The "JavaScript Image Manipulation Program" :-)
An image processing library for Node written entirely in JavaScript, with zero external or native dependencies.
Example usage:
var Jimp = require("jimp");
// open a file called "lenna.png"
var lenna = new Jimp("lenna.png", function (err, image) {
this.resize(512, 512) // resize
.write("lenna-small.png") // save
.quality(60) // set JPEG quality
.write("lenna-small.jpg") // save as JPEG
.greyscale() // set greyscale
.write("lena-small-bw.png") // save again
.crop(128, 192, 256, 128) // crop
.write("lena-small-bw-cropped.png"); // save again
});
The Jimp constructor takes two arguments, the path to a PNG, JPEG or BMP image and a Node-style callback:
var image = new Jimp("./path/to/image.jpg", function (err, image) {
// this is the image
});
Once the callback has fired, the following methods can be called on the image:
image.crop( x, y, w, h ); // crop to the given region
image.invert(); // invert the image colours
image.flip( horz, vert); // flip the image horizontally or vertically
image.gaussian( r ); // Gaussian blur the image by r pixels (VERY slow)
image.blur( r ); // fast blur the image by r pixels
image.greyscale(); // remove colour from the image
image.sepia(); // apply a sepia wash to the image
image.opacity( f ); // multiply the alpha channel by each pixel by the factor f, 0 - 1
image.resize( w, h ); // resize the image. Jimp.AUTO can be passed as one of the values.
image.scale( f ); // scale the image by the factor f
image.rotate( deg[, resize] ); // rotate the image clockwise by a number of degrees. Unless `false` is passed as the second parameter, the image width and height will be resized appropriately.
image.blit( src, x, y ); // blit the image with another Jimp image at x, y
image.composite( src, x, y ); // composites another Jimp image over this iamge at x, y
image.brightness( val ); // adjust the brighness by a value -1 to +1
image.contrast( val ); // adjust the contrast by a value -1 to +1
image.posterize( n ); // apply a posterization effect with n level
image.mask( src, x, y ); // masks the image with another Jimp image at x, y using average pixel value
image.dither565(); // ordered dithering of the image and reduce color space to 16-bits (RGB565)
image.cover( w, h ); // scale the image so that it fills the given width and height
image.contain( w, h ); // scale the image to the largest size so that fits inside the given width and height
image.background( hex ); // set the default new pixel colour (e.g. 0xFFFFFFFF or 0x00000000) for by some operations (e.g. image.contain and image.rotate) and when writing formats that don't support alpha channels
image.mirror( horz, vert); // an alias for flip
image.fade( f ); // an alternative to opacity, fades the image by a factor 0 - 1. 0 will haven no effect. 1 will turn the image image.opaque(); // set the alpha channel on every pixel to fully opaque
(Contributions of more methods are welcome!)
To clone a Jimp image, you can use:
image.clone(); // returns the clone
The Jimp constructor can also be called using an existing image create a clone of that image:
var clone = new Jimp(image, function (err, clone) {
// this is the clone
});
The image can be written to disk in PNG, JPEG or BMP format (determined by the file extension) using:
image.write( path, cb ); // Node-style callback will be fired when write is successful
The quality of saved JPEGs can be set with:
image.quality( n ); // set the quality of saved JPEG, 0 - 100
The format of saved PNGs can be set with:
image.rgba( bool ); // set whether PNGs are saved as RGBA (true, default) or RGB (false)
image.filterType( number ); // set the filter type for the saved PNG
image.deflateLevel( number ); // set the deflate level for the saved PNG
For convenience, supported filter types are available as static properties:
Jimp.PNG_FILTER_AUTO; // -1;
Jimp.PNG_FILTER_NONE; // 0;
Jimp.PNG_FILTER_SUB; // 1;
Jimp.PNG_FILTER_UP; // 2;
Jimp.PNG_FILTER_AVERAGE; // 3;
Jimp.PNG_FILTER_PAETH; // 4;
A PNG, JPEG or BMP binary Buffer of an image (e.g. for storage in a database) can to got using:
image.getBuffer( mime, cb ); // Node-style callback wil be fired with result
For convenience, supported MIME types are available as static properties:
Jimp.MIME_PNG; // "image/png"
Jimp.MIME_JPEG; // "image/jpeg"
Jimp.BMP; // "image/bmp"
The Jimp constructor can also be called passing a valid Buffer as the first argument to the Jimp constructor:
var image = new Jimp(buffer, function (err, image) {
// this is the image
});
Jimp supports advanced colour manipulation using a single method as follows:
image.color([
{ apply: 'hue', params: [ -90 ] },
{ apply: 'lighten', params: [ 50 ] },
{ apply: 'xor', params: [ '#06D' ] }
]);
The method supports the following modifiers:
Modifier | Description |
---|---|
lighten {amount} | Lighten the color a given amount, from 0 to 100. Providing 100 will always return white (works through TinyColor) |
brighten {amount} | Brighten the color a given amount, from 0 to 100 (works through TinyColor) |
darken {amount} | Darken the color a given amount, from 0 to 100. Providing 100 will always return black (works through TinyColor) |
desaturate {amount} | Desaturate the color a given amount, from 0 to 100. Providing 100 will is the same as calling greyscale (works through TinyColor) |
saturate {amount} | Saturate the color a given amount, from 0 to 100 (works through TinyColor) |
greyscale {amount} | Completely desaturates a color into greyscale (works through TinyColor) |
spin {degree} | Spin the hue a given amount, from -360 to 360. Calling with 0, 360, or -360 will do nothing - since it sets the hue back to what it was before. (works through TinyColor) |
hue {degree} | Alias for spin |
mix {color, amount} | Mixes colors by their RGB component values. Amount is opacity of overlaying color |
tint {amount} | Same as applying mix with white color |
shade {amount} | Same as applying mix with black color |
xor {color} | Treats the two colors as bitfields and applies an XOR operation to the red, green, and blue components |
red {amount} | Modify Red component by a given amount |
green {amount} | Modify Green component by a given amount |
blue {amount} | Modify Blue component by a given amount |
Jimp enables low-level manipulation of images in memory through the bitmap property of each Jimp object:
image.bitmap.data; // a Buffer of the raw bitmap data
image.bitmap.width; // the width of the image
image.bitmap.height // the height of the image
This data can be manipulated directly but remember: garbage in, garbage out.
A helper method is available to scan a region of the bitmap:
image.scan(x, y, w, h, cb); // scan a given region of the bitmap and call cb on every pixel
Example usage:
image.scan(0, 0, image.bitmap.width, image.bitmap.height, function (x, y, idx) {
// x, y is the position of this pixel on the image
// idx is the position start position of this rgba tuple in the bitmap Buffer
// this is the image
var red = this.bitmap.data[idx];
var green = this.bitmap.data[idx+1];
var blue = this.bitmap.data[idx+2];
var alpha = this.bitmap.data[idx+3];
// rgba values run from 0 - 255
// e.g. this.bitmap.data[idx] = 0; // removes red from this pixel
});
Alternatively, you can manipulate individual pixels using the following these functions:
image.getPixelColor(x, y); // returns the colour of that pixel e.g. 0xFFFFFFFF
image.setPixelColor(hex, x, y); // sets the colour of that pixel
Two static helper functions exist to convert RGBA values into single integer (hex) values:
Jimp.rgbaToInt(r, g, b, a); // e.g. converts 255, 255, 255, 255 to 0xFFFFFFFF
Jimp.intToRGBA(hex); // e.g. converts 0xFFFFFFFF to {r: 255, g: 255, b: 255, a:255}
If you want to begin with an empty Jimp image, you can call the Jimp constructor passing the width and height of the image to create:
var image = new Jimp(256, 256, function (err, image) {
// this image is 256 x 256, every pixel is set to 0x00000000
});
You can optionally set the pixel colour as follows:
var image = new Jimp(256, 256, 0xFF0000FF, function (err, image) {
// this image is 256 x 256, every pixel is set to 0xFF0000FF
});
All methods can be chained together, for example as follows:
var lenna = new Jimp("lenna.png", function (err, image) {
this.greyscale().scale(0.5).write("lena-half-bw.png");
});
Alternatively, methods can be passed Node-style callbacks:
var lenna = new Jimp("lenna.png", function (err, image) {
image.greyscale(function(err, image) {
image.scale(0.5, function (err, image) {
image.write("lena-half-bw.png");
});
});
});
The Node-style callback pattern allows Jimp to be used with frameworks that expect or build on the Node-style callback pattern.
Jimp is licensed under the MIT license.