canvas vs chart.js vs d3 vs html2canvas vs qrious
Rendering Graphics, Charts, and DOM Snapshots on the Web
canvaschart.jsd3html2canvasqriousSimilar Packages:

Rendering Graphics, Charts, and DOM Snapshots on the Web

This comparison evaluates five distinct approaches to generating visual content in JavaScript applications. canvas provides a low-level Node.js implementation of the Canvas API for server-side image generation. chart.js offers a high-level, opinionated solution for standard statistical charts with minimal configuration. d3 serves as a powerful, modular toolkit for binding data to DOM elements, enabling custom, data-driven visualizations. html2canvas specializes in capturing DOM snapshots by rendering HTML/CSS into a canvas image, ideal for screenshots. qrious is a lightweight, dependency-free library dedicated solely to generating QR codes via the Canvas API.

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canvas010,684403 kB4554 months agoMIT
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html2canvas031,9013.38 MB1,052-MIT
qrious01,618-449 years agoGPL-3.0

Rendering Graphics, Charts, and DOM Snapshots: A Technical Deep Dive

When building modern web applications, developers often face the challenge of generating visual content. Whether it's displaying complex data, creating shareable images, or generating server-side assets, the JavaScript ecosystem offers several distinct tools. This article compares canvas, chart.js, d3, html2canvas, and qrious to help you choose the right tool for your specific architectural needs.

🎨 Low-Level Pixel Manipulation: Server vs. Browser

The foundation of many graphics libraries is the HTML5 Canvas API. However, where this code runs matters significantly.

canvas is a pure Node.js implementation of the Canvas API. Since Node.js runs on the server and lacks a DOM, it cannot use the browser's native <canvas> element. This package uses native bindings (like Cairo or Skia) to replicate the API, allowing you to draw images, text, and shapes on the backend.

// canvas: Server-side image generation
const { createCanvas } = require('canvas');
const canvas = createCanvas(200, 200);
const ctx = canvas.getContext('2d');

ctx.fillStyle = '#009900';
ctx.fillRect(0, 0, 200, 200);

// Save to file or buffer
const out = fs.createWriteStream('./output.png');
const stream = canvas.createPNGStream();
stream.pipe(out);

chart.js, d3, html2canvas, and qrious all run in the browser (or environments emulating the browser) and rely on the native Canvas API or SVG. They cannot run directly in a standard Node.js environment without additional headless browser setup (like Puppeteer) or specific adapters.

// chart.js: Client-side rendering context
const ctx = document.getElementById('myChart').getContext('2d');
// chart.js draws directly onto this native context

📊 High-Level Charts vs. Custom Data Visualization

When the goal is to display data, you generally choose between an opinionated charting library and a flexible visualization toolkit.

chart.js is designed for speed and simplicity. It abstracts away the drawing logic. You provide data and configuration, and it handles the axes, legends, tooltips, and animations. It is excellent for standard business metrics but can be restrictive if you need a non-standard chart type.

// chart.js: Declarative configuration
new Chart(ctx, {
  type: 'bar',
  data: {
    labels: ['Red', 'Blue', 'Yellow'],
    datasets: [{
      label: 'My Dataset',
      data: [12, 19, 3],
      backgroundColor: 'rgba(255, 99, 132, 0.2)'
    }]
  },
  options: {
    responsive: true
  }
});

d3 (Data-Driven Documents) takes a different approach. It does not know what a "bar chart" is. Instead, it helps you bind data to DOM elements (SVG, Canvas, or HTML) and apply transformations. This gives you infinite flexibility but requires you to build the chart logic yourself.

// d3: Imperative data binding
const svg = d3.select("body").append("svg").attr("width", 500).attr("height", 500);

svg.selectAll("rect")
  .data([12, 19, 3])
  .enter()
  .append("rect")
  .attr("x", (d, i) => i * 20)
  .attr("y", (d) => 500 - d * 10)
  .attr("width", 18)
  .attr("height", (d) => d * 10)
  .attr("fill", "steelblue");

📸 Capturing the DOM: The Snapshot Approach

Sometimes you don't want to draw data; you want to capture what is already on the screen.

html2canvas traverses your DOM tree, reads the computed styles, and repaints the elements onto a canvas. This is unique because it works with standard HTML/CSS rather than data arrays. It is commonly used for "Download as Image" features or generating previews.

// html2canvas: DOM to Image
html2canvas(document.querySelector("#capture-me")).then(canvas => {
  document.body.appendChild(canvas);
  // The result is a <canvas> element that looks like the HTML node
});

Unlike chart.js or d3, which generate graphics from scratch based on data, html2canvas is reactive to your existing layout. If you change the CSS of your HTML element, the screenshot updates automatically without changing the generation code.

📱 Specialized Generation: QR Codes

For specific formats like QR codes, general-purpose libraries are often too heavy.

qrious is a minimal library focused entirely on QR code generation. It wraps the Canvas API to draw the specific black-and-white matrix required for QR standards. It supports customization of size and color but lacks the data analysis features of d3 or the chart types of chart.js.

// qrious: Dedicated QR generation
const qr = new QRious({
  element: document.getElementById('qr-canvas'),
  value: 'https://example.com',
  size: 200,
  foreground: '#000000'
});

// Updating the value redraws the canvas immediately
qr.value = 'New Data';

⚙️ Integration and Extensibility

How these libraries fit into your stack varies by their architecture.

d3 is modular. You can import only the scales, axes, or shapes you need. It plays well with other frameworks because it manipulates the DOM directly. You can easily embed D3 visuals inside React or Vue components.

// d3: Modular import
import { scaleLinear } from "d3-scale";
import { axisBottom } from "d3-axis";

const x = scaleLinear().domain([0, 10]).range([0, 100]);

chart.js has a plugin system. If the default behavior isn't enough, you can write plugins to draw custom elements on top of the chart. However, deep structural changes often require forking the library or waiting for official updates.

// chart.js: Plugin usage
const customPlugin = {
  id: 'customPlugin',
  afterDraw: (chart) => {
    // Custom drawing logic on the chart context
  }
};
Chart.register(customPlugin);

canvas (Node) is often used in build pipelines or API endpoints. It acts as a utility rather than a UI component. You typically pipe its output to a file stream or a buffer to send over HTTP.

// canvas: Stream integration
const stream = canvas.createJPEGStream({ quality: 0.8 });
res.setHeader('Content-Type', 'image/jpeg');
stream.pipe(res);

🛠️ Similarities: Shared Foundations

Despite their different goals, these libraries share common ground in how they handle graphics.

1. 🖼️ Canvas API Reliance

Most of these libraries (chart.js, qrious, html2canvas, and the Node canvas package) ultimately rely on the 2D Canvas API context (getContext('2d')). This means they share similar methods for drawing paths, filling colors, and handling coordinates.

// Common pattern across chart.js, qrious, and native canvas
ctx.beginPath();
ctx.arc(50, 50, 20, 0, Math.PI * 2);
ctx.fill();

2. 📐 Coordinate Systems

All libraries operate within a coordinate system, whether it's the pixel grid of a canvas or the SVG viewBox in D3. Understanding how to map data values to pixel coordinates is essential for d3, chart.js, and custom canvas drawing.

// Mapping data to pixels (Concept used in d3 and chart.js)
const xPixel = (dataValue / maxValue) * canvasWidth;

3. 🔄 Reactive Updates

Both chart.js and qrious support updating the visualization by changing the data and calling an update method. d3 handles this via its enter-update-exit pattern, while html2canvas requires re-running the capture function when the DOM changes.

// chart.js: Dynamic update
myChart.data.datasets[0].data = [1, 2, 3];
myChart.update();

// qrious: Dynamic update
qr.value = "new string";

📊 Summary: Key Differences

Featurecanvas (Node)chart.jsd3html2canvasqrious
Primary EnvServer (Node.js)BrowserBrowserBrowserBrowser
Input TypeDrawing CommandsData ArraysData + SelectorsDOM NodesString/URL
OutputImage Buffer/FileInteractive ChartCustom SVG/CanvasImage SnapshotQR Code
Learning CurveMediumLowHighLowVery Low
FlexibilityHigh (Pixel level)Medium (Config)UnlimitedLow (DOM dependent)Low (QR only)

💡 The Big Picture

Choosing the right library depends entirely on where you are running the code and what you are trying to show.

  • Need server-side image processing? Use canvas. It is the only option here that runs natively in Node.js without a browser emulator.
  • Building a standard dashboard? Use chart.js. It saves weeks of development time for common charts and handles responsiveness out of the box.
  • Creating a custom data story or complex viz? Use d3. It has no limits, but you must be willing to write more code to define how the data looks.
  • Letting users screenshot their profile/card? Use html2canvas. It bridges the gap between HTML layout and image files.
  • Just need a QR code? Use qrious. It is small, fast, and does one thing perfectly.

Final Thought: Don't force a tool to do a job it wasn't designed for. Using d3 for a simple bar chart is often over-engineering, while trying to make chart.js render a custom network graph can be a painful struggle. Match the tool to the complexity of your visual requirement.

How to Choose: canvas vs chart.js vs d3 vs html2canvas vs qrious

  • canvas:

    Choose canvas when you need to generate or manipulate images on the server (Node.js) where the browser's native Canvas API is unavailable. It is essential for backend tasks like resizing uploads, generating dynamic OG images, or preprocessing assets before sending them to the client. Do not use this for client-side rendering as it requires native bindings.

  • chart.js:

    Choose chart.js if your project requires standard chart types (bar, line, pie, radar) and you prioritize speed of implementation over custom design. It is the best fit for dashboards and admin panels where consistent, accessible, and responsive charts are needed without writing complex rendering logic from scratch.

  • d3:

    Choose d3 when you need complete control over the visualization process or require custom chart types that standard libraries cannot support. It is ideal for complex data storytelling, interactive maps, and scientific visualizations where the mapping between data and visual elements must be precise and highly customizable.

  • html2canvas:

    Choose html2canvas when you need to generate a screenshot of a specific part of your webpage or allow users to download a visual representation of their DOM-based content. Use it for features like 'share this card' or ticket generation, but be aware of its limitations with modern CSS features like complex grid layouts or specific blend modes.

  • qrious:

    Choose qrious when your only requirement is to generate QR codes and you want a tiny, zero-dependency solution. It is perfect for simple use cases like generating Wi-Fi login codes or URL shortcuts where importing a heavy charting library would be overkill.

README for canvas

node-canvas

Test NPM version

node-canvas is a Cairo-backed Canvas implementation for Node.js.

Installation

$ npm install canvas

By default, pre-built binaries will be downloaded if you're on one of the following platforms:

  • macOS x86/64
  • macOS aarch64 (aka 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.

OSCommand
macOSUsing Homebrew:
brew install pkg-config cairo pango libpng jpeg giflib librsvg pixman python-setuptools
Ubuntusudo apt-get install build-essential libcairo2-dev libpango1.0-dev libjpeg-dev libgif-dev librsvg2-dev
Fedorasudo yum install gcc-c++ cairo-devel pango-devel libjpeg-turbo-devel giflib-devel
Solarispkgin install cairo pango pkg-config xproto renderproto kbproto xextproto
OpenBSDdoas pkg_add cairo pango png jpeg giflib
WindowsSee the wiki
OthersSee 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="https://raw.githubusercontent.com/Automattic/node-canvas/HEAD/' + 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

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.

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) and image/svg+xml (for SVG canvases). Defaults to image/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 to undefined, except for creationDate, 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}. See toBuffer() 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 and path both result in rasterized text. Glyph mode is faster than path, 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)

It is possible to add hyperlinks using .beginTag() and .endTag():

ctx.beginTag('Link', "uri='https://google.com'")
ctx.font = '22px Helvetica'
ctx.fillText('Hello World', 50, 80)
ctx.endTag('Link')

Or with a defined rectangle:

ctx.beginTag('Link', "uri='https://google.com' rect=[50 80 100 20]")
ctx.endTag('Link')

Note that the syntax for attributes is unique to Cairo. See cairo_tag_begin for the full documentation.

You can create areas on the canvas using the "cairo.dest" tag, and then link to them using the "Link" tag with the dest= attribute. You can also define PDF structure for accessibility by using tag names like "P", "H1", and "TABLE". The standard tags are defined in §14.8.4 of the PDF 1.7 specification.

See also:

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 Like RGBA32, but the 8 alpha bits are always opaque. This format is always used if the alpha context attribute is set to false (i.e. canvas.getContext('2d', {alpha: false})). This format can be faster than RGBA32 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 with fillStyle and the example using imageData).
  • 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 a Uint16Array instead of a Uint8ClampedArray.
  • 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's os.endianness() function.
    • context2d.putImageData As above.
  • A1 and RGB30 do not yet support getImageData or putImageData. Have a use case and/or opinion on working with these formats? Open an issue and let us know! (See #935.)

  • A1, A8, RGB30 and RGB16_565 with shadow blurs may crash or not render properly.

  • The ImageData(width, height) and ImageData(Uint8ClampedArray, width) constructors assume 4 bytes per pixel. To create an ImageData instance with a different number of bytes per pixel, use new ImageData(new Uint8ClampedArray(size), width, height) or new 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

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