Canvas Compositing

Monday, February 17, 2014 Sandeep Likhar 0 Comments

In all of our previous examples, shapes were always drawn one on top of the other. This is more than adequate for most situations, but it limits the order in which composite shapes are built. We can, however, change this behaviour by setting the globalCompositeOperation property.

globalCompositeOperation

We can not only draw new shapes behind existing shapes but we can also use it to mask off certain areas, clear sections from the canvas (not limited to rectangles like the clearRect() method does) and more.
globalCompositeOperation = type
This sets the type of compositing operation to apply when drawing new shapes, where type is a string identifying which of the twelve compositing operations to use.
Note: In all of the examples below, the blue square is drawn first and referred to as "existing canvas content". The red circle is drawn second and referred to as "new shape".
source-over (default)
This is the default setting and draws new shapes on top of the existing canvas content.
Image:Canvas_composite_srcovr.png
destination-over
New shapes are drawn behind the existing canvas content.
Image:Canvas_composite_destovr.png
source-in
The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent
Image:Canvas_composite_srcin.png
destination-in
The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
Image:Canvas_composite_destin.png
source-out
The new shape is drawn where it doesn't overlap the existing canvas content.
Image:Canvas_composite_srcout.png
destination-out
The existing content is kept where it doesn't overlap the new shape.
Image:Canvas_composite_destout.png
source-atop
The new shape is only drawn where it overlaps the existing canvas content.
Image:Canvas_composite_srcatop.png
destination-atop
The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
Image:Canvas_composite_destatop.png
lighter
Where both shapes overlap the color is determined by adding color values.
Image:Canvas_composite_lighten.png
darker 
Where both shapes overlap the color is determined by subtracting color values.
This value was removed from the canvas specification some time ago and is no longer supported.
Image:Canvas_composite_darken.png
xor
Shapes are made transparent where both overlap and drawn normal everywhere else.
Image:Canvas_composite_xor.png
copy
Only draws the new shape and removes everything else.
Image:Canvas_composite_copy.png
Clipping paths
A clipping path is like a normal canvas shape but it acts as a mask to hide unwanted parts of shapes. This is visualized in the image on the right. The red star shape is our clipping path. Everything that falls outside of this path won't get drawn on the canvas.
If we compare clipping paths to the globalCompositeOperation property we've seen above, we see two compositing modes that achieve more or less the same effect in source-in and source-atop. The most important differences between the two are that clipping paths are never actually drawn to the canvas and the clipping path is never affected by adding new shapes. This makes clipping paths ideal for drawing multiple shapes in a restricted area.
In the chapter about Drawing shapes I only mentioned the stroke() and fill() methods, but there's a third method we can use with paths, called clip().
clip()
Turns the path currently being built into the current clipping path.
You use clip() instead of closePath() to close a path and turn it into a clipping path instead of stroking or filling the path.
By default the <canvas> element has a clipping path that's the exact same size as the canvas itself. In other words, no clipping occurs.

clip example

In this example, we'll use a circular clipping path to restrict the drawing of a set of random stars to a particular region.
function draw() {
  var ctx = document.getElementById('canvas').getContext('2d');
  ctx.fillRect(0,0,150,150);
  ctx.translate(75,75);

  // Create a circular clipping path
  ctx.beginPath();
  ctx.arc(0,0,60,0,Math.PI*2,true);
  ctx.clip();

  // draw background
  var lingrad = ctx.createLinearGradient(0,-75,0,75);
  lingrad.addColorStop(0, '#232256');
  lingrad.addColorStop(1, '#143778');
  
  ctx.fillStyle = lingrad;
  ctx.fillRect(-75,-75,150,150);

  // draw stars
  for (var j=1;j<50;j++){
    ctx.save();
    ctx.fillStyle = '#fff';
    ctx.translate(75-Math.floor(Math.random()*150),
                  75-Math.floor(Math.random()*150));
    drawStar(ctx,Math.floor(Math.random()*4)+2);
    ctx.restore();
  }
  
}

function drawStar(ctx,r){
  ctx.save();
  ctx.beginPath()
  ctx.moveTo(r,0);
  for (var i=0;i<9;i++){
    ctx.rotate(Math.PI/5);
    if(i%2 == 0) {
      ctx.lineTo((r/0.525731)*0.200811,0);
    } else {
      ctx.lineTo(r,0);
    }
  }
  ctx.closePath();
  ctx.fill();
  ctx.restore();
}
In the first few lines of code, we draw a black rectangle the size of the canvas as a backdrop, then translate the origin to the center. Next, we create the circular clipping path by drawing an arc and calling clip(). Clipping paths are also part of the canvas save state. If we wanted to keep the original clipping path we could have saved the canvas state before creating the new one.
Everything that's drawn after creating the clipping path will only appear inside that path. You can see this clearly in the linear gradient that's drawn next. After this a set of 50 randomly positioned and scaled stars is drawn, using the custom drawStar() function. Again the stars only appear inside the defined clipping path.
ScreenshotLive sample

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