【发布时间】:2011-05-15 15:10:53
【问题描述】:
如何在圆圈内绘制图像?如果我这样做:
context.beginPath();
context.arc((e.pageX),(e.pageY),161,0,Math.PI*2,true);
context.closePath();
然后如何使用 fill() 来填充我绘制的图像?
【问题讨论】:
如何在圆圈内绘制图像?如果我这样做:
context.beginPath();
context.arc((e.pageX),(e.pageY),161,0,Math.PI*2,true);
context.closePath();
然后如何使用 fill() 来填充我绘制的图像?
【问题讨论】:
前几天我这样做是为了做一件大事;
var thumbImg = document.createElement('img');
thumbImg.src = 'path_to_image';
thumbImg.onload = function() {
tmpCtx.save();
tmpCtx.beginPath();
tmpCtx.arc(25, 25, 25, 0, Math.PI * 2, true);
tmpCtx.closePath();
tmpCtx.clip();
tmpCtx.drawImage(thumbImg, 0, 0, 50, 50);
tmpCtx.beginPath();
tmpCtx.arc(0, 0, 25, 0, Math.PI * 2, true);
tmpCtx.clip();
tmpCtx.closePath();
tmpCtx.restore();
};
非常适合我。
这是我制作的一个更复杂的版本,它也进行图像缓存,https://jsfiddle.net/jaredwilli/ex5n5/
【讨论】:
onload 回调之后设置src 。 IE。 thumbImg.src = 'path_to_image'; 成为最后一行
不确定您是否仍在寻找答案,但方法如下:
var ctx = document.getElementById('your_canvas').getContext("2d");
//ctx.lineWidth = 13;
//ctx.strokeStyle = 'rgba(0,0,0,1)';
//ctx.fillStyle="rgba(0,0,0,0)" // if using this, make sure alpha < 1
ctx.arc(100,100, 50, 0, Math.PI*2,true); // you can use any shape
ctx.clip();
var img = new Image();
img.addEventListener('load', function(e) {
ctx.drawImage(this, 0, 0, 200, 300);
//ctx.fill();
//ctx.stroke();
}, true);
img.src="/path/to/image.jpg";
您也可以使用图案来做到这一点,但图像放置的灵活性会降低
ctx.arc(100,100, 70, 0, Math.PI*2,true);
ctx.clip();
img = new Image()
img.addEventListener('load', function(e) {
ctx.fillStyle = ctx.createPattern(this, 'no-repeat')
ctx.fill();
}, true);
img.src="/path/to/image.jpg"
【讨论】:
考虑使用其中一些替代方案:
对border-radius 使用带有CSS 的<img>:http://jsfiddle.net/ChrisMorgan/BQGxA/
使用 SVG 而不是 <canvas> 并将椭圆设置为图像的剪切路径。 (更复杂的剪切路径也很容易)
不了解您的要求和情况我不知道这些是否能满足您的要求,但我认为它们值得考虑。 <canvas> 并不能解决您的所有问题 - 对于其中许多情况,普通 HMTL 和/或 SVG 中的 CSS 可能更适合。
【讨论】:
<video> 框架。
clip() 方法的问题是 Chrome 会将边框呈现为非抗锯齿,如this question 所示。
一种解决方案是使用 globalCompositeOperation,如 Daniel 的回答所示:
//set-up - probably only needs to be done once
var scratchCanvas = document.createElement('canvas');
scratchCanvas.width = 100;
scratchCanvas.height = 100;
var scratchCtx = scratchCanvas.getContext('2d');
//drawing code
scratchCtx.clearRect(0, 0, scratchCanvas.width, scratchCanvas.height);
scratchCtx.globalCompositeOperation = 'source-over'; //default
//Do whatever drawing you want. In your case, draw your image.
scratchCtx.drawImage(imageToCrop, ...);
//As long as we can represent our clipping region as a single path,
//we can perform our clipping by using a non-default composite operation.
//You can think of destination-in as "write alpha". It will not touch
//the color channel of the canvas, but will replace the alpha channel.
//(Actually, it will multiply the already drawn alpha with the alpha
//currently being drawn - meaning that things look good where two anti-
//aliased pixels overlap.)
//
//If you can't represent the clipping region as a single path, you can
//always draw your clip shape into yet another scratch canvas.
scratchCtx.fillStyle = '#fff'; //color doesn't matter, but we want full opacity
scratchCtx.globalCompositeOperation = 'destination-in';
scratchCtx.beginPath();
scratchCtx.arc(50, 50, 50, 0, 2 * Math.PI, true);
scratchCtx.closePath();
scratchCtx.fill();
//Now that we have a nice, cropped image, we can draw it in our
//actual canvas. We can even draw it over top existing pixels, and
//everything will look great!
ctx.drawImage(scratchCanves, ...);
【讨论】: