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How to use the canvas drawImage() method in HTML5 ?

Last Updated : 18 Jan, 2023
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The canvas drawImage() method of the Canvas 2D API is used to draw an image in various ways on a canvas element. This method has additional parameters that can be used to display the image or a part of the image.

Syntax:

context.drawImage(img, x, y, swidth, sheight, sx, sy, width, height);

Approach: 

  • Add an image using the <img> tag.
  • Draw the canvas using the <canvas> tag.
  • Load the canvas and get the context.
  • Select the image to be used,
  • Draw the image along with additional optional parameters, if required.

Example 1: In this example, the position of the image in the canvas is set using additional parameters.

html




<h1 style="color: green;">
    GeeksforGeeks
</h1>
  
<p>Image:</p>
  
<img id="gfg_image" 
         src=
  
<p>Canvas:</p>
  
<canvas id="myGFGCanvas" width="500" height="300" 
        style="border: 5px solid black">
</canvas>
  
<script>
    window.onload = function () {
      
        // Get the canvas element from the page
        var canvas = document.getElementById("myGFGCanvas");
      
        // Get the 2D context of the canvas
        var ctx = canvas.getContext("2d");
      
        // Get the image to be drawn on the canvas
        var image = document.getElementById("gfg_image");
      
        // Draw the image using drawImage() function
      
        // The first parameter is the image to be drawn
      
        // The second and third parameter is the
        // x and y position of the image in the canvas
        ctx.drawImage(image, 100, 20);
    }; 
</script>


Output:

Example 2: In this example, the position and dimensions of the image are set using additional parameters.

HTML




<h1 style="color: green;">
    GeeksforGeeks
</h1>
  
<p>Image:</p>
  
<img id="gfg_image" 
         src=
  
<p>Canvas:</p>
  
<canvas id="myGFGCanvas" width="500" 
        height="300" 
        style="border: 5px solid black">
</canvas>
  
<script>
    window.onload = function () {
      
        // Get the canvas element from the page
        var canvas = document.getElementById("myGFGCanvas");
      
        // Get the 2D context of the canvas
        var ctx = canvas.getContext("2d");
      
        // Get the image to be drawn on the canvas
        var image = document.getElementById("gfg_image");
      
        // Draw the image using drawImage() function
      
        // The first parameter is the image to be drawn
      
        // The second and third parameter is the
        // x and y position of the image in the canvas
      
        // The fourth and fifth parameter is the
        // width and height of the image to be drawn
        // in the canvas
        ctx.drawImage(image, 20, 20, 400, 200);
    }; 
</script>


Output:

 



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