Here we draw a red color filled Rectangle at 0px x-axis and 0px y-axis, with a width and height of 75px each. Next we call translate method, and change the point of origin of the canvas to 80px x-axis and 80px y-axis. Then we copy paste the same rectangle code with same settings, but this time, the rectangle appears at the new canvas origin i.e., at 80px x-axis and 80px y-axis.
Here we apply shadow effect to 3 elements: 2 rectangles and 1 circle. When we draw circle with (100, 100) as its center, the origin is traced from (80, 80) and not (0, 0), as we draw the arc/circle after calling translate() method.
Note: Since all the elements which follow translate method will have a new origin, we can effectively use canvas status and save, restore the status to our advantage.
Today lets learn in-depth about drawImage() method of HTML5.
Using drawImage() method we can draw a portion or an entire image, fetch a video frame, fetch an image(drawing) from another canvas element. We can grab – re-size, crop etc an image, video or something present on another canvas.
drawImage() syntax
Basic: drawImage(imgSrc, dx, dy);
imgSrc – image soruce.
Top Right Corner Position dx – destination/main canvas x-axis value. dy – destination/main canvas y-axis value.
drawImage(imgSrc, dx, dy, dw, dy);
dw – destination width to which the image should fit into. [optional] dh – destination height to which the image should fit into. [optional]
drawImage(imgSrc, sx, sy, sw, sh, dx, dy, dw, dy); sx – source image or video or another canvas elements x-axis value. [optional] sy – source image or video or another canvas elements y-axis value. [optional]
sw – selecting source image or video or another canvas’s width. [optional] sh – selecting source image or video or another canvas’s height. [optional]
sx – The x coördinate where to start clipping(optional). sy – The y coördinate where to start clipping(optional). x – The x coördinate where to place the image on the canvas. y – The y coördinate where to place the image on the canvas. swidth– The width of the clipped image(optional). sheight– The height of the clipped image(optional).
stretch or reduce the image width– The width of the image to use(optional). height– The height of the image to use(optional) .
Here we have 2 canvas elements. 1 image and 1 video. Image and video are set to display none, so that they’re not shown below or besides the canvas element on the html document. Our main canvas with the id myCanvas has a width of 500px and a height of 300px. This is the canvas on which we draw image by fetching it from an image file or a video frame or another canvas element.
CSS file myStyle.css
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canvas {
border: 2px dotted black;
}
canvas {
border: 2px dotted black;
}
We assign 2px black dotted border to the canvas present on our HTML page.
Fetch the image by its id. Using drawImage() method, we grab a portion of the image and fit display it on the main canvas.
JavaScript file: Fetching video frame myScript.js
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var myVideo = document.getElementById("video");
myVideo.play();
setInterval(function(){
var myCanvas = document.getElementById("myCanvas");
var context = myCanvas.getContext("2d");
var myVideo = document.getElementById("video");
context.drawImage(myVideo, 30, 0, 950, 720, 0, 0, 500, 300);
}, 3000);
var myVideo = document.getElementById("video");
myVideo.play();
setInterval(function(){
var myCanvas = document.getElementById("myCanvas");
var context = myCanvas.getContext("2d");
var myVideo = document.getElementById("video");
context.drawImage(myVideo, 30, 0, 950, 720, 0, 0, 500, 300);
}, 3000);
We grab the video using its id. using play() method, we start playing the video automatically. Once the video starts playing, we set the time interval to 3 seconds and for every 3 seconds we grab the current video playback frame and display it on the specified position and in specified width and height of the main canvas.
JavaScript file: Fetching image from another canvas myScript.js
window.onload = canvas;
function canvas()
{
var myCanvas = document.getElementById("myCanvas");
if( myCanvas && myCanvas.getContext("2d") )
{
var context = myCanvas.getContext("2d");
// var myImg = document.getElementById("img");
// context.drawImage(myImg, 35, 15, 550, 550, 0, 0, 500, 300);
var second = document.getElementById("two");
var canvas2 = second.getContext("2d");
canvas2.arc(25, 25, 25, 0, 2 * Math.PI);
canvas2.fillStyle = "red";
canvas2.strokeStyle = "blue";
canvas2.fill();
canvas2.stroke();
context.drawImage(second, 0, 0, 50, 50, 120, 20, 250, 250);
var myVideo = document.getElementById("video");
myVideo.play();
setInterval(function(){
var myCanvas = document.getElementById("myCanvas");
var context = myCanvas.getContext("2d");
var myVideo = document.getElementById("video");
context.drawImage(myVideo, 30, 0, 950, 720, 0, 0, 500, 300);
}, 3000);
}
}
window.onload = canvas;
function canvas()
{
var myCanvas = document.getElementById("myCanvas");
if( myCanvas && myCanvas.getContext("2d") )
{
var context = myCanvas.getContext("2d");
// var myImg = document.getElementById("img");
// context.drawImage(myImg, 35, 15, 550, 550, 0, 0, 500, 300);
var second = document.getElementById("two");
var canvas2 = second.getContext("2d");
canvas2.arc(25, 25, 25, 0, 2 * Math.PI);
canvas2.fillStyle = "red";
canvas2.strokeStyle = "blue";
canvas2.fill();
canvas2.stroke();
context.drawImage(second, 0, 0, 50, 50, 120, 20, 250, 250);
var myVideo = document.getElementById("video");
myVideo.play();
setInterval(function(){
var myCanvas = document.getElementById("myCanvas");
var context = myCanvas.getContext("2d");
var myVideo = document.getElementById("video");
context.drawImage(myVideo, 30, 0, 950, 720, 0, 0, 500, 300);
}, 3000);
}
}
By changing the x-axis and y-axis values of source and destination, we can change position of the image and we can snatch a particular video frame or a particular part of an image or another canvas element. By using source / destination width and height we can shrink or stretch the image.
drawImage() method will be helpful in building image manipulation and video oriented applications.
Example: You can grab a particular frame image from your video and set it as it’s cover pic! Like YouTube allows video uploader to select a cover image to each video – by default, it’s fetched randomly from the uploaded video file frames.
This creates a circular clipping region, with a radius of 180px. We use drawImage() method to draw the image. Clip() method is used to create clipping region.
sx – The x coordinate where to start clipping(optional). sy – The y coordinate where to start clipping(optional). x – The x coordinate where to place the image on the canvas. y – The y coordinate where to place the image on the canvas. swidth– The width of the clipped image(optional). sheight– The height of the clipped image(optional).
stretch or reduce the image width– The width of the image to use(optional). height– The height of the image to use(optional) .
Note: By default, current clipping path is the entire canvas. Clipping path is a region inside which drawing takes place, outside which drawing has no effect. Any path can be a clipping path. You simply draw a path as normal and then call the context’s clip method to clip the region. With this clipping path, we can restrict the drawing to a particular area on the canvas.
var rdl = context.createRadialGradient(125, 125, 50, 125, 125, 100);
rdl.addColorStop(0.0, "#f00"); // RED
rdl.addColorStop(0.5, "#00f"); // BLUE
rdl.addColorStop(1.0, "#0f0"); // GREEN
context.beginPath();
context.fillStyle = rdl;
context.arc(125, 125, 100, 0, 2 * Math.PI);
context.fill();
var rdl = context.createRadialGradient(125, 125, 50, 125, 125, 100);
rdl.addColorStop(0.0, "#f00"); // RED
rdl.addColorStop(0.5, "#00f"); // BLUE
rdl.addColorStop(1.0, "#0f0"); // GREEN context.beginPath();
context.fillStyle = rdl;
context.arc(125, 125, 100, 0, 2 * Math.PI);
context.fill();
We make use of createRadialGradient method and draw 2 circles at 125px x-axis and 125px y-axis as center. With radius of 50 and 100 each. i.e., First circle is inside the second circle. Now using addColorStop we add different colors at different points.
addColorStop() takes 2 parameter, first being the position and the next being any valid css color string.
The value of position can range from 0.0 to 1.0
at point 0% we take red – #f00 at point 50% we take blue – #00f at point 100% we take green – #0f0
by using createLinearGradient() method, we specify the start and end points of the linear gradient.
using addColorStop() method we create a color gradient at each stop position. It takes 2 parameter, first being the position and the next being any valid css color string.
The value of position can range from 0.0 to 1.0
at point 0% we take red. at point 50% we take blue. at point 100% we take green.
Now assign lnr object to fillStyle of a rectangle which has 200px width and height.
Note: As the name suggests linear gradient changes its angle when we change its line alignment, by changing the start and end points of the line. By changing this value you can change the gradient.