Drawing Dynamic Gradients in HTML5 Canvas - javascript
I'm working on an art app and I want to be able to draw a gradient as a color. For example, if I keep drawing in a straight line or in circles, I want the gradient to repeat itself over and over. Right now the gradient is isolated to one side of the screen when I draw, but I would like to be able to draw with the gradient anywhere.
I have included the drawing function and color variable for reference.
HTML
<canvas id="canvas"></canvas>
JS
window.addEventListener('load', () => {
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
let painting = false;
var gradient = ctx.createLinearGradient(0, 0, 170, 0);
gradient.addColorStop("0", "magenta");
gradient.addColorStop("0.5", "blue");
gradient.addColorStop("1.0", "red");
function windowSize() {
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
}
function startPosition(e) {
painting = true;
draw(e);
}
function finishedPosition() {
painting = false;
ctx.beginPath();
}
function draw(e) {
if(!painting) return;
ctx.lineWidth = 10;
ctx.lineCap = "round";
ctx.strokeStyle = gradient;
ctx.lineTo(e.clientX, e.clientY);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(e.clientX, e.clientY);
}
canvas.addEventListener('mousedown', startPosition);
canvas.addEventListener('mouseup', finishedPosition);
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('touchstart', startPosition);
canvas.addEventListener('touchend', finishedPosition);
canvas.addEventListener('touchmove', draw);
window.addEventListener('resize', windowSize);
});
As I understand, you are trying to make a repeating-linear-gradient pattern.
It's supported in css, but not yet in the canvas gradient.
If all what you want to archive is a drawing like in your example, I will suggest you to do th following:
add a css gradient as a background and cover all unused space in white.
cover all the space in white
set the ctx.globalCompositeOperation = 'destination-out'; (so it will clean the drawing instead of draw)
Like this:
window.addEventListener('load', () => {
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.globalCompositeOperation = 'destination-out';
let painting = false;
function windowSize() {
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
}
function startPosition(e) {
painting = true;
draw(e);
}
function finishedPosition() {
painting = false;
ctx.beginPath();
}
function draw(e) {
if(!painting) return;
ctx.lineWidth = 10;
ctx.lineCap = "round";
ctx.lineTo(e.clientX, e.clientY);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(e.clientX, e.clientY);
}
canvas.addEventListener('mousedown', startPosition);
canvas.addEventListener('mouseup', finishedPosition);
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('touchstart', startPosition);
canvas.addEventListener('touchend', finishedPosition);
canvas.addEventListener('touchmove', draw);
window.addEventListener('resize', windowSize);
});
canvas {
background: repeating-linear-gradient(to right, magenta, blue, red, magenta) repeat-x;
background-size: 50px 100%;
}
<canvas id="canvas"></canvas>
--- EDIT ---
Also, you can use different (single) color at each event, instead of use gradient, and change the hue over time.
It will produce very different result. not sure what you like more..
Will be looking like that:
window.addEventListener('load', () => {
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
let colorIdx = 0;
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
let painting = false;
function getColor() {
colorIdx += 5;
return `hsl(${colorIdx}, 100%, 50%)`;
}
function windowSize() {
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
}
function startPosition(e) {
painting = true;
draw(e);
}
function finishedPosition() {
painting = false;
ctx.beginPath();
}
function draw(e) {
if(!painting) return;
ctx.lineWidth = 10;
ctx.lineCap = "round";
ctx.strokeStyle = getColor();
ctx.lineTo(e.clientX, e.clientY);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(e.clientX, e.clientY);
}
canvas.addEventListener('mousedown', startPosition);
canvas.addEventListener('mouseup', finishedPosition);
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('touchstart', startPosition);
canvas.addEventListener('touchend', finishedPosition);
canvas.addEventListener('touchmove', draw);
window.addEventListener('resize', windowSize);
});
<canvas id="canvas"></canvas>
Repeated gradient on 2D canvas
There are several ways to repeat a gradient. However they are all somewhat involved and will have some limitations and problems.
2 methods
The simplest is to manually repeat the color stops (see example) but suffers from floating point error
Use a pattern to repeat a gradient. Render a single repeat gradient to an offscreen canvas and use that canvas as a pattern, setting the pattern repeat appropriately. You will also have to align the gradient to the offscreen canvas axis and then set the pattern transform to match the orientation of the desired pattern.
Repeating color stops
The following function creates a gradient and adds a function to it that will create repeated color stops.
function RepeatingGradient(ctx, x1, y1, x2, y2, repeats) {
const dx = x2 - x1, dy = y2 - y1;
const gradient = ctx.createLinearGradient(x1, y1, x1 + dx * repeats, y1 + dy * repeats);
return Object.assign(gradient, {
addRepeatColorStop(pos, color) {
var i = 0;
const step = 1 / repeats;
const offset = pos / repeats;
while (i < repeats) {
const p = (i++) * step + offset;
// Rounding error may cause exception so check that p is not greater than 1
gradient.addColorStop(p > 1 ? 1 : p, color)
}
}
});
}
Usage
RepeatingLinearGradient(ctx, x1, y1, x2, y2, repeats) It needs a 2D context ctx, then the standard linear gradient arguments, x1, y1, x2, y2 and then the number of repeats repeats.
The repeats extend the area of the gradient. Thus if the positioning arguments are 0,0,0,10 and the repeat is 10 then the gradient will cover the area 0,0,0,100
You add repeating color stops using the new function gradient.addRepeatColorStop(pos, color)
You use the resulting gradient as normal
const grad = RepeatingGradient(ctx, 0,0,0,10, 10);
grad.addRepeatColorStop(0, "#000");
grad.addRepeatColorStop(1, "#FFF");
ctx.strokeStyle = grad;
Example use
Use mouse to draw using repeated gradient.
function RepeatingGradient(ctx, x1, y1, x2, y2, repeats) {
const dx = x2 - x1;
const dy = y2 - y1;
const gradient = ctx.createLinearGradient(x1, y1, x1 + dx * repeats, y1 + dy * repeats);
return Object.assign(gradient, {
addRepeatColorStop(pos, color) {
var i = 0;
const step = 1 / repeats, offset = pos / repeats;
while (i < repeats) {
const p = (i++) * step + offset;
gradient.addColorStop(p > 1 ? 1 : p, color);
}
}
});
}
const lineWidth = 20;
const ctx = canvas.getContext('2d');
canvas.height = innerHeight;
canvas.width = innerWidth;
ctx.lineWidth = lineWidth;
ctx.lineCap = "round";
const gradient = RepeatingGradient(ctx, 0, 0, 80, 80, 20);
gradient.addRepeatColorStop(0, "#F00");
gradient.addRepeatColorStop(0.25, "#FF0");
gradient.addRepeatColorStop(0.5, "#0F0");
gradient.addRepeatColorStop(0.75, "#FF0");
gradient.addRepeatColorStop(1, "#F00");
ctx.strokeStyle = gradient;
const mouse = {x : 0, y : 0, ox: 0, oy: 0, button : false, updateFunc: undefined}
mouse.updateFunc = function draw() {
if (mouse.button) {
ctx.beginPath();
ctx.lineTo(mouse.ox, mouse.oy);
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
}
}
function mouseEvents(e){
const bounds = canvas.getBoundingClientRect();
mouse.ox = mouse.x;
mouse.oy = mouse.y;
mouse.x = e.pageX - bounds.left - scrollX;
mouse.y = e.pageY - bounds.top - scrollY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
mouse.updateFunc && mouse.updateFunc();
}
["down","up","move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
canvas { position : absolute; top : 0px; left : 0px; }
<canvas id="canvas"></canvas>
Click drag mouse to draw.
Notes
The repeat is not infinite. You need to ensure that you cover all of the area you want painted.
Repeats will reduce performance by a small amount depending on the number of repeats.
Gradients use FLOATS (32 bit floating point) not DOUBLES (64 bit floating point). Adding too many repeats and you will start to get some artifacts (not all repeats are identical, some stops may be out of order). Try to keep the number of repeats to the minimum needed to fit the render area. (FLOAT is the upper size, low end devices may only support lower than 32bit precision floating point)
If rounding errors start to effect the quality, try adding repeat stop ends slightly off 0 and 1
eg
gradient.addRepeatColorStop(0.01, "#F00"); // slightly above
gradient.addRepeatColorStop(0.99, "#F0F"); // slightly below
For the best results try to have the first and last position in the repeat match each other.
eg
gradient.addRepeatColorStop(0, "#F00"); // start
gradient.addRepeatColorStop(0.5, "#0F0"); // mid
gradient.addRepeatColorStop(1, "#F00"); // Match start
Using pattern to repeat gradients
The next method uses a pattern. Warning calling this function too often can result in a out of memory exception (gecko)
The function
function RepeatingLinearGradient(x1, y1, x2, y2) {
const dx = x2 - x1;
const dy = y2 - y1;
const length = (dx * dx + dy * dy) ** 0.5 | 0;
const can = document.createElement("canvas"); // support for OffscreenCanvas() limited
can.width = length;
can.height = 1;
const ctxP = can.getContext("2d");
const nx = dx / length;
const ny = dy / length;
const matrix = new DOMMatrixReadOnly([nx, ny, -ny, nx ,x1, y1]);
const gradient = ctxP.createLinearGradient(0, 0, length, 0);
var dirty = true;
function update() {
ctxP.fillStyle = gradient;
ctxP.fillRect(0,0,length, 1);
var pattern;
Object.assign(pattern = ctxP.createPattern(can, "repeat"), {
addColorStop(pos, color) {
gradient.addColorStop(pos, color);
return update();
}
});
pattern.setTransform(matrix);
return pattern;
}
return update();
}
The function creates an off screen canvas and renders an axis align gradient to it. Each time you add a color stop a new pattern is created and returned.
To align the pattern with the desired gradient the patterns transform is set to match the gradients orientation.
Usage
Similar to a normal gradient but returns a pattern. Arguments are two coordinate pairs x1, y1, x2, y2
IMPORTANT As patterns are not live you must reassign the gradient every time you make a change (eg add color stop)
var gradient = RepeatingLinearGradient(0, 0, 80, 80);
/* MUST!!! reassign */
gradient = gradient.addColorStop(0, "#000"); // MUST!!! reassign
gradient = gradient.addColorStop(1, "#FFF"); // MUST!!! reassign
ctx.strokeStyle = gradient;
Example
Use mouse to draw
function RepeatingGradient(x1, y1, x2, y2) {
const dx = x2 - x1;
const dy = y2 - y1;
const length = (dx * dx + dy * dy) ** 0.5 | 0;
const can = document.createElement("canvas");
can.width = length;
can.height = 1;
const ctxP = can.getContext("2d");
const nx = dx / length;
const ny = dy / length;
const matrix = new DOMMatrixReadOnly([nx, ny, -ny, nx ,x1, y1]);
const gradient = ctxP.createLinearGradient(0, 0, length, 0);
var dirty = true;
function update() {
ctxP.fillStyle = gradient;
ctxP.fillRect(0,0,length, 1);
var pattern;
Object.assign(pattern = ctxP.createPattern(can, "repeat"), {
addColorStop(pos, color) {
gradient.addColorStop(pos, color);
return update();
}
});
pattern.setTransform(matrix);
return pattern;
}
return update();
}
const lineWidth = 20;
const ctx = canvas.getContext('2d');
canvas.height = innerHeight;
canvas.width = innerWidth;
ctx.lineWidth = lineWidth;
ctx.lineCap = "round";
var gradient = RepeatingGradient(0, 0, 40, 20);
gradient = gradient.addColorStop(0, "#F00");
gradient = gradient.addColorStop(0.25, "#FF0");
gradient = gradient.addColorStop(0.5, "#0F0");
gradient = gradient.addColorStop(0.75, "#FF0");
gradient = gradient.addColorStop(1, "#F00");
ctx.strokeStyle = gradient;
const mouse = {x : 0, y : 0, ox: 0, oy: 0, button : false, updateFunc: undefined}
mouse.updateFunc = function draw() {
if (mouse.button) {
ctx.beginPath();
ctx.lineTo(mouse.ox, mouse.oy);
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
}
}
function mouseEvents(e){
const bounds = canvas.getBoundingClientRect();
mouse.ox = mouse.x;
mouse.oy = mouse.y;
mouse.x = e.pageX - bounds.left - scrollX;
mouse.y = e.pageY - bounds.top - scrollY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
mouse.updateFunc && mouse.updateFunc();
}
["down","up","move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
canvas { position : absolute; top : 0px; left : 0px; }
<canvas id="canvas"></canvas>
Click drag mouse to draw.
Notes
Does not suffer the same floating point issues as the first method.
Is slower when creating patterns and uses more memory.
Can throw memory error if creating too often or adding stops too often.
Repeats are infinite, You can not limit the number of repeats.
Uses DOMMatrixReadOnly this may not be supported by all browsers.
Related
Drawing consistent freehand dotted line in HTML5 Canvas
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How to use clearRect to not draw an moving object on canvas
I have a blue circle which is rotating around the red circle and moves on canvas continuously in one direction as long as the button is pressed. Now I want to draw with the red circle while it is moving when the button is pressed (trace of its path). Problems: I have tried to make changes to clearRect() but I didn't succeed. the blue circle starts to draw on the canvas while moving which I don't need. If its not possible to do with clearRect() function, Is it possible to do this by stacking canvas layers. Please help with example const canvas = document.getElementById('canvas1'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let positionX = 100; let positionY = 100; let X = 50; let Y = 50; let angle = 0; let mouseButtonDown = false; document.addEventListener('mousedown', () => mouseButtonDown = true); document.addEventListener('mouseup', () => mouseButtonDown = false); function circle(){ ctx.fillStyle = 'red'; ctx.beginPath(); ctx.arc(X, Y, 20, 0, Math.PI*2); ctx.closePath(); ctx.fill(); } function direction(){ ctx.fillStyle = 'blue'; ctx.beginPath(); ctx.arc(positionX + X, positionY + Y, 10, 0, Math.PI*2); ctx.closePath(); positionX = 35 * Math.sin(angle); positionY = 35 * Math.cos(angle); ctx.fill(); } function animate(){ if (mouseButtonDown) { X += positionX / 10; Y += positionY / 10; } else { angle += 0.1; } ctx.clearRect(X-positionX,Y-positionY, 20, 20); circle(); direction(); requestAnimationFrame(animate); } animate(); #canvas1{ position: absolute; top:0; left: 0; width: 100%; height: 100%; } <!DOCTYPE html> <html lang="en"> <head> <link rel="stylesheet" href="style.css"> </head> <body> <canvas id="canvas1"></canvas> <script src="script.js"></script> </body> </html>
Don`t stack canvas on the page Each canvas you add to the page increases the amount of work the GPU and page compositor needs to do to render the page. Use a second canvas that is not on the page and do the compositing by rendering the canvas to the onpage canvas using ctx.drawImage(secondCanvas, 0, 0). This reduces the workload for the compositor, and in many cases avoid the need to do an addition image render (composite) for the second canvas I.E. onpage can require 3 drawImages (one for each canvas and once for the result) rather than 2 (once in your code and once as the result) if you use only one onpage canvas. Using second canvas Create a second canvas to store the drawn red lines. You can create a copy of a canvas using function copyCanvas(canvas, copyContent = false) { const can = Object.assign(document.createElement("canvas"), { width: canvas.width, height: canvas.height }); can.ctx = can.getContext("2d"); copyContent && can.ctx.drawImage(canvas, 0, 0); return can; } When you create render functions like circle, and direction pass as an argument the 2D context eg circle(ctx) so that it is easy to direct the rendering to any canvas. function circle(ctx){ ctx.fillStyle = 'red'; ctx.beginPath(); ctx.arc(X, Y, redSize, 0, Math.PI*2); ctx.fill(); } // the background canvas const bgCan = copyCanvas(canvas); circle(bgCan.ctx); // will draw to the background canvas Updating animation When animating is is easiest to clear the whole canvas rather than mess about clearing only rendered pixels. Clearing rendered pixels gets complicated very quickly and will end up being many times slower than clearing the whole canvas. After you clear the canvas draw the background canvas to the main canvas ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.drawImage(bgCan, 0, 0); When the mouse button is down draw the circle to the background canvas and while it is up draw to the main canvas. Example Adds a function to copy a canvas. copyCanvas Clears the main canvas, and draws the background canvas onto the main canvas. Render functions circle and direction have argument ctx to direct rendering to any context. When mouse is down circle is drawn to background canvas bgCan else to the main canvas. requestAnimationFrame(animate); const ctx = canvas1.getContext('2d'); canvas1.width = innerWidth; canvas1.height = innerHeight; const bgCan = copyCanvas(canvas1); const redSize = 10, blueSize = 5; // circle sizes on pixels const drawSpeed = 2; // when button down draw speed in pixels per frame var X = 50, Y = 50; var angle = 0; var mouseButtonDown = false; document.addEventListener('mousedown', () => mouseButtonDown = true); document.addEventListener('mouseup', () => mouseButtonDown = false); function copyCanvas(canvas) { const can = Object.assign(document.createElement("canvas"), { width: canvas.width, height: canvas.height }); can.ctx = can.getContext("2d"); return can; } function circle(ctx){ ctx.fillStyle = 'red'; ctx.beginPath(); ctx.arc(X, Y, redSize, 0, Math.PI*2); ctx.fill(); } function direction(ctx){ const d = blueSize + redSize + 5; ctx.fillStyle = 'blue'; ctx.beginPath(); ctx.arc(d * Math.sin(angle) + X, d * Math.cos(angle) + Y, blueSize, 0, Math.PI*2); ctx.fill(); } function animate(){ ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.drawImage(bgCan, 0, 0); if (mouseButtonDown) { circle(bgCan.ctx); X += Math.sin(angle) * drawSpeed; Y += Math.cos(angle) * drawSpeed; } else { angle += 0.1; circle(ctx); } direction(ctx); requestAnimationFrame(animate); } #canvas1{ position: absolute; top:0; left: 0; width: 100%; height: 100%; } <canvas id="canvas1"></canvas> BTW ctx.closePath() is like ctx.lineTo it is not the opposite to ctx.beginPath. A full arc or if you are just filling a shape you don't need to use ctx.closePath BTW window is the default this, you don't need to include it, you dont use it to get at window.documentso why use it forwindow.innerWidth(same asinnerWidth` )
You could alter your code to keep track of the path of the red circle, with an array property, like this: const canvas = document.getElementById('canvas1'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let mouseButtonDown = false; document.addEventListener('mousedown', () => mouseButtonDown = true); document.addEventListener('mouseup', () => mouseButtonDown = false); function drawCircle({x, y, radius, color}) { ctx.fillStyle = color; ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI*2); ctx.fill(); } const red = { x: 50, y: 50, radius: 20, color: "red", path: [] }; const blue = { x: 100, y: 100, radius: 10, color: "blue", angle: 0 }; function animate(){ if (mouseButtonDown) { red.path.push({x: red.x, y: red.y}); // store the old value red.x += (blue.x - red.x) / 10; red.y += (blue.y - red.y) / 10; } else { blue.angle += 0.1; } blue.x = red.x + 35 * Math.sin(blue.angle); blue.y = red.y + 35 * Math.cos(blue.angle); ctx.clearRect(0, 0, canvas.width, canvas.height); // clear the whole canvas for (const {x, y} of red.path) { // draw circle at all the previous positions drawCircle({...red, x, y}); } drawCircle(red); drawCircle(blue); requestAnimationFrame(animate); } animate(); Using 2 canvases also works and may perform better especially when the path of the red circle has gotten long, because the background canvas doesn't need to be cleared and redrawn. Add a 2nd canvas in your html page with the same positioning, and give them ids 'background' and 'foreground'. You can then adjust the code to draw the blue circle to the foreground and red circles to the background (or vice versa). // Create 2 canvases, set them to full size and get the contexts const backgroundCanvas = document.getElementById('background'); const foregroundCanvas = document.getElementById('foreground'); const background = backgroundCanvas.getContext("2d"); const foreground = foregroundCanvas.getContext("2d"); backgroundCanvas.width = innerWidth; backgroundCanvas.height = innerHeight; foregroundCanvas.width = innerWidth; foregroundCanvas.height = innerHeight; let mouseButtonDown = false; document.addEventListener('mousedown', () => mouseButtonDown = true); document.addEventListener('mouseup', () => mouseButtonDown = false); // Create objects to represent the current properties of the red and blue circle const red = { x: 50, y: 50, radius: 20, color: "red" }; const blue = { x: 100, y: 100, radius: 10, color: "blue", angle: 0}; function drawCircle(ctx, {x, y, radius, color}) { //--- Draw a circle to the specified canvas context, ctx = foreground or background ctx.fillStyle = color; ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI*2); ctx.closePath(); ctx.fill(); } function animate(){ if (mouseButtonDown) { red.x += (blue.x - red.x) / 10; red.y += (blue.y - red.y) / 10; } else { blue.angle += 0.1; } blue.x = red.x + 35 * Math.sin(blue.angle); blue.y = red.y + 35 * Math.cos(blue.angle); drawCircle(background, red); // Draw the red circle in the background (without clearing the existing circles) foreground.clearRect(0, 0, foregroundCanvas.width, foregroundCanvas.height); // Clear the foreground drawCircle(foreground, blue); // Draw the blue circle on the foreground requestAnimationFrame(animate); } animate(); Either way, it's convenient to abstract out the circle drawing code into a function or method, and to store the properties of the two circles in objects. As #Blindman67's answer notes, there may be a performance cost of stacking 2 canvases, and if that is an issue you may want to try drawing the background offscreen then copying it to the on-screen canvas.
If you're not opposed to just building a particle class you can do it using them. In the snippet below I have a Circle class and a Particles class to creat what you are trying to achieve. I currently have the particles max at 500 but you can change it or delete that line all together if you ne er want them gone. const canvas = document.getElementById("canvas"); const ctx = canvas.getContext("2d"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let mouseButtonDown = false; //the array holding particles let particles = []; //the counter is only needed it you want to slow down how fast particles are being pushed and dispolayed let counter = 0; document.addEventListener("mousedown", () => (mouseButtonDown = true)); document.addEventListener("mouseup", () => (mouseButtonDown = false)); //ES6 constructor class class Circle { //sets the basic structor of the object constructor(r, c) { this.x = 100; this.y = 100; this.x2 = 50; this.y2 = 50; this.r = r; //will be assigned the argument passed in through the constructor by each instance created later this.color = c; //same as above. This allows each instance to have different parameters. this.angle = 0; } //this function creates the red circle drawRed() { ctx.fillStyle = this.color; ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2); ctx.fill(); ctx.closePath(); } //this function creates the blue circle drawBlue() { ctx.fillStyle = this.color; ctx.beginPath(); ctx.arc(this.x + this.x2, this.y + this.y2, this.r, 0, Math.PI * 2); ctx.fill(); ctx.closePath(); } //this function is where we'll place parameter that change our object update() { //makes the blue circle rotate this.x2 = 35 * Math.sin(this.angle); this.y2 = 35 * Math.cos(this.angle); //mouse action is same as your code if (mouseButtonDown) { this.x += this.x2 / 20; this.y += this.y2 / 20; } else { this.angle += 0.1; } } } //When using this type of constructor class you have to create an instance of it by calling new Object. You can create as money as you want. let blueCircle = new Circle(10, "blue"); //passing in the radius and color in to the constructor let redCircle = new Circle(20, "red"); //another class for the particles class Particles { constructor() { this.x = redCircle.x; this.y = redCircle.y; this.r = redCircle.r; this.color = redCircle.color; } draw() { ctx.fillStyle = this.color; ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2); ctx.fill(); ctx.closePath(); } } //just wrapping all of the particle stuff into one function function handleParticles() { //while the mouse is held it will push particles if (mouseButtonDown) { particles.push(new Particles()); } //this loops through the array and calls the draw() function for each particle for (let i = 0; i < particles.length; i++) { particles[i].draw(); } //this keeps the array from getting too big. if (particles.length > 500) { particles.shift(); } } //wrap all functions into this one animate one and call requeatAnimationFrame function animate() { ctx.clearRect(0, 0, canvas.width, canvas.height); handleParticles(); //These must be called for each instance created of the object blueCircle.drawBlue(); blueCircle.update(); redCircle.drawRed(); redCircle.update(); requestAnimationFrame(animate); } animate(); #canvas1{ position: absolute; top:0; left: 0; width: 100%; height: 100%; } <canvas id="canvas"></canvas> I'd also like to add you can change the rate that the particles are drawn by adding a counter variable and then limiting the draw like counter % 10 == 0 EXAMPLE add global variable let counter = 0; then in the handleParticles function add this function handleParticles() { counter++ if (mouseButtonDown && counter % 10 == 0) { particles.push(new Particles()); } for (let i = 0; i < particles.length; i++) { particles[i].draw(); } if (particles.length > 500) { particles.shift(); } }
I'm making a drawing based web-app and I'm using HTML Canvas to handle the drawing, however the drawing is offset to the right a lot?
const map = document.getElementById('map') const canvas = document.createElement('canvas') const ctx = canvas.getContext('2d') const grid = document.getElementById('grid') function resize() { canvas.width = map.offsetWidth canvas.height = map.offsetHeight ctx.width = map.offsetWidth ctx.height = map.offsetHeight } resize(); grid.appendChild(canvas) canvas.style.gridColumn = 2 canvas.style.gridRow = 1 let pos = { x: 0, y: 0 }; window.addEventListener('resize', resize); document.addEventListener('mousemove', draw); document.addEventListener('mousedown', setPosition); document.addEventListener('mouseenter', setPosition); function setPosition(e) { pos.x = e.clientX; pos.y = e.clientY; } function draw(e) { if (e.buttons !== 1) return; ctx.beginPath(); ctx.lineWidth = 5; ctx.lineCap = 'round'; ctx.strokeStyle = '#c0392b'; ctx.moveTo(pos.x, pos.y); setPosition(e); ctx.lineTo(pos.x, pos.y); ctx.stroke(); } Heres the code that generates the canvas relative to the size of a picture and allows the user to draw on the canvas. I've looked over another StackOverflow post with the same problem but no relevant answers. I know that the cause of the problem is that the canvas is stretched from it's standard proportion of 300 x 150 and is drawing at the correct position mathematically but not physically. How do I fix this?
Apply grayscale and sepia filters on mousemove - canvas
I am trying to apply grayscale and sepia filters on canvas at the time of mouseMove. Am using CanvasRenderingContext2D.filter for applying the filters. Here's the sample code var radgrad = this.ctx.createRadialGradient(x, y, 50 / 8, x, y, 50 / 2); radgrad.addColorStop(0, 'rgb(0, 0, 0)'); radgrad.addColorStop(1, 'rgb(0, 0, 0, 1)'); this.ctx.filter = "grayscale(100%) blur(5px) opacity(50%)"; this.ctx.fillStyle = radgrad; this.ctx.beginPath(); this.ctx.arc(x, y, 50, 0, Math.PI * 2); this.ctx.fill(); Problem is when I am trying to apply grayscale am not able to achieve it but the blur(5px) is getting applied. Any solution how to apply grayscale or sepia filter in the above method. Here's a sample fiddle Any lead on the solution will be helpful. Thanks
I am not too clear as to what you want, so I'll assume you want something cumulative, as in moving over the same position twice will apply the filter twice. To do this, the easiest is to create a CanvasPattern from your image. This way you'll be able to fill sub-path using that image as fillStyle, and in the mean time apply your filters on this new drawing: const img = new Image(); img.src = "https://upload.wikimedia.org/wikipedia/commons/thumb/5/58/Sunset_2007-1.jpg/1024px-Sunset_2007-1.jpg"; img.onload = begin; const canvas = document.getElementById( 'canvas' ); const ctx = canvas.getContext( '2d' ); const rad = 25; function begin() { canvas.width = img.width; canvas.height = img.height; // first draw the original image ctx.drawImage( img, 0, 0 ); // create a CanvasPattern from it const patt = ctx.createPattern(img, 'no-repeat'); // set the fillStyle to this pattern ctx.fillStyle = patt; // and the filter ctx.filter = "grayscale(100%) blur(5px) opacity(50%)"; // now at each mousemove document.onmousemove = e => { const rect = canvas.getBoundingClientRect(); const x = e.clientX - rect.left; const y = e.clientY - rect.top; // we just draw a new arc ctx.beginPath(); ctx.arc( x, y, rad, 0, Math.PI * 2 ); // this will use the filtered pattern ctx.fill(); }; } <canvas id="canvas"></canvas> In case you didn't want it to be cumulative (like a scratch-card), then you could create a single big sub-path and redraw everything at every frame. const img = new Image(); img.src = "https://upload.wikimedia.org/wikipedia/commons/thumb/5/58/Sunset_2007-1.jpg/1024px-Sunset_2007-1.jpg"; img.onload = begin; const canvas = document.getElementById( 'canvas' ); const ctx = canvas.getContext( '2d' ); const rad = 25; const points = []; const filter = "grayscale(100%) blur(5px) opacity(50%)"; function begin() { canvas.width = img.width; canvas.height = img.height; const patt = ctx.createPattern(img, 'no-repeat'); ctx.fillStyle = patt; draw(); // now at each mousemove document.onmousemove = e => { const rect = canvas.getBoundingClientRect(); const x = e.clientX - rect.left; const y = e.clientY - rect.top; // store that point points.push( { x, y } ); // and redraw draw(); }; } function draw() { // remove the filter ctx.filter = "none"; // so we can draw the background untouched ctx.drawImage( img, 0, 0 ); // we'll now compose a big sub-path ctx.beginPath(); points.forEach( ({ x, y }) => { ctx.moveTo( x, y ); ctx.arc( x, y, rad, 0, Math.PI * 2 ) }); // with the filter ctx.filter = filter; ctx.fill(); } <canvas id="canvas"></canvas> Note that this code assumes you are on a modern browser which does throttle the mouse events to frame rate. If you are targetting older browsers, you may need to do it yourself.
How to crop canvas image by path, not area
Im making a painting tool, and one of the feature is showing cropped image of the drawn path. The path I have drawn(image) For example in above the picture, the white colored path indicates what I have drawn, just like a painting tool. Cropped image And here is the cropped image of the path. If you look at the picture, you can see that it crops the image as if the path is closed and therefore it crops the image "area" not the path. and here is the code function crop({ image, points }) { return Observable.create(observer => { const { width, height } = getImageSize(image); const canvas = document.createElement('canvas') as HTMLCanvasElement; const context = canvas.getContext('2d'); canvas.width = width; canvas.height = height; context.beginPath(); points.forEach(([x, y], idx) => { if (idx === 0) { context.moveTo(x, y); } else { context.lineTo(x, y); } }); context.clip(); context.drawImage(image); ...etc } The crop function receives points which is consisted [x coordinate, y coordinate][ ] of the drawn path. Is there an way to show image only the path that I've painted?
That's more what is generally called a mask then, but note that both for the current clip or for the mask you want to attain, the best is to use compositing. Canvas context has various compositing options, allowing you to generate complex compositions, from pixels's alpha value. const ctx = canvas.getContext('2d'); const pathes = [[]]; let down = false; let dirty = false; const bg = new Image(); bg.onload = begin; bg.src = 'https://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Serene_Sunset_%2826908986301%29.jpg/320px-Serene_Sunset_%2826908986301%29.jpg'; function begin() { canvas.width = this.width; canvas.height = this.height; ctx.lineWidth = 10; addEventListener('mousemove', onmousemove); addEventListener('mousedown', onmousedown); addEventListener('mouseup', onmouseup); anim(); ctx.fillText("Use your mouse to draw a path", 20,50) } function anim() { requestAnimationFrame(anim); if(dirty) draw(); dirty = false; } function draw() { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.drawImage(bg, 0, 0); ctx.beginPath(); pathes.forEach(path => { if(!path.length) return; ctx.moveTo(path[0].x, path[0].y); path.forEach(pt => { ctx.lineTo(pt.x, pt.y); }); }); // old drawings will remain on where new drawings will be ctx.globalCompositeOperation = 'destination-in'; ctx.stroke(); // reset ctx.globalCompositeOperation = 'source-over'; } function onmousemove(evt) { if(!down) return; const rect = canvas.getBoundingClientRect(); pathes[pathes.length - 1].push({ x: evt.clientX - rect.left, y: evt.clientY - rect.top }); dirty = true; } function onmousedown(evt) { down = true; } function onmouseup(evt) { down = false; pathes.push([]); } canvas {border: 1px solid} <canvas id="canvas"></canvas> Don't hesitate to look at all the compositing options, various cases will require different options, for instance if you need to draw multiple paths, you may prefer to render first your paths and then keep your image only where you did already drawn, using the source-atop option: const ctx = canvas.getContext('2d'); const pathes = [[]]; pathes[0].lineWidth = (Math.random() * 20) + 0.2; let down = false; let dirty = false; const bg = new Image(); bg.onload = begin; bg.src = 'https://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Serene_Sunset_%2826908986301%29.jpg/320px-Serene_Sunset_%2826908986301%29.jpg'; function begin() { canvas.width = this.width; canvas.height = this.height; addEventListener('mousemove', onmousemove); addEventListener('mousedown', onmousedown); addEventListener('mouseup', onmouseup); anim(); ctx.fillText("Use your mouse to draw a path", 20,50) } function anim() { requestAnimationFrame(anim); if(dirty) draw(); dirty = false; } function draw() { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); pathes.forEach(path => { if(!path.length) return; ctx.beginPath(); ctx.lineWidth = path.lineWidth; ctx.moveTo(path[0].x, path[0].y); path.forEach(pt => { ctx.lineTo(pt.x, pt.y); }); ctx.stroke(); }); // new drawings will appear on where old drawings were ctx.globalCompositeOperation = 'source-atop'; ctx.drawImage(bg, 0, 0); // reset ctx.globalCompositeOperation = 'source-over'; } function onmousemove(evt) { if(!down) return; const rect = canvas.getBoundingClientRect(); pathes[pathes.length - 1].push({ x: evt.clientX - rect.left, y: evt.clientY - rect.top }); dirty = true; } function onmousedown(evt) { down = true; } function onmouseup(evt) { down = false; const path = []; path.lineWidth = (Math.random() * 18) + 2; pathes.push(path); } canvas {border: 1px solid} <canvas id="canvas"></canvas> And also remember that you can very well have canvases that you won't append to the document that you can use as layers to generate really complex compositions. (drawImage() does accept a <canvas> as source).