This question already has answers here:
Html5 canvas drawImage: how to apply antialiasing
(6 answers)
Closed 8 years ago.
I have a problem with Html5 canvas
i draw an image but its quality becomes very poor
after i draw it with canvas it becomes this
my code is here
<script type="text/javascript">
$canvasWidth = $('#canvas').width;
$canvasHeight = $('#canvas').height;
var alpha = 0.0;
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function draw(){
var delta = 0.05;
ctx.clearRect(0,0,$canvasWidth, $canvasHeight);
ctx.globalAlpha = alpha;
var logo= new Image();
WandioLight.onload = function(){
ctx.drawImage(logo, 0, 0, 250, 167);
};
logo.src = "logo.png";
alpha += delta;
if(alpha > 1.0){
return false;
}
setTimeout(draw, 50);
}
You can incrementally scale your image down for better results.
Since your final size is 1/4 the original size, you could:
scale the 1000x669 image in half to 500x334 onto a temp canvas
scale the 500x335 canvas in half to 250x167 onto the main canvas
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image();
img.onload=start;
img.src="https://ictcluster.ge/wp-content/uploads/2018/09/wandio-logo-1-1024x724.png";
function start(){
// scale the 1000x669 image in half to 500x334 onto a temp canvas
var c1=scaleIt(img,0.50);
// scale the 500x335 canvas in half to 250x167 onto the main canvas
canvas.width=c1.width/2;
canvas.height=c1.height/2;
ctx.drawImage(c1,0,0,250,167);
}
function scaleIt(source,scaleFactor){
var c=document.createElement('canvas');
var ctx=c.getContext('2d');
var w=source.width*scaleFactor;
var h=source.height*scaleFactor;
c.width=w;
c.height=h;
ctx.drawImage(source,0,0,w,h);
return(c);
}
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
<canvas id="canvas" width=300 height=300></canvas>
Related
This question already has an answer here:
HTML Canvas: Drawing grid below a plot
(1 answer)
Closed 6 years ago.
I have a canvas, and I want to use drawImage to draw an image behind the current content on the canvas.
Due to the fact that there is content already on the canvas (I'm using Literally Canvas to create a canvas containing an image, so I can't really draw the image first), I cannot use drawImage before I render the rest of my content.
Is it possible to drawImage behind all other content on a canvas?
Yes you can just use globalCompositeOperation destination-over, but note that your first image needs some transparency, otherwise, you will obviously not see anything :
var img1 = new Image();
var img2 = new Image();
var loaded = 0;
var imageLoad = function(){
if(++loaded == 2){
draw();
}
};
img1.onload = img2.onload = imageLoad;
var draw = function(){
var ctx = c.getContext('2d');
ctx.drawImage(img1, 100,100);
// wait a little bit before drawing the background image
setTimeout(function(){
ctx.globalCompositeOperation = 'destination-over';
ctx.drawImage(img2, 0,0);
}, 500);
}
img1.src = "https://dl.dropboxusercontent.com/s/4e90e48s5vtmfbd/aaa.png";
img2.src = "https://picsum.photos/200/200";
<canvas id="c" width="200" height="200"></canvas>
Sorry about the previous post, I didn't properly read your post
Perhaps you could save the canvas, draw your image, and then reload the old content on top of your drawn image? Here's some JS psuedocode:
var imgData=ctx.getImageData(0,0,canvas.width,canvas.height);
ctx.drawImage('Your Image Watermark Stuff');
ctx.putImageData(imgData,0,0);
You can use KonvaJS. And then use layers for it.
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.rawgit.com/konvajs/konva/0.13.0/konva.min.js"></script>
<meta charset="utf-8">
<title>Konva Rect Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #F0F0F0;
}
</style>
</head>
<body>
<div id="container"></div>
<script>
var width = window.innerWidth;
var height = window.innerHeight;
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
var layer = new Konva.Layer();
var imageObj = new Image();
imageObj.onload = function() {
var baseImage = new Konva.Image({
x: 50,
y: 50,
width: width,
height: height,
image: image
});
// add the shape to the layer
layer.add(rect);
// add the layer to the stage
stage.add(layer);
};
imageObj.src = 'url to your image'
</script>
</body>
</html>
A simple solution would be to use another canvas behind the first one.
Normally canvas pixels are initialized to transparent black and therefore are perfectly see-through.
If your first canvas is created opaque instead the only other option I can think to is
create a temporary canvas of the same size
draw your image in this temporary canvas
get the ImageData object of both the temporary canvas and of the original canvas
copy from the temporary canvas to the original canvas only where the original canvas is not set at the background color
In code:
var tmpcanvas = document.createElement("canvas");
tmpcanvas.width = canvas.width;
tmpcanvas.height = canvas.height;
var temp_ctx = tmpcanvas.getContext("2d");
// ... draw your image into temporary context ...
var temp_idata = temp_ctx.getImageData(0, 0, canvas.width, canvas.height);
var temp_data = temp_idata.data;
// Access the original canvas pixels
var ctx = canvas.getContext("2d");
var idata = ctx.getImageData(0, 0, canvas.width, canvas.height);
var data = idata.data;
// Find the background color (here I'll use first top-left pixel)
var br_r = data[0], bg_g = data[1], bg_b = data[2];
// Replace all background pixels with pixels from temp image
for (var i=0,n=canvas.width*canvas.height*4; i<n; i+=4) {
if (data[i] == bg_r && data[i+1] == bg_g && data[i+2] == bg_b) {
data[i] = tmp_data[i];
data[i+1] = tmp_data[i+1];
data[i+2] = tmp_data[i+2];
data[i+3] = tmp_data[i+3];
}
}
// Update the canvas
ctx.putImageData(idata, 0, 0);
this approach however will have a lower quality if the original canvas graphics has been drawn with antialiasing or if pixels of the background color are also used in the image (e.g. an object on #FFF white background where object highlights are also #FFF). Another problem is if the background color is not a perfectly uniform RGB value (this will happen if the image has been compressed with a lossy algorithm like jpeg).
All these problems could be mitigated with more sophisticated algorithms like range matching, morphological adjustments and color-to-alpha conversions (basically the same machinery used for chroma-keying).
Im pretty new to the canvas element in HTML5.
What i want to do is move an image from the right hand side of the screen to the left, once it reaches the left i want it to begin again from the right hand side. I only want it to do this maybe 2/3 times and then stop.
I tried to add in a for loop so that it would limit the iterations but this was unsuccessful.
Any help at all would be appreciated.
Heres my code:
<canvas id="myCanvas" width="600" height="400"></canvas>
<script>
window.addEventListener('load', function () {
var
img = new Image,
ctx = document.getElementById('myCanvas').getContext('2d');
img.src = 'pies.png';
img.addEventListener('load', function () {
var interval = setInterval(function() {
var x = 650, y = 194;
return function () {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.drawImage(img, x, y);
x -= 1;
if (x < -500) {
x = 650;
}
};
}(), 1000/40);
}, false);
}, false);
</script>
One way is to specify a maximum number of leftward moves:
// allow leftward moves = 2 1/2 time the canvas width
// (plus an allowance for the image width)
var maxMoves = (canvas.width+image.width) *2.5;
Then just countdown maxMoves until zero. At zero, stop your animation:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
ctx.fillStyle='skyblue';
var currentX=cw;
var delay=16; // 16ms between moves
var continueAnimating=true;
var nextMoveTime,maxMoves;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/sun.png";
function start(){
maxMoves=(cw+img.width)*2.5;
nextMoveTime=performance.now();
requestAnimationFrame(animate);
}
function animate(currentTime){
if(continueAnimating){ requestAnimationFrame(animate); }
if(currentTime<nextMoveTime){return;}
nextMoveTime=currentTime+delay;
ctx.fillRect(0,0,cw,ch);
ctx.drawImage(img,currentX,50);
if(--currentX<-img.width){ currentX=cw; }
if(--maxMoves<0){continueAnimating=false;}
}
body{ background-color: ivory; padding:10px; }
#canvas{border:1px solid red;}
<p>Stop animating after 2 1/2 "sunrises"</p>
<canvas id="canvas" width=300 height=300></canvas>
I am using an image with size 1024 x 768 and I have a canvas size 300 x 300 so I want to resize my image first to 300 x 300 and then rotate it within the canvas proportionally.
I am using following code but it is resizing the image but rotating some elements outside the canvas. So if you click right then you dont see anything and then hit right again then you will the image with down rotated.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var degrees=0;
var image=document.createElement("img");
image.onload=function(){
ctx.drawImage(image,0,0,300,300);
}
image.src="http://media1.santabanta.com/full1/Outdoors/Landscapes/landscapes-275a.jpg";
image.width = 300;
image.height = 300;
$("#clockwise").click(function(){
degrees+=90
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
ctx.translate(300,300);
ctx.rotate(degrees*Math.PI/180);
ctx.drawImage(image,0,0,300,300);
ctx.restore();
});
Please check my code in JSFiddle as well
http://jsfiddle.net/6ZsCz/914/
Try this variation.
Translate to the center of the canvas.
DrawImage with an [x,y] offset of image.width/2 & image.height/2. This offset is required because translate effectively makes the canvas centerpoint[150,150] to be the new canvas origin[0,0]. You need the negative offset to pull the drawing leftward and upward to compensate for the new origin.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var degrees=0;
var image=document.createElement("img");
image.onload=function(){
ctx.drawImage(image,0,0,300,300);
}
image.src="http://media1.santabanta.com/full1/Outdoors/Landscapes/landscapes-275a.jpg";
$("#clockwise").click(function(){
degrees+=90
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
ctx.translate(150,150);
ctx.rotate(degrees*Math.PI/180);
ctx.drawImage(image,0,0,image.width,image.height,-150,-150,300,300);
ctx.restore();
});
body{ background-color: ivory; }
canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<canvas id="canvas" width=300 height=300></canvas><br>
<button id="clockwise">Rotate right</button>
I have this canvas I'm drawing onto. And I want to make image to be placed in the left lower corner.
var canvasWidth = 800;
var canvasHeight = 600;
$("#gameCanvas").attr("width", canvasWidth);
$("#gameCanvas").attr("height", canvasHeight);
var canvas = $("#gameCanvas")[0].getContext("2d");
var image = new Image();
image.src="you.png";
var player1X =0;
var imageHeight=image.height;
var player1Y = canvasHeight - imageHeight;
canvas.rect(0, 0, canvasWidth, canvasHeight);
canvas.fillStyle="#5c7792";
canvas.fill();
$(image).load(function(){
canvas.drawImage(image, player1X , player1Y);
});
but the problem is that when I use variable player1Y, it results in image being displayed at coordinates (0, canvasHeight). Actually, it results in image not being shown. But when I write canvas.drawImage(image, player1X, canvasHeight - image.height) it works perfectly.
How do I make the variable to control the posiotion of image?
Here is JSfiddle: http://jsfiddle.net/u9Ehs/10/
The problem is that the image hasn't fully loaded when you are setting imageHeight & player1Y.
Refactor your code to set all image related variables inside image.onload:
Example code and a Demo: http://jsfiddle.net/m1erickson/CSQGh/
<!doctype html>
<html>
<head>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
window.onload = function() {
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var player1X=0;
var player1Y;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/ship.png";
function start(){
player1Y=canvas.height-img.height;
ctx.drawImage(img,player1X,player1Y);
}
}; // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
I have to draw 3 images on the canvas and need to rotate 2 of the images.
The images are like
1. circular with a vertical straight line
2. just an horizontal line
3. Big circular image
I need to rotate the 1st 2 images in the center of the canvas.
var canvas = document.getElementById('NewImage');
var context = canvas.getContext('2d');
context.canvas.width = window.innerWidth;
context.canvas.height = window.innerHeight*0.7;
var imageObj = new Image();
var imageObj2 = new Image();
var imageObj3 = new Image();
imageObj.onload = function() {
context.save();
context.translate(imageObj.width/2,imageObj.height/2);
context.rotate(-10*Math.PI/180);
//context.translate(-imageObj.width/2,-imageObj.height/2);
context.drawImage(imageObj,-(imageObj.width/2),-(imageObj.height/2),context.canvas.width,context.canvas.height*0.85);
context.restore();
context.save();
context.globalCompositeOperation="source-over";
context.translate(imageObj2.width/2,imageObj2.height/2);
context.rotate(-10*Math.PI/180);
context.translate(-imageObj2.width/2,-imageObj2.height/2);
context.drawImage(imageObj2, x, y,context.canvas.width,6);
context.restore();
//context.rotate(10*Math.PI/180);
context.drawImage(imageObj3, 0, 0,context.canvas.width,context.canvas.height*0.9);
};
imageObj.src = 'canvas/inner_circle_blackline_vertical.png';
imageObj2.src = 'canvas/horizontal.png';
imageObj3.src = 'canvas/outer_circle.png';
When i try to rotate, the images are not rotating in center. when 1st 2 images rotates it has to look like "X" symbol.
How will i rotate in center of the canvas.
Thanks:)
As designed, your imageObj2 and imageObj3 will never load.
Here is a generic image loader that will load all your images and store them in an array called imgs[].
When all your images have fully loaded, the render() function will be called. That’s where you start drawing.
// This is an image loader
// When render() is called, all your images are fully loaded
var imgURLs = [
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png",
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png",
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png"];
var imgs=[];
var imgCount=0;
pre_load();
function pre_load(){
for(var i=0;i<imgURLs.length;i++){
var img=new Image();
imgs.push(img);
img.onload=function(){
if(++imgCount>=imgs.length){
// images are now fully loaded
render();
}
}
img.src=imgURLs[i];
}
}
In render(), you just draw your images.
Since the same action (rotating an image) is done repeatedly, you can create a helper function to do the rotated drawing. Here the helper function is drawImageAtAngle.
// draw the rotated lines on the canvas
function render(){
var x=canvas.width/2;
var y=canvas.height/2;
drawImageAtAngle(imgs[0],x,y,-45);
drawImageAtAngle(imgs[2],x,y,45);
drawImageAtAngle(imgs[1],x,y,0);
}
Here the helper function that rotates a supplied image to a supplied angle:
function drawImageAtAngle(image,X,Y,degrees){
var radians=degrees*Math.PI/180;
var halfWidth=image.width/2;
var halfHeight=image.height/2;
ctx.beginPath();
ctx.save();
ctx.translate(X,Y);
ctx.rotate(radians);
ctx.drawImage(image,-halfWidth,-halfHeight);
ctx.restore();
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/ZShWW/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:10px;}
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// This is an image loader
// When render() is called, all your images are fully loaded
var imgURLs = [
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png",
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png",
"https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png"];
var imgs=[];
var imgCount=0;
pre_load();
function pre_load(){
for(var i=0;i<imgURLs.length;i++){
var img=new Image();
imgs.push(img);
img.onload=function(){
if(++imgCount>=imgs.length){
// images are now fully loaded
render();
}
}
img.src=imgURLs[i];
}
}
// draw the rotated lines on the canvas
function render(){
var x=canvas.width/2;
var y=canvas.height/2;
drawImageAtAngle(imgs[0],x,y,-45);
drawImageAtAngle(imgs[2],x,y,45);
drawImageAtAngle(imgs[1],x,y,0);
}
function drawImageAtAngle(image,X,Y,degrees){
var radians=degrees*Math.PI/180;
var halfWidth=image.width/2;
var halfHeight=image.height/2;
ctx.beginPath();
ctx.save();
ctx.translate(X,Y);
ctx.rotate(radians);
ctx.drawImage(image,-halfWidth,-halfHeight);
ctx.restore();
}
}); // end $(function(){});
</script>
</head>
<body>
<p>This is the line image</p>
<img src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/line.png">
<p>The line image rotated at center of canvas</p>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
To find the center of the canvas you have to use the dimensions of the canvas. In your code you are using the dimensions of the image. That is, this line:
context.translate(imageObj.width/2,imageObj.height/2);
should probably be:
context.translate(canvas.width/2,canvas.height/2);
That moves you to the center of the canvas. The rotation then occurs around that center. You are then drawing the image centered on the origin. That part looks correct.
You will then reverse the rotation and then the translation.