Image As A 'background' To A Drawn Shape
Is it possible to 'fill' a shape on an HTML5 canvas with an image instead of a color? I've drawn a bunch of shapes (squares with various corners sliced off at 45 degree angles). I'
Solution 1:
You can do this by defining a clipping region that is the same as your shape and then using drawImage()
to draw into this region; then stroke (only) your path on top of this.
I've created an example of this technique for you on my website: http://phrogz.net/tmp/canvas_image_as_background_to_shape.html
Here's the relevant code; it proportionately scales the image to fill the width you specify:
functionclippedBackgroundImage( ctx, img, w, h ){
ctx.save(); // Save the context before clipping
ctx.clip(); // Clip to whatever path is on the contextvar imgHeight = w / img.width * img.height;
if (imgHeight < h){
ctx.fillStyle = '#000';
ctx.fill();
}
ctx.drawImage(img,0,0,w,imgHeight);
ctx.restore(); // Get rid of the clipping region
}
It's up to you to modify that if you want tiling, or asymmetric stretching, low-opacity tinting, etc. Here's how you might use it:
function slashedRectWithBG( ctx, x, y, w, h, slash, img ){
ctx.save(); // Save the context before we muck up its properties
ctx.translate(x,y);
ctx.beginPath();
ctx.moveTo( slash, 0 ); ////////////
ctx.lineTo( w, 0 ); // //
ctx.lineTo( w, h-slash ); // //
ctx.lineTo( w-slash,h ); // //
ctx.lineTo( 0, h ); // //
ctx.lineTo( 0, slash ); ////////////
ctx.closePath();
clippedBackgroundImage( ctx, img, w, h );
ctx.stroke(); // Now draw our path
ctx.restore(); // Put the canvas back how it was before we started
}
Note that when you create your image to pass to the function, you must set its onload
handler before setting the src
:
var img = newImage;
img.onload = function(){
// Now you can pass the `img` object to various functions
};
img.src = "...";
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