Top Related Projects
High performance Node.js image processing, the fastest module to resize JPEG, PNG, WebP, AVIF and TIFF images. Uses the libvips library.
A JavaScript implementation of various web standards, for use with Node.js
Javascript Canvas Library, SVG-to-Canvas (& canvas-to-SVG) Parser
JavaScript SVG parser and renderer on Canvas
JavaScript 3D Library.
Quick Overview
Node-canvas is a Cairo-backed Canvas implementation for Node.js. It provides a Canvas API similar to the HTML5 Canvas API, allowing developers to create and manipulate images programmatically on the server-side using JavaScript.
Pros
- Enables server-side image manipulation and generation
- Provides a familiar API for developers experienced with HTML5 Canvas
- Supports various image formats (PNG, JPEG, PDF)
- Offers good performance for image processing tasks
Cons
- Requires native dependencies, which can complicate installation and deployment
- May have compatibility issues with some Node.js versions or platforms
- Limited documentation compared to client-side Canvas
- Performance may be slower than specialized image processing libraries
Code Examples
- Creating a simple image:
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'red';
ctx.fillRect(0, 0, 200, 200);
const buffer = canvas.toBuffer('image/png');
// Use the buffer to save or send the image
- Drawing text on an image:
const { createCanvas } = require('canvas');
const canvas = createCanvas(300, 100);
const ctx = canvas.getContext('2d');
ctx.font = '30px Arial';
ctx.fillStyle = 'blue';
ctx.fillText('Hello, World!', 50, 50);
const buffer = canvas.toBuffer('image/png');
// Use the buffer to save or send the image
- Loading and manipulating an existing image:
const { createCanvas, loadImage } = require('canvas');
async function manipulateImage() {
const image = await loadImage('path/to/image.jpg');
const canvas = createCanvas(image.width, image.height);
const ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0);
ctx.fillStyle = 'rgba(255, 0, 0, 0.5)';
ctx.fillRect(50, 50, 100, 100);
const buffer = canvas.toBuffer('image/png');
// Use the buffer to save or send the modified image
}
manipulateImage();
Getting Started
-
Install node-canvas:
npm install canvas
-
Create a new JavaScript file (e.g.,
canvas-example.js
) and add the following code:const { createCanvas } = require('canvas'); const canvas = createCanvas(200, 200); const ctx = canvas.getContext('2d'); ctx.fillStyle = 'green'; ctx.fillRect(0, 0, 200, 200); const fs = require('fs'); const out = fs.createWriteStream('output.png'); const stream = canvas.createPNGStream(); stream.pipe(out); out.on('finish', () => console.log('Image saved!'));
-
Run the script:
node canvas-example.js
This will create a 200x200 green square image and save it as output.png
in the current directory.
Competitor Comparisons
High performance Node.js image processing, the fastest module to resize JPEG, PNG, WebP, AVIF and TIFF images. Uses the libvips library.
Pros of Sharp
- Faster performance for image processing tasks
- Smaller install size and fewer dependencies
- Better support for modern image formats like WebP and AVIF
Cons of Sharp
- Less flexible for complex canvas operations
- Limited text rendering capabilities
- Fewer drawing primitives compared to node-canvas
Code Comparison
Sharp (image resizing):
sharp(inputBuffer)
.resize(300, 200)
.toBuffer((err, buffer) => {
// Handle resized image buffer
});
node-canvas (image resizing):
const canvas = createCanvas(300, 200);
const ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0, 300, 200);
const buffer = canvas.toBuffer();
Sharp focuses on efficient image processing operations, while node-canvas provides a more comprehensive canvas API for drawing and manipulation. Sharp excels in tasks like resizing, format conversion, and applying filters, making it ideal for image optimization workflows. node-canvas offers greater flexibility for complex drawing operations and text rendering, making it suitable for generating graphics or charts programmatically. The choice between the two depends on the specific requirements of your project, with Sharp being preferred for pure image processing tasks and node-canvas for more intricate canvas-based operations.
A JavaScript implementation of various web standards, for use with Node.js
Pros of jsdom
- Provides a complete DOM environment, simulating a full browser-like context
- Supports a wider range of web APIs and features beyond just canvas
- Easier to set up and use for general web page testing and manipulation
Cons of jsdom
- Slower performance compared to node-canvas for canvas-specific operations
- Less accurate canvas rendering, as it's primarily focused on DOM simulation
- May include unnecessary features for projects only requiring canvas functionality
Code Comparison
jsdom:
const { JSDOM } = require('jsdom');
const dom = new JSDOM(`<canvas id="myCanvas"></canvas>`);
const canvas = dom.window.document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
ctx.fillRect(0, 0, 100, 100);
node-canvas:
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');
ctx.fillRect(0, 0, 100, 100);
Summary
jsdom provides a more comprehensive browser-like environment, making it suitable for general web page testing and manipulation. However, node-canvas offers better performance and accuracy for canvas-specific operations. Choose jsdom for full DOM simulation or node-canvas for focused canvas work.
Javascript Canvas Library, SVG-to-Canvas (& canvas-to-SVG) Parser
Pros of fabric.js
- Higher-level API for easier manipulation of canvas objects
- Rich set of interactive features like object selection and transformation
- Extensive documentation and active community support
Cons of fabric.js
- Larger file size and potentially slower performance for complex scenes
- Limited server-side rendering capabilities compared to node-canvas
Code Comparison
node-canvas:
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'red';
ctx.fillRect(10, 10, 150, 100);
fabric.js:
const canvas = new fabric.Canvas('canvas');
const rect = new fabric.Rect({
left: 10,
top: 10,
fill: 'red',
width: 150,
height: 100
});
canvas.add(rect);
Key Differences
- node-canvas provides a lower-level API that closely mirrors the HTML5 Canvas API, making it suitable for server-side rendering and image manipulation.
- fabric.js offers a more abstracted, object-oriented approach to canvas manipulation, with built-in interactivity and easier management of complex scenes.
- node-canvas is primarily designed for server-side use, while fabric.js is typically used in browser environments but can also be used with Node.js.
Both libraries have their strengths and are suited for different use cases. Choose based on your specific requirements and the environment in which you'll be working.
JavaScript SVG parser and renderer on Canvas
Pros of canvg
- Pure JavaScript implementation, making it easier to use in browser environments
- Supports rendering SVG to canvas without additional dependencies
- Lightweight and focused specifically on SVG-to-canvas conversion
Cons of canvg
- Limited to SVG rendering, while node-canvas offers a more comprehensive canvas API
- May have performance limitations for complex SVG files compared to native implementations
- Less actively maintained compared to node-canvas
Code Comparison
node-canvas:
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'red';
ctx.fillRect(0, 0, 100, 100);
canvg:
import { Canvg } from 'canvg';
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
const v = Canvg.fromString(ctx, '<svg><rect width="100" height="100" fill="red"/></svg>');
v.start();
Summary
node-canvas provides a more comprehensive canvas implementation for Node.js, while canvg focuses specifically on rendering SVG to canvas in browser environments. node-canvas offers better performance and a wider range of features, but canvg is lighter and easier to use for simple SVG rendering tasks in the browser.
JavaScript 3D Library.
Pros of three.js
- Extensive 3D rendering capabilities, including complex geometries and animations
- Large and active community, with numerous examples and resources available
- Supports WebGL, CSS3D, and SVG renderers for cross-platform compatibility
Cons of three.js
- Steeper learning curve due to its comprehensive feature set
- Larger file size, which may impact load times for web applications
- Primarily focused on client-side rendering, limiting server-side usage
Code Comparison
three.js:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
node-canvas:
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'red';
ctx.fillRect(0, 0, 200, 200);
Summary
three.js is a powerful 3D graphics library for web browsers, offering extensive features and community support. It excels in creating complex 3D visualizations but may be overkill for simpler 2D graphics needs. node-canvas, on the other hand, provides a lightweight solution for server-side 2D canvas rendering, making it more suitable for generating images or basic graphics on the backend.
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node-canvas
node-canvas is a Cairo-backed Canvas implementation for Node.js.
[!TIP] v3.0.0-rc2 is now available for testing on Linux (x64 glibc), macOS (x64) and Windows (x64)! It's the first version to use N-API and prebuild-install. Please give it a try and let us know if you run into any issues.
npm install canvas@next
Installation
$ npm install canvas
By default, pre-built binaries will be downloaded if you're on one of the following platforms:
- macOS x86/64 (not Apple silicon)
- Linux x86/64 (glibc only)
- Windows x86/64
If you want to build from source, use npm install --build-from-source
and see the Compiling section below.
The minimum version of Node.js required is 18.12.0.
Compiling
If you don't have a supported OS or processor architecture, or you use --build-from-source
, the module will be compiled on your system. This requires several dependencies, including Cairo and Pango.
For detailed installation information, see the wiki. One-line installation instructions for common OSes are below. Note that libgif/giflib, librsvg and libjpeg are optional and only required if you need GIF, SVG and JPEG support, respectively. Cairo v1.10.0 or later is required.
OS | Command |
---|---|
macOS | Using Homebrew:brew install pkg-config cairo pango libpng jpeg giflib librsvg pixman python-setuptools |
Ubuntu | sudo apt-get install build-essential libcairo2-dev libpango1.0-dev libjpeg-dev libgif-dev librsvg2-dev |
Fedora | sudo yum install gcc-c++ cairo-devel pango-devel libjpeg-turbo-devel giflib-devel |
Solaris | pkgin install cairo pango pkg-config xproto renderproto kbproto xextproto |
OpenBSD | doas pkg_add cairo pango png jpeg giflib |
Windows | See the wiki |
Others | See the wiki |
Mac OS X v10.11+: If you have recently updated to Mac OS X v10.11+ and are experiencing trouble when compiling, run the following command: xcode-select --install
. Read more about the problem on Stack Overflow.
If you have xcode 10.0 or higher installed, in order to build from source you need NPM 6.4.1 or higher.
Quick Example
const { createCanvas, loadImage } = require('canvas')
const canvas = createCanvas(200, 200)
const ctx = canvas.getContext('2d')
// Write "Awesome!"
ctx.font = '30px Impact'
ctx.rotate(0.1)
ctx.fillText('Awesome!', 50, 100)
// Draw line under text
var text = ctx.measureText('Awesome!')
ctx.strokeStyle = 'rgba(0,0,0,0.5)'
ctx.beginPath()
ctx.lineTo(50, 102)
ctx.lineTo(50 + text.width, 102)
ctx.stroke()
// Draw cat with lime helmet
loadImage('examples/images/lime-cat.jpg').then((image) => {
ctx.drawImage(image, 50, 0, 70, 70)
console.log('<img src="' + canvas.toDataURL() + '" />')
})
Upgrading from 1.x to 2.x
See the changelog for a guide to upgrading from 1.x to 2.x.
For version 1.x documentation, see the v1.x branch.
Documentation
This project is an implementation of the Web Canvas API and implements that API as closely as possible. For API documentation, please visit Mozilla Web Canvas API. (See Compatibility Status for the current API compliance.) All utility methods and non-standard APIs are documented below.
Utility methods
Non-standard APIs
- Image#src
- Image#dataMode
- Canvas#toBuffer()
- Canvas#createPNGStream()
- Canvas#createJPEGStream()
- Canvas#createPDFStream()
- Canvas#toDataURL()
- CanvasRenderingContext2D#patternQuality
- CanvasRenderingContext2D#quality
- CanvasRenderingContext2D#textDrawingMode
- CanvasRenderingContext2D#globalCompositeOperation = 'saturate'
- CanvasRenderingContext2D#antialias
createCanvas()
createCanvas(width: number, height: number, type?: 'PDF'|'SVG') => Canvas
Creates a Canvas instance. This method works in both Node.js and Web browsers, where there is no Canvas constructor. (See browser.js
for the implementation that runs in browsers.)
const { createCanvas } = require('canvas')
const mycanvas = createCanvas(200, 200)
const myPDFcanvas = createCanvas(600, 800, 'pdf') // see "PDF Support" section
createImageData()
createImageData(width: number, height: number) => ImageData createImageData(data: Uint8ClampedArray, width: number, height?: number) => ImageData // for alternative pixel formats: createImageData(data: Uint16Array, width: number, height?: number) => ImageData
Creates an ImageData instance. This method works in both Node.js and Web browsers.
const { createImageData } = require('canvas')
const width = 20, height = 20
const arraySize = width * height * 4
const mydata = createImageData(new Uint8ClampedArray(arraySize), width)
loadImage()
loadImage() => Promise<Image>
Convenience method for loading images. This method works in both Node.js and Web browsers.
const { loadImage } = require('canvas')
const myimg = loadImage('http://server.com/image.png')
myimg.then(() => {
// do something with image
}).catch(err => {
console.log('oh no!', err)
})
// or with async/await:
const myimg = await loadImage('http://server.com/image.png')
// do something with image
registerFont()
registerFont(path: string, { family: string, weight?: string, style?: string }) => void
To use a font file that is not installed as a system font, use registerFont()
to register the font with Canvas. This must be done before the Canvas is created.
const { registerFont, createCanvas } = require('canvas')
registerFont('comicsans.ttf', { family: 'Comic Sans' })
const canvas = createCanvas(500, 500)
const ctx = canvas.getContext('2d')
ctx.font = '12px "Comic Sans"'
ctx.fillText('Everyone hates this font :(', 250, 10)
The second argument is an object with properties that resemble the CSS properties that are specified in @font-face
rules. You must specify at least family
. weight
, and style
are optional and default to 'normal'
.
deregisterAllFonts()
deregisterAllFonts() => void
Use deregisterAllFonts
to unregister all fonts that have been previously registered. This method is useful when you want to remove all registered fonts, such as when using the canvas in tests
const { registerFont, createCanvas, deregisterAllFonts } = require('canvas')
describe('text rendering', () => {
afterEach(() => {
deregisterAllFonts();
})
it('should render text with Comic Sans', () => {
registerFont('comicsans.ttf', { family: 'Comic Sans' })
const canvas = createCanvas(500, 500)
const ctx = canvas.getContext('2d')
ctx.font = '12px "Comic Sans"'
ctx.fillText('Everyone loves this font :)', 250, 10)
// assertScreenshot()
})
})
Image#src
img.src: string|Buffer
As in browsers, img.src
can be set to a data:
URI or a remote URL. In addition, node-canvas allows setting src
to a local file path or Buffer
instance.
const { Image } = require('canvas')
// From a buffer:
fs.readFile('images/squid.png', (err, squid) => {
if (err) throw err
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = squid
})
// From a local file path:
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = 'images/squid.png'
// From a remote URL:
img.src = 'http://picsum.photos/200/300'
// ... as above
// From a `data:` URI:
img.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg=='
// ... as above
Note: In some cases, img.src=
is currently synchronous. However, you should always use img.onload
and img.onerror
, as we intend to make img.src=
always asynchronous as it is in browsers. See https://github.com/Automattic/node-canvas/issues/1007.
Image#dataMode
img.dataMode: number
Applies to JPEG images drawn to PDF canvases only.
Setting img.dataMode = Image.MODE_MIME
or Image.MODE_MIME|Image.MODE_IMAGE
enables MIME data tracking of images. When MIME data is tracked, PDF canvases can embed JPEGs directly into the output, rather than re-encoding into PNG. This can drastically reduce filesize and speed up rendering.
const { Image, createCanvas } = require('canvas')
const canvas = createCanvas(w, h, 'pdf')
const img = new Image()
img.dataMode = Image.MODE_IMAGE // Only image data tracked
img.dataMode = Image.MODE_MIME // Only mime data tracked
img.dataMode = Image.MODE_MIME | Image.MODE_IMAGE // Both are tracked
If working with a non-PDF canvas, image data must be tracked; otherwise the output will be junk.
Enabling mime data tracking has no benefits (only a slow down) unless you are generating a PDF.
Canvas#toBuffer()
canvas.toBuffer((err: Error|null, result: Buffer) => void, mimeType?: string, config?: any) => void canvas.toBuffer(mimeType?: string, config?: any) => Buffer
Creates a Buffer
object representing the image contained in the canvas.
- callback If provided, the buffer will be provided in the callback instead of being returned by the function. Invoked with an error as the first argument if encoding failed, or the resulting buffer as the second argument if it succeeded. Not supported for mimeType
raw
or for PDF or SVG canvases. - mimeType A string indicating the image format. Valid options are
image/png
,image/jpeg
(if node-canvas was built with JPEG support),raw
(unencoded data in BGRA order on little-endian (most) systems, ARGB on big-endian systems; top-to-bottom),application/pdf
(for PDF canvases) andimage/svg+xml
(for SVG canvases). Defaults toimage/png
for image canvases, or the corresponding type for PDF or SVG canvas. - config
-
For
image/jpeg
, an object specifying the quality (0 to 1), if progressive compression should be used and/or if chroma subsampling should be used:{quality: 0.75, progressive: false, chromaSubsampling: true}
. All properties are optional. -
For
image/png
, an object specifying the ZLIB compression level (between 0 and 9), the compression filter(s), the palette (indexed PNGs only), the the background palette index (indexed PNGs only) and/or the resolution (ppi):{compressionLevel: 6, filters: canvas.PNG_ALL_FILTERS, palette: undefined, backgroundIndex: 0, resolution: undefined}
. All properties are optional.Note that the PNG format encodes the resolution in pixels per meter, so if you specify
96
, the file will encode 3780 ppm (~96.01 ppi). The resolution is undefined by default to match common browser behavior. -
For
application/pdf
, an object specifying optional document metadata:{title: string, author: string, subject: string, keywords: string, creator: string, creationDate: Date, modDate: Date}
. All properties are optional and default toundefined
, except forcreationDate
, which defaults to the current date. Adding metadata requires Cairo 1.16.0 or later.For a description of these properties, see page 550 of PDF 32000-1:2008.
Note that there is no standard separator for
keywords
. A space is recommended because it is in common use by other applications, and Cairo will enclose the list of keywords in quotes if a comma or semicolon is used.
-
Return value
If no callback is provided, a Buffer
. If a callback is provided, none.
Examples
// Default: buf contains a PNG-encoded image
const buf = canvas.toBuffer()
// PNG-encoded, zlib compression level 3 for faster compression but bigger files, no filtering
const buf2 = canvas.toBuffer('image/png', { compressionLevel: 3, filters: canvas.PNG_FILTER_NONE })
// JPEG-encoded, 50% quality
const buf3 = canvas.toBuffer('image/jpeg', { quality: 0.5 })
// Asynchronous PNG
canvas.toBuffer((err, buf) => {
if (err) throw err // encoding failed
// buf is PNG-encoded image
})
canvas.toBuffer((err, buf) => {
if (err) throw err // encoding failed
// buf is JPEG-encoded image at 95% quality
}, 'image/jpeg', { quality: 0.95 })
// BGRA pixel values, native-endian
const buf4 = canvas.toBuffer('raw')
const { stride, width } = canvas
// In memory, this is `canvas.height * canvas.stride` bytes long.
// The top row of pixels, in BGRA order on little-endian hardware,
// left-to-right, is:
const topPixelsBGRALeftToRight = buf4.slice(0, width * 4)
// And the third row is:
const row3 = buf4.slice(2 * stride, 2 * stride + width * 4)
// SVG and PDF canvases
const myCanvas = createCanvas(w, h, 'pdf')
myCanvas.toBuffer() // returns a buffer containing a PDF-encoded canvas
// With optional metadata:
myCanvas.toBuffer('application/pdf', {
title: 'my picture',
keywords: 'node.js demo cairo',
creationDate: new Date()
})
Canvas#createPNGStream()
canvas.createPNGStream(config?: any) => ReadableStream
Creates a ReadableStream
that emits PNG-encoded data.
config
An object specifying the ZLIB compression level (between 0 and 9), the compression filter(s), the palette (indexed PNGs only) and/or the background palette index (indexed PNGs only):{compressionLevel: 6, filters: canvas.PNG_ALL_FILTERS, palette: undefined, backgroundIndex: 0, resolution: undefined}
. All properties are optional.
Examples
const fs = require('fs')
const out = fs.createWriteStream(__dirname + '/test.png')
const stream = canvas.createPNGStream()
stream.pipe(out)
out.on('finish', () => console.log('The PNG file was created.'))
To encode indexed PNGs from canvases with pixelFormat: 'A8'
or 'A1'
, provide an options object:
const palette = new Uint8ClampedArray([
//r g b a
0, 50, 50, 255, // index 1
10, 90, 90, 255, // index 2
127, 127, 255, 255
// ...
])
canvas.createPNGStream({
palette: palette,
backgroundIndex: 0 // optional, defaults to 0
})
Canvas#createJPEGStream()
canvas.createJPEGStream(config?: any) => ReadableStream
Creates a ReadableStream
that emits JPEG-encoded data.
Note: At the moment, createJPEGStream()
is synchronous under the hood. That is, it runs in the main thread, not in the libuv threadpool.
config
an object specifying the quality (0 to 1), if progressive compression should be used and/or if chroma subsampling should be used:{quality: 0.75, progressive: false, chromaSubsampling: true}
. All properties are optional.
Examples
const fs = require('fs')
const out = fs.createWriteStream(__dirname + '/test.jpeg')
const stream = canvas.createJPEGStream()
stream.pipe(out)
out.on('finish', () => console.log('The JPEG file was created.'))
// Disable 2x2 chromaSubsampling for deeper colors and use a higher quality
const stream = canvas.createJPEGStream({
quality: 0.95,
chromaSubsampling: false
})
Canvas#createPDFStream()
canvas.createPDFStream(config?: any) => ReadableStream
config
an object specifying optional document metadata:{title: string, author: string, subject: string, keywords: string, creator: string, creationDate: Date, modDate: Date}
. SeetoBuffer()
for more information. Adding metadata requires Cairo 1.16.0 or later.
Applies to PDF canvases only. Creates a ReadableStream
that emits the encoded PDF. canvas.toBuffer()
also produces an encoded PDF, but createPDFStream()
can be used to reduce memory usage.
Canvas#toDataURL()
This is a standard API, but several non-standard calls are supported. The full list of supported calls is:
dataUrl = canvas.toDataURL() // defaults to PNG
dataUrl = canvas.toDataURL('image/png')
dataUrl = canvas.toDataURL('image/jpeg')
dataUrl = canvas.toDataURL('image/jpeg', quality) // quality from 0 to 1
canvas.toDataURL((err, png) => { }) // defaults to PNG
canvas.toDataURL('image/png', (err, png) => { })
canvas.toDataURL('image/jpeg', (err, jpeg) => { }) // sync JPEG is not supported
canvas.toDataURL('image/jpeg', {...opts}, (err, jpeg) => { }) // see Canvas#createJPEGStream for valid options
canvas.toDataURL('image/jpeg', quality, (err, jpeg) => { }) // spec-following; quality from 0 to 1
CanvasRenderingContext2D#patternQuality
context.patternQuality: 'fast'|'good'|'best'|'nearest'|'bilinear'
Defaults to 'good'
. Affects pattern (gradient, image, etc.) rendering quality.
CanvasRenderingContext2D#quality
context.quality: 'fast'|'good'|'best'|'nearest'|'bilinear'
Defaults to 'good'
. Like patternQuality
, but applies to transformations affecting more than just patterns.
CanvasRenderingContext2D#textDrawingMode
context.textDrawingMode: 'path'|'glyph'
Defaults to 'path'
. The effect depends on the canvas type:
-
Standard (image)
glyph
andpath
both result in rasterized text. Glyph mode is faster thanpath
, but may result in lower-quality text, especially when rotated or translated. -
PDF
glyph
will embed text instead of paths into the PDF. This is faster to encode, faster to open with PDF viewers, yields a smaller file size and makes the text selectable. The subset of the font needed to render the glyphs will be embedded in the PDF. This is usually the mode you want to use with PDF canvases. -
SVG
glyph
does not cause<text>
elements to be produced as one might expect (cairo bug). Rather,glyph
will create a<defs>
section with a<symbol>
for each glyph, then those glyphs be reused via<use>
elements.path
mode creates a<path>
element for each text string.glyph
mode is faster and yields a smaller file size.
In glyph
mode, ctx.strokeText()
and ctx.fillText()
behave the same (aside from using the stroke and fill style, respectively).
This property is tracked as part of the canvas state in save/restore.
CanvasRenderingContext2D#globalCompositeOperation = 'saturate'
In addition to all of the standard global composite operations defined by the Canvas specification, the 'saturate' operation is also available.
CanvasRenderingContext2D#antialias
context.antialias: 'default'|'none'|'gray'|'subpixel'
Sets the anti-aliasing mode.
PDF Output Support
node-canvas can create PDF documents instead of images. The canvas type must be set when creating the canvas as follows:
const canvas = createCanvas(200, 500, 'pdf')
An additional method .addPage()
is then available to create multiple page PDFs:
// On first page
ctx.font = '22px Helvetica'
ctx.fillText('Hello World', 50, 80)
ctx.addPage()
// Now on second page
ctx.font = '22px Helvetica'
ctx.fillText('Hello World 2', 50, 80)
canvas.toBuffer() // returns a PDF file
canvas.createPDFStream() // returns a ReadableStream that emits a PDF
// With optional document metadata (requires Cairo 1.16.0):
canvas.toBuffer('application/pdf', {
title: 'my picture',
keywords: 'node.js demo cairo',
creationDate: new Date()
})
It is also possible to create pages with different sizes by passing width
and height
to the .addPage()
method:
ctx.font = '22px Helvetica'
ctx.fillText('Hello World', 50, 80)
ctx.addPage(400, 800)
ctx.fillText('Hello World 2', 50, 80)
See also:
- Image#dataMode for embedding JPEGs in PDFs
- Canvas#createPDFStream() for creating PDF streams
- CanvasRenderingContext2D#textDrawingMode for embedding text instead of paths
SVG Output Support
node-canvas can create SVG documents instead of images. The canvas type must be set when creating the canvas as follows:
const canvas = createCanvas(200, 500, 'svg')
// Use the normal primitives.
fs.writeFileSync('out.svg', canvas.toBuffer())
SVG Image Support
If librsvg is available when node-canvas is installed, node-canvas can render SVG images to your canvas context. This currently works by rasterizing the SVG image (i.e. drawing an SVG image to an SVG canvas will not preserve the SVG data).
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = './example.svg'
Image pixel formats (experimental)
node-canvas has experimental support for additional pixel formats, roughly following the Canvas color space proposal.
const canvas = createCanvas(200, 200)
const ctx = canvas.getContext('2d', { pixelFormat: 'A8' })
By default, canvases are created in the RGBA32
format, which corresponds to the native HTML Canvas behavior. Each pixel is 32 bits. The JavaScript APIs that involve pixel data (getImageData
, putImageData
) store the colors in the order {red, green, blue, alpha} without alpha pre-multiplication. (The C++ API stores the colors in the order {alpha, red, green, blue} in native-endian ordering, with alpha pre-multiplication.)
These additional pixel formats have experimental support:
RGB24
LikeRGBA32
, but the 8 alpha bits are always opaque. This format is always used if thealpha
context attribute is set to false (i.e.canvas.getContext('2d', {alpha: false})
). This format can be faster thanRGBA32
because transparency does not need to be calculated.A8
Each pixel is 8 bits. This format can either be used for creating grayscale images (treating each byte as an alpha value), or for creating indexed PNGs (treating each byte as a palette index) (see the example using alpha values withfillStyle
and the example usingimageData
).RGB16_565
Each pixel is 16 bits, with red in the upper 5 bits, green in the middle 6 bits, and blue in the lower 5 bits, in native platform endianness. Some hardware devices and frame buffers use this format. Note that PNG does not support this format; when creating a PNG, the image will be converted to 24-bit RGB. This format is thus suboptimal for generating PNGs.ImageData
instances for this mode use aUint16Array
instead of aUint8ClampedArray
.A1
Each pixel is 1 bit, and pixels are packed together into 32-bit quantities. The ordering of the bits matches the endianness of the platform: on a little-endian machine, the first pixel is the least-significant bit. This format can be used for creating single-color images. Support for this format is incomplete, see note below.RGB30
Each pixel is 30 bits, with red in the upper 10, green in the middle 10, and blue in the lower 10. (Requires Cairo 1.12 or later.) Support for this format is incomplete, see note below.
Notes and caveats:
-
Using a non-default format can affect the behavior of APIs that involve pixel data:
context2d.createImageData
The size of the array returned depends on the number of bit per pixel for the underlying image data format, per the above descriptions.context2d.getImageData
The format of the array returned depends on the underlying image mode, per the above descriptions. Be aware of platform endianness, which can be determined using node.js'sos.endianness()
function.context2d.putImageData
As above.
-
A1
andRGB30
do not yet supportgetImageData
orputImageData
. Have a use case and/or opinion on working with these formats? Open an issue and let us know! (See #935.) -
A1
,A8
,RGB30
andRGB16_565
with shadow blurs may crash or not render properly. -
The
ImageData(width, height)
andImageData(Uint8ClampedArray, width)
constructors assume 4 bytes per pixel. To create anImageData
instance with a different number of bytes per pixel, usenew ImageData(new Uint8ClampedArray(size), width, height)
ornew ImageData(new Uint16ClampedArray(size), width, height)
.
Testing
First make sure you've built the latest version. Get all the deps you need (see compiling above), and run:
npm install --build-from-source
For visual tests: npm run test-server
and point your browser to http://localhost:4000.
For unit tests: npm run test
.
Benchmarks
Benchmarks live in the benchmarks
directory.
Examples
Examples line in the examples
directory. Most produce a png image of the same name, and others such as live-clock.js launch an HTTP server to be viewed in the browser.
Original Authors
- TJ Holowaychuk (tj)
- Nathan Rajlich (TooTallNate)
- Rod Vagg (rvagg)
- Juriy Zaytsev (kangax)
License
node-canvas
(The MIT License)
Copyright (c) 2010 LearnBoost, and contributors <dev@learnboost.com>
Copyright (c) 2014 Automattic, Inc and contributors <dev@automattic.com>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
BMP parser
See license
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