I am using the HTML5 canvas API to draw a tile map for a pixel art game. The rendered tile map is comprised of many smaller images that are cut out of a single source image called a tile sheet. I am using drawImage(src_img, sx, sy, sw, sh, dx, dy, dw, dh) to cut the individual tiles out of the source image and draw them onto the destination canvas. I am using setTransform(sx, 0, 0, sy, tx, ty) to apply scale and translation to the final rendered image.
The color "bleeding" issue I need to fix is caused by the sampler, which uses interpolation to blend colors during scale operations in order to make things not look pixelated. This is great for scaling digital photographs, but not for pixel art. While this doesn't do much visual damage to the centers of the tiles, the sampler is blending colors along the edges of adjacent tiles in the source image which creates unexpected colors in the rendered tile map. Instead of only using colors that fall within the source rectangle passed to drawImage, the sampler blends in colors from just outside of its boundaries causing what appear to be gaps between the tiles.
Below is my tile sheet's source image. Its actual size is 24x24 pixels, but I scaled it up to 96x96 pixels in GIMP so you could see it. I used the "Interpolation: None" setting on GIMP's scaling tool. As you can see there are no gaps or blurred borders around the individual tiles because the sampler did not interpolate the colors. The canvas API's sampler apparently does interpolate colors even when imageSmoothingEnabled is set to false.
Below is a section of the rendered tile map with imageSmoothingEnabled set to true. The left arrow points to some red bleeding into the bottom of the gray tile. This is because the red tile is directly below the gray tile in the tile sheet. The sampler is blending the red into the bottom edge of the gray tile.
The arrow on the right points to the right edge of the green tile. As you can see, no color is bleeding into it. This is because there is nothing to the right of the green tile in the source image and therefore nothing for the sampler to blend.
Below is the rendered tile map with imageSmoothingEnabled set to false. Depending on the scale and translation, texture bleeding still occurs. The left arrow is pointing to red bleeding in from the red tile in the source image. The visual damage is reduced, but still present.
The right arrow points to an issue with the far right green tile, which has a thin gray line bleeding in from the gray tile in the source image, which is to the left of the green tile.
The two images above were screen captured from Edge. Chrome and Firefox do a better job of hiding the bleeding. Edge seems to bleed on all sides, but Chrome and Firefox seem to only bleed on the right and bottom sides of the source rectangle.
If anyone knows how to fix this please let me know. People ask about this problem in a lot of forums and get work around answers like:
Pad your source tiles with border color so the sampler blends in the same color along the edges.
Put your source tiles in individual files so the sampler has nothing to sample past the borders.
Draw everything to an unscaled buffer canvas and then scale the buffer, ensuring that the sampler is blending in colors from adjacent tiles that are part of the final image, mitigating the visual damage.
Draw everything to the unscaled canvas and then scale it using CSS using image-rendering:pixelated, which basically works the same as the previous work around.
I would like to avoid work arounds, however if you know of another one, please post it. I want to know if there is a way to turn off sampling or interpolation or if there is any other way to stop texture bleeding that isn't one of the work arounds I listed.
Here is a fiddle showcasing the issue: https://jsfiddle.net/0rv1upjf/
You can see the same example on my Github Pages page: https://frankpoth.info/pages/javascript-projects/content/texture-bleeding/texture-bleeding.html
Update:
The problem arose due to floating point numbers being used when plotting pixels. The solution is to avoid floats and only draw on integers. Unfortunately, this means setTransform cannot be used efficiently because scaling generally results in floats, but I still managed to keep a good bit of math out of the tile rendering loop. Here's the code:
function drawRounded(source_image, context, scale) {
var offset_x = -OFFSET.x * scale + context.canvas.width * 0.5;
var offset_y = -OFFSET.y * scale + context.canvas.height * 0.5;
var map_height = (MAP_HEIGHT * scale)|0; // Similar to Math.trunc(MAP_HEIGHT * scale);
var map_width = (MAP_WIDTH * scale)|0;
var tile_size = TILE_SIZE * scale;
var rendered_tile_size = (tile_size + 1)|0; // Similar to Math.ceil(tile_size);
var map_index = 0; // Track the tile index in the map. This increases once per draw loop.
/* Loop through all tile positions in actual coordinate space so no additional calculations based on grid index are needed. */
for (var y = 0; y < map_height; y += tile_size) { // y first so we draw rows from top to bottom
for (var x = 0; x < map_width; x += tile_size) {
var frame = FRAMES[MAP[map_index]]; // The frame is the source location of the tile in the source_image.
// We have to keep the dx, dy truncation inside the loop to ensure the highest level of accuracy possible.
context.drawImage(source_image, frame.x, frame.y, TILE_SIZE, TILE_SIZE, (offset_x + x)|0, (offset_y + y)|0, rendered_tile_size, rendered_tile_size);
map_index ++;
}
}
}
I'm using Bitwise OR or the | operator to do my rounding. Bitwise Or returns a 1 in each bit position for which the corresponding bits of either or both operands are 1s. Bitwise operations will convert a float to an int. Using 0 as the right operand will match all the bits in the left operand and truncate the decimals. The downside to this is it only supports 32 bits, but I doubt I'll ever need more than 32 bits for my tile positions.
For example:
-10.5 | 0 == -10
10.1 | 0 == 10
10.5 | 0 == 10
In binary:
1010 | 0000 == 1010
This is a rounding issue.
There was already that question about this issue experienced on Safari browser when the context is translated to exactly n.5, Edge an IE are even worse and always bleed one way or an other, Chrome for macOs bleeds on n.5 too, but only when drawing an <img>, <canvas> are fine.
Least to say, that's a buggy area.
I didn't check the specs to know exactly what they should do, but there is an easy workaround.
Compute yourself the transformation of your coordinates so you can control exactly how they'll get rounded and ensure crisp pixels.
// First calculate the scaled translations
const scaled_offset_left = -OFFSET.x * scale + context.canvas.width * 0.5;
const scaled_offset_top = -OFFSET.y * scale + context.canvas.height * 0.5;
// when drawing each tile
const dest_x = Math.floor( scaled_offset_left + (x * scale) );
const dest_y = Math.floor( scaled_offset_top + (y * scale) );
const dest_size = Math.ceil( TILE_SIZE * scale );
context.drawImage( source_image,
frame.x, frame.y, TILE_SIZE, TILE_SIZE,
dest_x, dest_y, dest_size, dest_size,
);
/* This is the tile map. Each value is a frame index in the FRAMES array. Each frame tells drawImage where to blit the source from */
const MAP = [
0, 0, 0, 1, 1, 1, 1, 2, 2, 2,
0, 1, 0, 1, 2, 2, 1, 2, 3, 2,
0, 0, 0, 1, 1, 1, 1, 2, 2, 2,
3, 3, 3, 4, 4, 4, 4, 5, 5, 5,
3, 4, 3, 4, 5, 5, 4, 5, 6, 5,
3, 4, 3, 4, 5, 5, 4, 5, 6, 5,
3, 3, 3, 4, 4, 4, 4, 5, 5, 5,
6, 6, 6, 7, 7, 7, 7, 8, 8, 8,
6, 7, 6, 7, 8, 8, 7, 8, 0, 8,
6, 6, 6, 7, 7, 7, 7, 8, 8, 8
];
const TILE_SIZE = 8; // Each tile is 8x8 pixels
const MAP_HEIGHT = 80; // The map is 80 pixels tall by 80 pixels wide
const MAP_WIDTH = 80;
/* Each frame represents the source x, y coordinates of a tile in the source image. They are indexed according to the map values */
const FRAMES = [
{ x:0, y:0 }, // map value = 0
{ x:8, y:0 }, // map value = 1
{ x:16, y:0 }, // map value = 2
{ x:0, y:8 }, // etc.
{ x:8, y:8 },
{ x:16, y:8},
{ x:0, y:16},
{ x:8, y:16},
{ x:16, y:16}
];
/* These represent the state of the keyboard keys being used. false is up and true is down */
const KEYS = {
down: false,
left: false,
right: false,
scale_down: false, // the D key
scale_up: false, // the F key
up: false
}
/* This is the scroll offset. You can also think of it as the position of the red dot in the map. */
const OFFSET = {
x: MAP_WIDTH * 0.5,
y: MAP_HEIGHT * 0.5
}; // It starts out centered in the map.
const MAX_SCALE = 75; // Max scale is 75 times larger than the actual image size.
const MIN_SCALE = 0; // Texture bleeding seems to only occur on upscale, but min scale is 0 in case you want to try it.
var scale = 4.71; // some arbitrary number that will hopefully cause the issue in your browser
/* Get the canvas drawing context. */
var context = document.querySelector('canvas').getContext('2d', {
alpha: false,
desynchronized: true
});
/* The toggle button is the div */
var toggle = document.querySelector('div');
/* The source image is a 24x24 square with 9 tile images of various colors in it. */
var base_64_image_source = 'data:image/png;base64,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';
var source_image = new Image(); // This will be the source image
/* The keyboard event handler */
function keyDownUp(event) {
var state = event.type == 'keydown' ? true : false;
switch (event.keyCode) {
case 37:
KEYS.left = state;
break;
case 38:
KEYS.up = state;
break;
case 39:
KEYS.right = state;
break;
case 40:
KEYS.down = state;
break;
case 68:
KEYS.scale_down = state;
break;
case 70:
KEYS.scale_up = state;
}
}
/* This is the update and rendering loop. It handles input and draws the images. */
function loop() {
window.requestAnimationFrame(loop); // Perpetuate the loop
/* Prepare to move and scale the image with the keyboard input */
if (KEYS.left) OFFSET.x -= 0.5;
if (KEYS.right) OFFSET.x += 0.5;
if (KEYS.up) OFFSET.y -= 0.5;
if (KEYS.down) OFFSET.y += 0.5;
if (KEYS.scale_down) scale -= 0.5 * scale / MAX_SCALE;
if (KEYS.scale_up) scale += 0.5 * scale / MAX_SCALE;
/* Keep the scale size within a defined range */
if (scale > MAX_SCALE) scale = MAX_SCALE;
else if (scale < MIN_SCALE) scale = MIN_SCALE;
/* Clear the canvas to gray. */
context.setTransform(1, 0, 0, 1, 0, 0); // Set the transform back to the identity matrix
context.fillStyle = "#202830"; // Set the fill color to gray
context.fillRect(0, 0, context.canvas.width, context.canvas.height); // fill the entire canvas
/* [EDIT]
Don't set the transform, we will calculate it ourselves
// context.setTransform(scale, 0, 0, scale, -OFFSET.x * scale + context.canvas.width * 0.5, -OFFSET.y * scale + context.canvas.height * 0.5);
First step is calculating the scaled translation
*/
const scaled_offset_left = -OFFSET.x * scale + context.canvas.width * 0.5;
const scaled_offset_top = -OFFSET.y * scale + context.canvas.height * 0.5;
let map_index = 0; // Track the tile index in the map. This increases once per draw loop.
/* Loop through all tile positions in actual coordinate space so no additional calculations based on grid index are needed. */
for (let y = 0; y < MAP_HEIGHT; y += TILE_SIZE) { // y first so we draw rows from top to bottom
for (let x = 0; x < MAP_WIDTH; x += TILE_SIZE) {
const frame = FRAMES[MAP[map_index]]; // The frame is the source location of the tile in the source_image.
/* [EDIT]
We transform the coordinates ourselves
We can control a uniform rounding by using floor and ceil
*/
const dest_x = Math.floor( scaled_offset_left + (x * scale) );
const dest_y = Math.floor( scaled_offset_top + (y * scale) );
const dest_size = Math.ceil(TILE_SIZE * scale);
context.drawImage( source_image,
frame.x, frame.y, TILE_SIZE, TILE_SIZE,
dest_x, dest_y, dest_size, dest_size
);
map_index++;
}
}
/* Draw the red dot in the center of the screen. */
context.fillStyle = "#ff0000";
/* [EDIT]
Do the same kind of calculations for the "dot" if you don't want antialiasing
// const dot_x = Math.floor( scaled_offset_left + ((OFFSET.x - 0.5) * scale) );
// const dot_y = Math.floor( scaled_offset_top + ((OFFSET.y - 0.5) * scale) );
// const dot_size = Math.ceil( scale );
// context.fillRect( dot_x, dot_y, dot_size, dot_size ); // center on the dot
But if you do want antialiasing for the dot, then just set the transformation for this drawing
*/
context.setTransform(scale, 0, 0, scale, scaled_offset_left, scaled_offset_top);
context.fillRect( (OFFSET.x - 0.5), (OFFSET.y - 0.5), 1, 1 ); // center on the dot
var smoothing = context.imageSmoothingEnabled; // Get the current smoothing value because we are going to ignore it briefly.
/* Draw the source image in the top left corner for reference. */
context.setTransform(4, 0, 0, 4, 0, 0); // Zoom in on it so it's visible.
context.imageSmoothingEnabled = false; // Set smoothing to false so we get a crisp source image representation (the real source image is not scaled at all).
context.drawImage( source_image, 0, 0 );
context.imageSmoothingEnabled = smoothing; // Set smoothing back the way it was according to the toggle choice.
}
/* Turn image smoothing on and off when you press the toggle. */
function toggleSmoothing(event) {
context.imageSmoothingEnabled = !context.imageSmoothingEnabled;
if (context.imageSmoothingEnabled) toggle.innerText = 'Smoothing Enabled'; // Make sure the button has appropriate text in it.
else toggle.innerText = 'Smoothing Disabled';
}
/* The main loop will start after the source image is loaded to ensure there is something to draw. */
source_image.addEventListener('load', (event) => {
window.requestAnimationFrame(loop); // Start the loop
}, { once: true });
/* Add the toggle smoothing click handler to the div. */
toggle.addEventListener('click', toggleSmoothing);
/* Add keyboard input */
window.addEventListener('keydown', keyDownUp);
window.addEventListener('keyup', keyDownUp);
/* Resize the canvas. */
context.canvas.width = 480;
context.canvas.height = 480;
toggleSmoothing(); // Set imageSmoothingEnabled
/* Load the source image from the base64 string. */
source_image.setAttribute('src', base_64_image_source);
* {
box-sizing: border-box;
margin: 0;
overflow: hidden;
padding: 0;
user-select: none;
}
body,
html {
background-color: #202830;
color: #ffffff;
height: 100%;
width: 100%;
}
body {
align-items: center;
display: grid;
justify-items: center;
}
p {
max-width: 640px;
}
div {
border: #ffffff 2px solid;
bottom: 4px;
cursor: pointer;
padding: 8px;
position: fixed;
right: 4px
}
<div>Smoothing Disabled</div>
<p>Use the arrow keys to scroll and the D and F keys to scale. The source image is represented on the top left. Notice the vertical and horizontal lines that appear between tiles as you scroll and scale. They are the color of the tile's neighbor in the source
image. This may be due to color sampling that occurs during scaling. Click the toggle to set imageSmoothingEnabled on the drawing context.</p>
<canvas></canvas>
Note that to draw your "player" dot, you can either choose to do the same caulcations manually to avoid the blurring caused by antialiasing, or if you actually want that blurring, then you can simply set the transform only for this dot. In your position I would probably even make something modular like after a certain scale round, and below smoothen, but I'll let the reader do that implementation.
Using JavaScript I am displaying an array on an html 5 canvas. The program uses c.fillRect() for each value in the array. Everything looks normal until I scale it using c.scale(). After being scaled white lines are visible between the squares. I do know their white because that is the color of the background (When the background changes their color changes too).
Since the squares are 5 units apart I tried setting their width to 5.5 instead of 5; this only remove the white lines when zoom in far enough, but when zooming out the white lines were still there.
This is my code (unnecessary parts removed):
function loop()
{
c.resetTransform();
c.fillStyle = "white";
c.fillRect(0, 0, c.canvas.width, c.canvas.height);
c.scale(scale, scale);
c.translate(xViewportOffset, yViewportOffset);
...
for(var x = 0; x < array.length; x++)
{
for(var y = 0; y < array[x].length; y++)
{
...
c.fillStyle = 'rgb(' + r + ',' + g + ',' + b + ')';
c.fillRect(0 + x * 5, 200 + y * 5, 5, 5);
}
}
...
}
No scaling:
Zoomed in:
Zoomed out:
(the pattern changes depending on the amount of zoom)
Thanks for any help and if any other information is needed please let me know.
Update:
I am using Google Chrome
Version 71.0.3578.98 (Official Build) (64-bit)
This is probably because you are using non-integer values to set the context's scale and/or translate.
Doing so, your rects are not on pixel boundaries anymore but on floating values.
Let's make a simple example:
Two pixels, one at coords (x,y) (11,10) the other at coords (12,10).
At default scale, both pixels should be neighbors.
Now, if we apply a scale of 1.3, the real pixel-coords of the first square will be at (14.3,13) and the ones of the second one at (15.6,13).
None of these coords can hold a single pixel, so browsers will apply antialiasing, which consist in smoothing your color with the background color to give the impression of smaller pixels. This is what makes your grids.
const ctx = small.getContext('2d');
ctx.scale(1.3, 1.3);
ctx.fillRect(2,10,10,10);
ctx.fillRect(12,10,10,10);
const mag = magnifier.getContext('2d');
mag.scale(10,10);
mag.imageSmoothingEnabled = false;
mag.drawImage(small, 0,-10);
/* it is actually transparent, not just more white */
body:hover{background:yellow}
<canvas id="small" width="50" height="50"></canvas><br>
<canvas id="magnifier" width="300" height="300"></canvas>
To avoid this, several solutions, all dependent on what you are doing exactly.
In your case, it seems you'd win a lot by working on an ImageData which would allow you to replace all these fillRect calls to simpler and faster pixel manipulation.
By using a small ImageData, the size of your matrix, you can replace each rect to a single pixel. Then you just need to put this matrix on your canvas and redraw the canvas over itself at the correct scale after disabling the imageSmootingEnabled flag, which allows us to disable antialiasing for drawImage and CanvasPatterns only.
// the original matrix will be 20x20 squares
const width = 20;
const height = 20;
const ctx = canvas.getContext('2d');
// create an ImageData the size of our matrix
const img = ctx.createImageData(width, height);
// wrap it inside an Uint32Array so that we can work on it faster
const pixels = new Uint32Array(img.data.buffer);
// we could have worked directly with the Uint8 version
// but our loop would have needed to iterate 4 pixels every time
// just to draw a radial-gradient
const rad = width / 2;
// iterate over every pixels
for(let x=0; x<width; x++) {
for(let y=0; y<height; y++) {
// make a radial-gradient
const dist = Math.min(Math.hypot(rad - x, rad - y), rad);
const color = 0xFF * ((rad - dist) / rad) + 0xFF000000;
pixels[(y * width) + x] = color;
}
}
// here we are still at 50x50 pixels
ctx.putImageData(img, 0, 0);
// in case we had transparency, this composite mode will ensure
// that only what we draw after is kept on the canvas
ctx.globalCompositeOperation = "copy";
// remove anti-aliasing for drawImage
ctx.imageSmoothingEnabled = false;
// make it bigger
ctx.scale(30,30);
// draw the canvas over itself
ctx.drawImage(canvas, 0,0);
// In case we draw again, reset all to defaults
ctx.setTransform(1,0,0,1,0,0);
ctx.globalCompositeOperation = "source-over";
body:hover{background:yellow}
<canvas id="canvas" width="600" height="600"></canvas>
I have a canvas which is 500*250 (w*h) and applied this code to it;
var cvs = document.getElementById('Dugong');
var ctx = cvs.getContext('2d');
var cvsHeight = cvs.height; // 250
var cvsWidth = cvs.width; // 500
var loadUpFlappy = "Flappy";
var loadUpDugong = "Dugong";
ctx.fillStyle = "#ECA20F";
ctx.fillRect(5, (cvsHeight / 2) + 1, ctx.measureText(loadUpFlappy).width + 10, 2); // across, down, width, height
ctx.fillRect(cvsWidth - (ctx.measureText(loadUpDugong).width + 5), cvsHeight / 2 + 1, ctx.measureText(loadUpDugong).width + 10, 2);
ctx.fillStyle = "#DADFE1";
ctx.font = "40px Century Schoolbook";
ctx.fillText(loadUpFlappy, 10, cvsHeight / 2);
ctx.fillText(loadUpDugong, cvsWidth - (ctx.measureText(loadUpDugong).width + 10), cvsHeight / 2);
To my knowledge, this code should ouput;
One #ECA20F line which has a height of 2, is 5 away from the left canvas border, is 1 below the canvas middle line and has the width of Flappy plus 10.
Another #ECA20F line which has a height of 2, is 5 away from the right canvas border, is 1 below the canvas middle line and has the width of Dugong plus 10.
AND
The word Flappy in #DADFE1 which is 10 away from the left border of the canvas and is in the middle the canvas.
The word Dugong also in #DADFE1 which is 10 away from the right border of the canvas and is also in the middle of the canvas.
My problem is that the lines are not matching up with the text (they should span the width of the text plus 5px on either side). Instead they do this;
View Image
Sorry if there are any glaringly obvious answers to this issue as I am a 'noob' when it comes to javascript and canvases.
Edit: I thought that it'd not be possible to take the text length. So I'm a bit wrong.
There's no easy way to place the lines because you don't know the font size in the text. What you can do is to align the text in center (ctx.textAlign = 'center') and place it on a certain point which will be its center. Then you set the line width according to the text length and size. Put the line always below to this point and set the same X as the point, subtracting it with the width you got for the line divided by 2. But the line width wouldn't be exact in this case, but it helps smaller words.
How can I place rectangles with variable width and height, randomly in a stage but away from a circle in the center which has radius of x
Thanks in advance
EDIT
check my code so far
http://jsfiddle.net/chchrist/cAShH/1/
The three potential options I would follow are:
Generate random coordinates in [400,400] and then check that the distance from [200,200] is less than 50. If it is, fine; if not, start again.
Generate random polar coordinates (i.e., angle and distance), where the distance is greater than 50. Then convert these to Cartesian, centred around [200,200] and bounded to your area... The problem with this approach is that it would introduce bias at the extremities of your rectangular area.
Ignore the circle and bound it by a square, then use the first approach but with simplified logic.
One approach might be to think about how to map uniform random numbers into legal positions.
For example (simplifying slightly), if you had a 200 x 200 square, and you wanted to avoid any points in a 100x100 square in the middle, you could do the following for each coordinate. Generate a random number between 0 and 100. If it's less than 50, use it directly; otherwise add 100 to it (to put it in the 150-200 range)
Conceptually this stretches the range around the "hole" in the middle, while still leaving the resulting points uniformly distributed.
It'll be trickier with your circle, as the axes are not independent, but a variation on this method could be worth considering. (Especially if you only have "soft" requirements for randomness and so can relax the constraints on the distribution somewhat).
I would start with a coordinate system centered at 0,0 and after you have generated valid coordinates map them onto your square/rectangle.
Here's a simple example:
function getValidCoordinates() {
var x, y, isValid = false;
while (!isValid) {
x = Math.random() * 400 - 200;
y = Math.random() * 400 - 200;
if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2)) > 50)
isValid = true;
//else alert('too close ' + x + ',' + y);
}
return {x: x + 200, y: y + 200};
}
for (var i=0; i < 10; i++) {
var co = getValidCoordinates();
alert('x=' + co.x + ', y=' + co.y);
}