I have two canvas, and I want to pass the content of canvas1, serialize it to an ArrayBuffer, and then load it in canvas2. In the future I will send the canvas1 content to t
Consider using canvas.toBlob()
instead of context.getImageData()
if you want compact data rather than a raw ImageData object.
Example:
const imageIn = document.querySelector('#image-in');
const imageOut = document.querySelector('#image-out');
const canvas = document.querySelector('#canvas');
const imageDataByteLen = document.querySelector('#imagedata-byte-length');
const bufferByteLen = document.querySelector('#arraybuffer-byte-length');
const mimeType = 'image/png';
imageIn.addEventListener('load', () => {
// Draw image to canvas.
canvas.width = imageIn.width;
canvas.height = imageIn.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(imageIn, 0, 0);
// Convert canvas to ImageData.
const imageData = ctx.getImageData(0, 0, imageIn.width, imageIn.height);
imageDataByteLen.textContent = imageData.data.byteLength + ' bytes.';
// Convert canvas to Blob, then Blob to ArrayBuffer.
canvas.toBlob((blob) => {
const reader = new FileReader();
reader.addEventListener('loadend', () => {
const arrayBuffer = reader.result;
bufferByteLen.textContent = arrayBuffer.byteLength + ' bytes.';
// Dispay Blob content in an Image.
const blob = new Blob([arrayBuffer], {type: mimeType});
imageOut.src = URL.createObjectURL(blob);
});
reader.readAsArrayBuffer(blob);
}, mimeType);
});
<h1>Canvas ↔ ArrayBuffer</h1>
<h2>1. Source <code><img></code></h2>
<img id="image-in" src="https://ucarecdn.com/a0338bfa-9f88-4ce7-b53f-e6b61000df89/" crossorigin="">
<h2>2. Canvas</h2>
<canvas id="canvas"></canvas>
<h2>3. ImageData</h2>
<p id="imagedata-byte-length"></p>
<h2>4. ArrayBuffer</h2>
<p id="arraybuffer-byte-length"></p>
<h2>5. Final <code><img></code></h2>
<img id="image-out">
JSFiddle: https://jsfiddle.net/donmccurdy/jugzk15b/
Also note that images must be hosted on a service that provides CORS headers, or you'll see errors like "The canvas has been tainted by cross-origin data."
The ImageData you get from getImageData()
is already using an ArrayBuffer (used by the Uint8ClampedArray
view). Just grab it and send it:
var imageData = context.getImageData(x, y, w, h);
var buffer = imageData.data.buffer; // ArrayBuffer
To set it again:
var imageData = context.createImageData(w, h);
imageData.data.set(incomingBuffer);
You probably want to consider some form of byte encoding though (such as f.ex base-64) as any byte value above 127 (ASCII) is subject to character encoding used on a system. Or make sure all steps on the trip uses the same (f.ex. UTF8).
Create an ArrayBuffer and send it into to the Uint8Array constructor, then send the buffer using websockets:
var img1 = context.getImageData(0, 0, 400, 320);
var data=img1.data;
var buffer = new ArrayBuffer(data.length);
var binary = new Uint8Array(buffer);
for (var i=0; i<binary.length; i++) {
binary[i] = data[i];
}
websocket.send(buffer);
[ Previous answer using canvas.toDataURL removed ]