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