Uses an intermediary canvas node to grab the RGBA pixels of the given source, with an optional clipping region. Works on HTML Canvas, Image, and Video elements.
var getPixels = require('get-image-pixels')
var data = getPixels(myImage) // returns a Uint8Array
console.log( data.length === (myImage.width * myImage.height * 4) ) //true
Or, with clipping:
var halfWidth = myImage.width/2
var data = getPixels(myImage, { x: halfWidth, width: halfWidth })
console.log( data.length === (halfWidth * myImage.height * 4) ) //true
Gets the RGBA pixels from HTML Image/Video/Canvas element as a Uint8Array with some optional parameters.
x
the x position to start clipping, default 0y
the y position to start clipping, default 0width
the width of the source to copy; this will change the returned array's shape. defaults to image widthheight
the height of the source to copy; this will change the returned array's shape. defaults to image height
Release the shared canvas for GC. This is mainly useful if you need to minimize disruptive GC hitches, e.g. in a game loop.
MIT, see LICENSE.md for details.