CanvasRenderingContext2D.globalCompositeOperation属性

返回到:Canvas API:CanvasRenderingContext2D

本节课,我们学习CanvasRenderingContext2D.globalCompositeOperation属性。

Canvas 2D API 的 CanvasRenderingContext2D.globalCompositeOperation 属性设置要在绘制新形状时应用的合成操作的类型,其中 type 是用于标识要使用的合成或混合模式操作的字符串。

语法

ctx.globalCompositeOperation = type;

类型

演示下:

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>Compositing 示例 - 合成示例 | Web176教程www.web176.com</title>
        <meta name="robots" content="noindex, nofollow">
        <style>
            body {
              padding: 0;
              margin: 0;
            }

            svg:not(:root) {
              display: block;
            }

            .playable-code {
              background-color: #f4f7f8;
              border: none;
              border-left: 6px solid #558abb;
              border-width: medium medium medium 6px;
              color: #4d4e53;
              height: 100px;
              width: 90%;
              padding: 10px 10px 0;
            }

            .playable-canvas {
              border: 1px solid #4d4e53;
              border-radius: 2px;
            }

            .playable-buttons {
              text-align: right;
              width: 90%;
              padding: 5px 10px 5px 26px;
            }
        </style>
        
        
    </head>
    <body>
        
        
            <script>
                var canvas1 = document.createElement("canvas");
var canvas2 = document.createElement("canvas");
var gco = [ 'source-over','source-in','source-out','source-atop',
            'destination-over','destination-in','destination-out','destination-atop',
            'lighter', 'copy','xor', 'multiply', 'screen', 'overlay', 'darken',
            'lighten', 'color-dodge', 'color-burn', 'hard-light', 'soft-light',
            'difference', 'exclusion', 'hue', 'saturation', 'color', 'luminosity'
          ].reverse();
var gcoText = [
'这是默认设置,并在现有画布上下文之上绘制新图形。',
'新图形只在新图形和目标画布重叠的地方绘制。其他的都是透明的。',
'在不与现有画布内容重叠的地方绘制新图形。',
'新图形只在与现有画布内容重叠的地方绘制。',
'在现有的画布内容后面绘制新的图形。',
'现有的画布内容保持在新图形和现有画布内容重叠的位置。其他的都是透明的。',
'现有内容保持在新图形不重叠的地方。',
'现有的画布只保留与新图形重叠的部分,新的图形是在画布内容后面绘制的。',
'两个重叠图形的颜色是通过颜色值相加来确定的。',
'只显示新图形。',
'图像中,那些重叠和正常绘制之外的其他地方是透明的。',
'将顶层像素与底层相应像素相乘,结果是一幅更黑暗的图片。',
'像素被倒转,相乘,再倒转,结果是一幅更明亮的图片。',
'multiply 和 screen 的结合,原本暗的地方更暗,原本亮的地方更亮。',
'保留两个图层中最暗的像素。',
'保留两个图层中最亮的像素。',
'将底层除以顶层的反置。',
'将反置的底层除以顶层,然后将结果反过来。',
'屏幕相乘(A combination of multiply and screen)类似于叠加,但上下图层互换了。',
'用顶层减去底层或者相反来得到一个正值。',
'一个柔和版本的强光(hard-light)。纯黑或纯白不会导致纯黑或纯白。',
'和 difference 相似,但对比度较低。',
'保留了底层的亮度(luma)和色度(chroma),同时采用了顶层的色调(hue)。',
'保留底层的亮度(luma)和色调(hue),同时采用顶层的色度(chroma)。',
'保留了底层的亮度(luma),同时采用了顶层的色调 (hue) 和色度 (chroma)。',
'保持底层的色调(hue)和色度(chroma),同时采用顶层的亮度(luma)。'
          ].reverse();
var width = 320;
var height = 340;

window.onload = function() {
    // lum in sRGB
    var lum = {
        r: 0.33,
        g: 0.33,
        b: 0.33
    };
    // resize canvas
    canvas1.width = width;
    canvas1.height = height;
    canvas2.width = width;
    canvas2.height = height;
    lightMix()
    colorSphere();
    runComposite();
    return;
};

function createCanvas() {
    var canvas = document.createElement("canvas");
    canvas.style.background = "url("+op_8x8.data+")";
    canvas.style.border = "1px solid #000";
    canvas.style.margin = "5px";
    canvas.width = width/2;
    canvas.height = height/2;
    return canvas;
}

function runComposite() {
    var dl = document.createElement("dl");
    document.body.appendChild(dl);
    while(gco.length) {
        var pop = gco.pop();
        var dt = document.createElement("dt");
        dt.textContent = pop;
        dl.appendChild(dt);
        var dd = document.createElement("dd");
        var p = document.createElement("p");
        p.textContent = gcoText.pop();
        dd.appendChild(p);

        var canvasToDrawOn = createCanvas();
        var canvasToDrawFrom = createCanvas();
        var canvasToDrawResult = createCanvas();

        var ctx = canvasToDrawResult.getContext('2d');
        ctx.clearRect(0, 0, width, height)
        ctx.save();
        ctx.drawImage(canvas1, 0, 0, width/2, height/2);
        ctx.globalCompositeOperation = pop;
        ctx.drawImage(canvas2, 0, 0, width/2, height/2);
        ctx.globalCompositeOperation = "source-over";
        ctx.fillStyle = "rgba(0,0,0,0.8)";
        ctx.fillRect(0, height/2 - 20, width/2, 20);
        ctx.fillStyle = "#FFF";
        ctx.font = "14px arial";
        ctx.fillText(pop, 5, height/2 - 5);
        ctx.restore();

        var ctx = canvasToDrawOn.getContext('2d');
        ctx.clearRect(0, 0, width, height)
        ctx.save();
        ctx.drawImage(canvas1, 0, 0, width/2, height/2);
        ctx.fillStyle = "rgba(0,0,0,0.8)";
        ctx.fillRect(0, height/2 - 20, width/2, 20);
        ctx.fillStyle = "#FFF";
        ctx.font = "14px arial";
        ctx.fillText('existing content', 5, height/2 - 5);
        ctx.restore();

        var ctx = canvasToDrawFrom.getContext('2d');
        ctx.clearRect(0, 0, width, height)
        ctx.save();
        ctx.drawImage(canvas2, 0, 0, width/2, height/2);
        ctx.fillStyle = "rgba(0,0,0,0.8)";
        ctx.fillRect(0, height/2 - 20, width/2, 20);
        ctx.fillStyle = "#FFF";
        ctx.font = "14px arial";
        ctx.fillText('new content', 5, height/2 - 5);
        ctx.restore();

        dd.appendChild(canvasToDrawOn);
        dd.appendChild(canvasToDrawFrom);
        dd.appendChild(canvasToDrawResult);

        dl.appendChild(dd);
    }
};

var lightMix = function() {
    var ctx = canvas2.getContext("2d");
    ctx.save();
    ctx.globalCompositeOperation = "lighter";
    ctx.beginPath();
    ctx.fillStyle = "rgba(255,0,0,1)";
    ctx.arc(100, 200, 100, Math.PI*2, 0, false);
    ctx.fill()
    ctx.beginPath();
    ctx.fillStyle = "rgba(0,0,255,1)";
    ctx.arc(220, 200, 100, Math.PI*2, 0, false);
    ctx.fill()
    ctx.beginPath();
    ctx.fillStyle = "rgba(0,255,0,1)";
    ctx.arc(160, 100, 100, Math.PI*2, 0, false);
    ctx.fill();
    ctx.restore();
    ctx.beginPath();
    ctx.fillStyle = "#f00";
    ctx.fillRect(0,0,30,30)
    ctx.fill();
};

var colorSphere = function(element) {
    var ctx = canvas1.getContext("2d");
    var width = 360;
    var halfWidth = width / 2;
    var rotate = (1 / 360) * Math.PI * 2; // per degree
    var offset = 0; // scrollbar offset
    var oleft = -20;
    var otop = -20;
    for (var n = 0; n <= 359; n ++) {
        var gradient = ctx.createLinearGradient(oleft + halfWidth, otop, oleft + halfWidth, otop + halfWidth);
        var color = Color.HSV_RGB({ H: (n + 300) % 360, S: 100, V: 100 });
        gradient.addColorStop(0, "rgba(0,0,0,0)");
        gradient.addColorStop(0.7, "rgba("+color.R+","+color.G+","+color.B+",1)");
        gradient.addColorStop(1, "rgba(255,255,255,1)");
        ctx.beginPath();
        ctx.moveTo(oleft + halfWidth, otop);
        ctx.lineTo(oleft + halfWidth, otop + halfWidth);
        ctx.lineTo(oleft + halfWidth + 6, otop);
        ctx.fillStyle = gradient;
        ctx.fill();
        ctx.translate(oleft + halfWidth, otop + halfWidth);
        ctx.rotate(rotate);
        ctx.translate(-(oleft + halfWidth), -(otop + halfWidth));
    }
    ctx.beginPath();
    ctx.fillStyle = "#00f";
    ctx.fillRect(15,15,30,30)
    ctx.fill();
    return ctx.canvas;
};

// HSV (1978) = H: Hue / S: Saturation / V: Value
Color = {};
Color.HSV_RGB = function (o) {
    var H = o.H / 360,
        S = o.S / 100,
        V = o.V / 100,
        R, G, B;
    var A, B, C, D;
    if (S == 0) {
        R = G = B = Math.round(V * 255);
    } else {
        if (H >= 1) H = 0;
        H = 6 * H;
        D = H - Math.floor(H);
        A = Math.round(255 * V * (1 - S));
        B = Math.round(255 * V * (1 - (S * D)));
        C = Math.round(255 * V * (1 - (S * (1 - D))));
        V = Math.round(255 * V);
        switch (Math.floor(H)) {
            case 0:
                R = V;
                G = C;
                B = A;
                break;
            case 1:
                R = B;
                G = V;
                B = A;
                break;
            case 2:
                R = A;
                G = V;
                B = C;
                break;
            case 3:
                R = A;
                G = B;
                B = V;
                break;
            case 4:
                R = C;
                G = A;
                B = V;
                break;
            case 5:
                R = V;
                G = A;
                B = B;
                break;
        }
    }
    return {
        R: R,
        G: G,
        B: B
    };
};

var createInterlace = function (size, color1, color2) {
    var proto = document.createElement("canvas").getContext("2d");
    proto.canvas.width = size * 2;
    proto.canvas.height = size * 2;
    proto.fillStyle = color1; // top-left
    proto.fillRect(0, 0, size, size);
    proto.fillStyle = color2; // top-right
    proto.fillRect(size, 0, size, size);
    proto.fillStyle = color2; // bottom-left
    proto.fillRect(0, size, size, size);
    proto.fillStyle = color1; // bottom-right
    proto.fillRect(size, size, size, size);
    var pattern = proto.createPattern(proto.canvas, "repeat");
    pattern.data = proto.canvas.toDataURL();
    return pattern;
};

var op_8x8 = createInterlace(8, "#FFF", "#eee");

            </script>
        
    </body>
</html>

示例

使用 globalCompositeOperation 属性

这是一段使用 globalCompositeOperation 属性的简单的代码片段,绘制了 2 个矩形在重叠时相互排斥的情况。

HTML

<canvas id="canvas"></canvas>

JavaScript

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

ctx.globalCompositeOperation = "xor";

ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);

ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);

修改下面的代码并在线查看 canvas 的变化:

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <meta name="robots" content="noindex, nofollow">
        <style>
            body {
              padding: 0;
              margin: 0;
            }

            svg:not(:root) {
              display: block;
            }

            .playable-code {
              background-color: #f4f7f8;
              border: none;
              border-left: 6px solid #558abb;
              border-width: medium medium medium 6px;
              color: #4d4e53;
              height: 100px;
              width: 90%;
              padding: 10px 10px 0;
            }

            .playable-canvas {
              border: 1px solid #4d4e53;
              border-radius: 2px;
            }

            .playable-buttons {
              text-align: right;
              width: 90%;
              padding: 5px 10px 5px 26px;
            }
        </style>
        
        <title>CanvasRenderingContext2D.globalCompositeOperation | Web176教程www.web176.com</title>
        
    </head>
    <body>
        
            <canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas>
<div class="playable-buttons">
  <input id="edit" type="button" value="Edit" />
  <input id="reset" type="button" value="Reset" />
</div>
<textarea id="code" class="playable-code" style="height:120px;">
ctx.globalCompositeOperation = "xor";

ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);

ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);</textarea>

        
        
            <script>
                var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

ctx.globalCompositeOperation = "xor";

ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);

ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var textarea = document.getElementById("code");
var reset = document.getElementById("reset");
var edit = document.getElementById("edit");
var code = textarea.value;

function drawCanvas() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  eval(textarea.value);
}

reset.addEventListener("click", function() {
  textarea.value = code;
  drawCanvas();
});

edit.addEventListener("click", function() {
  textarea.focus();
})

textarea.addEventListener("input", drawCanvas);
window.addEventListener("load", drawCanvas);

            </script>
        
    </body>
</html>

返回到:Canvas API:CanvasRenderingContext2D

作者:terry,如若转载,请注明出处:https://www.web176.com/canvas_api/8102.html

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