I'm making a demotivational meme generator and need to add a white border to the image added within the canvas
ctx.drawImage(img, 0, 0, imgWidth, imgHeight, 20, 20,300,300);
this is to add a border to the canvas
ctx.strokeStyle = 'red';
ctx.lineWidth = 2;
ctx.strokeRect(0, 0, theCanvas.width, theCanvas.height);
how do I add a border to the image inside?
those are the coordinates:
ctx.drawImage(img, 0, 0, imgWidth,imgHeight, (canvas.width - newImgWidth) / 2, 20,newImgWidth,newImgHeight);
newImgWidth,newImgHeight > 80% of imgWidth,imgHeight
Try this:
ctx.strokeRect(1, 1, theCanvas.width - 2, theCanvas.height - 2);
You're using a line that's two pixels wide. You have to account for the thickness of the line in the rectangle you specify. You might expect the line thickness to all go towards the inside of the rectangle (and that would be convenient a lot of the time), but the thickness of the line is evenly split around both sides of the 0-thickness mathematical perimeter of the specified rectangle.
Related
This question already has an answer here:
Is there a way to disable color mixing/overlapping in html canvas
(1 answer)
Closed 7 months ago.
I'm trying to find a way to draw multiple elements onto an HTML canvas, then adjust all of their opacities at once. For example, this codepen example draws two overlapping rectangles with globalAlpha set to 0.5, so they're semi-transparent.
Here's what I see:
Here's what I want to see:
In other words, I want to draw some set of elements, then adjust their alpha/opacity all at once. In the example above, I want the overlapping section of blue & red to appear as just blue, since the blue rectangle was drawn 2nd.
I want this solution to apply to images, shapes, any canvas drawings really.
Does anyone know how to accomplish this using HTML canvas?
you must decompose the process
1- create de canvas with all draw ( alpha 100%)
2 set aside the flattened drawings
3 clear the canvas
4 fetch the picture and add it to the canvas
5 set alpha to 50%
6 add the tmp flattened drawings with alpha
const cnv = document.createElement("canvas");
cnv.width = 300;
cnv.height = 300;
const ctx = cnv.getContext("2d");
document.body.appendChild(cnv);
// Draw red rectangle
ctx.fillStyle = "#f00";
ctx.fillRect(20, 20, cnv.width - 140, cnv.height - 60);
// Draw blue rectangle
ctx.fillStyle = "#00f";
ctx.fillRect(100, 40, cnv.width - 140, cnv.height - 60);
//aside the draw in flatten layer
let tmp = new Image();
tmp.src = cnv.toDataURL();
// clear the canvas
ctx.clearRect(0, 0, cnv.width, cnv.height);
// apply bg
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, cnv.width, cnv.height);
const image = new Image(); // Using optional size for image
image.src = "https://img.photographyblog.com/reviews/kodak_pixpro_fz201/photos/kodak_pixpro_fz201_01.jpg";
image.onload = () => {
// Draw background image
ctx.drawImage(image, 0, 0);
ctx.drawImage(image, 0, 0, cnv.width, cnv.width);
// Set alpha to 0.5
ctx.globalAlpha = 0.5;
//overlay with the tmp flatten img with 50%
ctx.drawImage(tmp, 0, 0, cnv.width, cnv.width);
}
I have Html canvas code that draws the following graph. Is there an easy way of zooming the area that is outlined with red rectangle without rewriting the code? This area is always top right quarter of the graph and I also would like to leave some space for the axis.
So, I found the solution:
Draw two times bigger original canvas
Retrieve and put the region image on new canvas:
var imgData = ctx.getImageData(canvas.width/2 - 20, 0, canvas.width/2 + 20, canvas.width/2 + 20);
ctx.clearRect(0, 0, canvas.width, canvas.height);
canvas.width /= 2
canvas.height /= 2
canvas.height += 20
ctx.putImageData(imgData, 0, 0);
I`m new with canvas so thanks for your patience.
I wrote an engine that is creating 2 different layers in 2 canvas elements which are one over another. They contain some generated pictures, which aren`t important here.
I'm trying to create an effect which will display bottom layer when I move mouse over the top layer and click.
Something like this:
This is what I have tried so far:
To use transparency on canvas element and display bottom canvas (fast but not usable)
Re-create a clipping region.
Whenever I press the mouse I store current coordinates and re-render the canvas with updated clipping region
Updating clipping region is slow if I use stroke to create shadows + I`m not sure how to remove lines from it (see picture).
If I remove shadow effect, it works really fast, but I need to have it.
The only thing that comes on my mind how to speed this, is to save coordinates of every click, and then to re-calculate that into 1 shape and drop a shadow on it - I`ll still have lines, but it will be faster because there won`t be thousand of circles to draw...
Any help will be most appreciated!
You can take advantage of the browser's built in interpolation by using it as a pseudo low-pass filter, but first by painting it black:
Copy the top layer to the bottom layer
Set source-in comp. mode
Draw all black
Set source-in comp. mode
Scale down image to 25%
Scale the 25% region back up to 50% of original (or double of current)
Scale the now 50% region back up to 100% of original. It will be blurred.
Depending on how much blur you want you can add additional steps. That being said: blurred shadow is an intensive operation no matter how it is twisted and turned. One can make compromise to only render the shadow on mouse up for example (as in the demo below).
Example
Example using two layers. Top layer let you draw anything, bottom will show shadow version at the bottom later while drawing.
var ctx = document.getElementById("top").getContext("2d"),
bctx = document.getElementById("bottom").getContext("2d"),
bg = new Image(),
isDown = false;
bg.src = "http://i.imgur.com/R2naCpK.png";
ctx.fillStyle = "#27f";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.globalCompositeOperation = "destination-out"; // "eraser"
ctx.canvas.onmousedown = function(e) {isDown = true};
window.onmousemove = function(e) {
if (!isDown) return;
var pos = getPos(ctx.canvas, e);
ctx.beginPath();
ctx.moveTo(pos.x + 10, pos.y);
ctx.arc(pos.x, pos.y, 10, 0, 2*Math.PI); // erase while drawing
ctx.fill();
};
window.onmouseup = function(e) {
if (isDown) {
isDown = false;
makeShadow();
}
};
function makeShadow(){
var w = bctx.canvas.width,
h = bctx.canvas.height,
offset = 7,
alpha = 0.75;
// reset alpha
bctx.globalAlpha = 1;
// normal comp mode to clear as it is faster than using "copy"
bctx.globalCompositeOperation = "source-over";
bctx.clearRect(0, 0, w, h);
// copy top-layer to bottom-layer
bctx.drawImage(ctx.canvas, 0, 0);
// comp. mode will only draw in to non-alpha pixels next
bctx.globalCompositeOperation = "source-in";
// black overlay
bctx.fillRect(0, 0, w, h);
// copy mode so we don't need an extra canvas
bctx.globalCompositeOperation = "copy";
// step 1: reduce to 50% (quality related - create more steps to increase blur/quality)
bctx.drawImage(bctx.canvas, 0, 0, w, h, 0, 0, w * 0.5, h * 0.5);
bctx.drawImage(bctx.canvas, 0, 0, w * 0.5, h * 0.5, 0, 0, w * 0.25, h * 0.25);
bctx.drawImage(bctx.canvas, 0, 0, w * 0.25, h * 0.25, 0, 0, w * 0.5, h * 0.5);
// shadow transparency
bctx.globalAlpha = alpha;
// step 2: draw back up to 100%, draw offset
bctx.drawImage(bctx.canvas, 0, 0, w * 0.5, h * 0.5, offset, offset, w, h);
// comp in background image
bctx.globalCompositeOperation = "destination-over";
bctx.drawImage(bg, 0, 0, w, h);
}
function getPos(canvas, e) {
var r = canvas.getBoundingClientRect();
return {x: e.clientX - r.left, y: e.clientY - r.top};
}
div {position:relative;border:1px solid #000;width:500px;height:500px}
canvas {position:absolute;left:0;top:0}
#bottom {background:#eee}
<div>
<canvas id="bottom" width=500 height=500></canvas>
<canvas id="top" width=500 height=500></canvas>
</div>
I am trying to understand why my circle is not in the middle of my Canvas in HTML 5.
I am trying to create a circle in the middle the canvas.
The canvas is as follows:
Canvas:
Width: 600
Height: 300
Then I draw a circle with the following code:
context.beginPath();
context.fillStyle = '#424';
context.arc(300, 150, 10, 0, 2*Math.PI, false);
context.fill();
context.closePath();
The circle is drawn inthe lower right corner.
Now if I change the (x, y) to (150, 75) then it shows in the middle.
I am just hoping someone can shed a little light on why the original code doesn't work.
You are not showing how you are setting the actual width and height of the canvas, but if the center point always is 150, 75 then the canvas is always at default size which means you are probably setting the size using css instead of directly on the element.
Try something like this:
<canvas id="myCanvas" width=600 height=300></canvas>
in JavaScript:
canvas.width = 600; // don't use canvas.style.*
canvas.height = 300;
You could also set the center this way for the arc (to make it adopt center automatically):
context.arc(context.canvas.width * 0.5, context.canvas.height * 0.5,
10, 0, 2*Math.PI, false);
I want to place a number of light sources on a background for a game I'm making, which works great with one light source as shown below:
This is achieved by placing a .png image above everything else that becomes more transperant towards the center, like this:
Works great for one light source, but I need another approach where I can add more and move the light sources around.
I have considered drawing a similar "shadow layer" pixel by pixel for each frame, and calculate the transparency depending of the distance to each light source. However, that would probably be very slow and I'm sure there are way better solutions to this problem.
The images are just examples and each frame will have considerably more content to move around and update using requestAnimationFrame.
Is there a light weight and simple way to achieve this? Thanks in advance!
Edit
With the help of ViliusL, I came up with this masking solution:
http://jsfiddle.net/CuC5w/1/
// Create canvas
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width = 300;
canvas.height = 300;
document.body.appendChild(canvas);
// Draw background
var img=document.getElementById("cat");
ctx.drawImage(img,0,0);
// Create shadow canvas
var shadowCanvas = document.createElement('canvas');
var shadowCtx = shadowCanvas.getContext('2d');
shadowCanvas.width = canvas.width;
shadowCanvas.height = canvas.height;
document.body.appendChild(shadowCanvas);
// Make it black
shadowCtx.fillStyle= '#000';
shadowCtx.fillRect(0,0,canvas.width,canvas.height);
// Turn canvas into mask
shadowCtx.globalCompositeOperation = "destination-out";
// RadialGradient as light source #1
gradient = shadowCtx.createRadialGradient(80, 150, 0, 80, 150, 50);
gradient.addColorStop(0, "rgba(255, 255, 255, 1.0)");
gradient.addColorStop(1, "rgba(255, 255, 255, .1)");
shadowCtx.fillStyle = gradient;
shadowCtx.fillRect(0, 0, canvas.width, canvas.height);
// RadialGradient as light source #2
gradient = shadowCtx.createRadialGradient(220, 150, 0, 220, 150, 50);
gradient.addColorStop(0, "rgba(255, 255, 255, 1.0)");
gradient.addColorStop(1, "rgba(255, 255, 255, .1)");
shadowCtx.fillStyle = gradient;
shadowCtx.fillRect(0, 0, canvas.width, canvas.height);
Another way to play with light is to use the globalCompositeOperation mode 'ligther' to ligthen things, and just use globalAlpha to darken things.
First here's an image, with a cartoon lightening on the left, and a more realistic lightening on the right, but you'd rather watch the fiddle, since it's animated :
http://jsfiddle.net/gamealchemist/ABfVj/
So how i did things :
To darken :
- Choose a darkening color( most likely black, but you can choose a red or another color to teint the result).
- choose an opacity ( 0.3 seems a good start value ).
- fillRect the area you want to darken.
function darken(x, y, w, h, darkenColor, amount) {
ctx.fillStyle = darkenColor;
ctx.globalAlpha = amount;
ctx.fillRect(x, y, w, h);
ctx.globalAlpha = 1;
}
To lighten :
- Choose a lightening color. Beware that this color's r,g,b will be added to the previous point's r,g,b : if you use a high value your color will get burnt.
- change the globalCompositeOperation to 'lighter'
- you might change opacity also, to have more control over the lightening.
- fillRect or arc the area you want to lighten.
If you draw several circles while in lighter mode, the results will add up, so you can choose a quite low value and draw several circles.
function ligthen(x, y, radius, color) {
ctx.save();
var rnd = 0.03 * Math.sin(1.1 * Date.now() / 1000);
radius = radius * (1 + rnd);
ctx.globalCompositeOperation = 'lighter';
ctx.fillStyle = '#0B0B00';
ctx.beginPath();
ctx.arc(x, y, radius, 0, 2 * π);
ctx.fill();
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, radius * 0.90+rnd, 0, 2 * π);
ctx.fill();
ctx.beginPath();
ctx.arc(x, y, radius * 0.4+rnd, 0, 2 * π);
ctx.fill();
ctx.restore();
}
Notice that i added a sinusoidal variation to make the light more living.
Ligthen : another way :
You can also, while still using the 'ligther' mode, use a gradient to have a smoother effect (first one is more cartoon like, unless you draw a lot of circles.).
function ligthenGradient(x, y, radius) {
ctx.save();
ctx.globalCompositeOperation = 'lighter';
var rnd = 0.05 * Math.sin(1.1 * Date.now() / 1000);
radius = radius * (1 + rnd);
var radialGradient = ctx.createRadialGradient(x, y, 0, x, y, radius);
radialGradient.addColorStop(0.0, '#BB9');
radialGradient.addColorStop(0.2 + rnd, '#AA8');
radialGradient.addColorStop(0.7 + rnd, '#330');
radialGradient.addColorStop(0.90, '#110');
radialGradient.addColorStop(1, '#000');
ctx.fillStyle = radialGradient;
ctx.beginPath();
ctx.arc(x, y, radius, 0, 2 * π);
ctx.fill();
ctx.restore();
}
i also added here a sin variation.
Rq : creating a gradient on each draw will create garbage : store the gradient if you use a single gradient, and store them in an array if you want to animate the gradients.
If you are using the same light in several places, have a single gradient built, centered on (0,0), and translate the canvas before drawing always with this single gradient.
Rq 2 : you can use clipping to prevent some parts of the screen to be lightened (if there's an obstacle).
I added the blue circle on my example to show this.
So you might want to ligthen directly your scene with those effects, or create separately a light layer that you darken/lighten as you want before drawImage it on the screen.
There are too many scenari to discuss them here (light animated or not, clipping or not, pre-compute a light layer or not, ...) but as far as speed is concerned, for Safari and iOS safari, the solution using rect/arc draws -either with gradient or a solid fill- will be rocket faster than drawing an image/canvas.
On Chrome it will be quite the opposite : it's faster to draw an image than to draw each geometry when the geometry count raises.
Firefox is rather similar to Chrome for this.
your png should have full transparent corners and not transparent white in middle.
or you can draw this, but not pixel by pixel like here jsfiddle.net/pr9r7/2/
More examples: jsfiddle.net/pr9r7/3/ http://codepen.io/cwolves/pen/prvnb
Here is my Take on it:
A. Don't worry about performance until you have tried it out. The Canvas is pretty darn fast at drawing.
B. Rather than having a image with dark Corners and a Transparent middle. Why don't you try and make it more "IRL" and have the overall world be more Dark and let the light-source illuminate the Area? Highlight a small area, instead of darken everything EXCEPT a small Area.