <video>
element, and so on.
HTML
<canvas id="canvas"></canvas>
JavaScript
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); const image = new Image(60, 45); // Using optional size for image image.onload = drawImageActualSize; // Draw when image has loaded // Load an image of intrinsic size 300x227 in CSS pixels image.src = 'https://udn.realityripple.com/samples/db/f374e9c6fc.jpg'; function drawImageActualSize() { // Use the intrinsic size of image in CSS pixels for the canvas element canvas.width = this.naturalWidth; canvas.height = this.naturalHeight; // Will draw the image as 300x227, ignoring the custom size of 60x45 // given in the constructor ctx.drawImage(this, 0, 0); // To use the custom size we'll have to specify the scale parameters // using the element's width and height properties - lets draw one // on top in the corner: ctx.drawImage(this, 0, 0, this.width, this.height); }
Result
Specifications
Specification | Status | Comment |
---|---|---|
HTML Living Standard The definition of 'CanvasRenderingContext2D: drawImage' in that specification. |
Living Standard |
Browser compatibility
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
drawImage | Chrome Full support 1 | Edge Full support 12 | Firefox Full support 1.5 | IE Full support 9 | Opera Full support 9 | Safari Full support 2 | WebView Android Full support 1 | Chrome Android Full support 18 | Firefox Android Full support 4 | Opera Android Full support 10.1 | Safari iOS Full support 1 | Samsung Internet Android Full support 1.0 |
ImageBitmap as source image | Chrome Full support Yes | Edge Full support 79 | Firefox Full support 42 | IE ? | Opera ? | Safari ? | WebView Android Full support Yes | Chrome Android Full support Yes | Firefox Android Full support 42 | Opera Android ? | Safari iOS ? | Samsung Internet Android Full support Yes |
Smoothing when downscaling | Chrome Full support Yes | Edge Full support ≤79 | Firefox
Full support
56
| IE ? | Opera Full support Yes | Safari ? | WebView Android Full support Yes | Chrome Android Full support Yes | Firefox Android
Full support
56
| Opera Android Full support Yes | Safari iOS ? | Samsung Internet Android Full support Yes |
SVGImageElement as source image | Chrome Full support 59 | Edge Full support ≤79 | Firefox Full support 56 | IE ? | Opera ? | Safari ? | WebView Android Full support 59 | Chrome Android Full support 59 | Firefox Android Full support 56 | Opera Android ? | Safari iOS ? | Samsung Internet Android Full support 7.0 |
Legend
- Full support
- Full support
- Compatibility unknown
- Compatibility unknown
- See implementation notes.
- See implementation notes.
Gecko-specific notes
- Support for flipping the image by using negative values for
sw
andsh
was added in Gecko 5.0 (Firefox 5.0 / Thunderbird 5.0 / SeaMonkey 2.2). - Starting with (Firefox 5.0 / Thunderbird 5.0 / SeaMonkey 2.2),
drawImage()
handles negative arguments in accordance with the specification, by flipping the rectangle around the appropriate axis. - Specifying a
null
orundefined
image when calling ordrawImage()
correctly throws aTYPE_MISMATCH_ERR
exception starting with (Firefox 5.0 / Thunderbird 5.0 / SeaMonkey 2.2). - Prior to Gecko 7.0 (Firefox 7.0 / Thunderbird 7.0 / SeaMonkey 2.4), Firefox threw an exception if any of the coordinate values was non-finite or zero. As per the specification, this no longer happens.
- Gecko 9.0 (Firefox 9.0 / Thunderbird 9.0 / SeaMonkey 2.6) now correctly supports CORS for drawing images across domains without tainting the canvas.
- Gecko 11.0 (Firefox 11.0 / Thunderbird 11.0 / SeaMonkey 2.8) now allows SVG-as-an-image to be drawn into a canvas without tainting the canvas.
Notes
drawImage()
only works correctly on anHTMLVideoElement
when itsHTMLMediaElement.readyState
is greater than 1 (i.e., seek event fired after setting thecurrentTime
property).drawImage()
will always use the source element's intrinsic size in CSS pixels when drawing, cropping, and/or scaling.drawImage()
will ignore all EXIF metadata in images, including the Orientation. This behavior is especially troublesome on iOS devices. You should detect the Orientation yourself and userotate()
to make it right.
See also
- The interface defining this method:
CanvasRenderingContext2D