Reputation: 33
Our company website features a "random shard generator", built in Flash, which creates a number of overlapping coloured shard graphics at random just below the site header.
http://www.clarendonmarketing.com
I am trying to replicate this effect using HTML5, and whilst I can generate the random shards easily enough, the blended overlapping (multiply in Adobe terms) is proving a challenge.
I have a solution which basically creates an array of all the canvas's pixel data before each shard is drawn, then another array with the canvas's pixel data after each shard is drawn. It then compares the two and where it finds a non transparent pixel in the first array whose corresponding pixel in the second array matches the currently selected fill colour, it redraws it with a new colour value determined by a 'multiply' function (topValue * bottomValue / 255).
Generally this works fine and achieves the desired effect, EXCEPT around the edges of the overlapping shards, where a jagged effect is produced.
I believe this has something to do with the browser's anti-aliasing. I have tried replicating the original pixel's alpha channel value for the computed pixel, but that doesn't seem to help.
Javascript:
// Random Shard Generator v2 (HTML5)
var theCanvas;
var ctx;
var maxShards = 6;
var minShards = 3;
var fillArray = new Array(
[180,181,171,255],
[162,202,28,255],
[192,15,44,255],
[222,23,112,255],
[63,185,127,255],
[152,103,158,255],
[251,216,45,255],
[249,147,0,255],
[0,151,204,255]
);
var selectedFill;
window.onload = function() {
theCanvas = document.getElementById('shards');
ctx = theCanvas.getContext('2d');
//ctx.translate(-0.5, -0.5)
var totalShards = getRandom(maxShards, minShards);
for(i=0; i<=totalShards; i++) {
//get snapshot of current canvas
imgData = ctx.getImageData(0,0,theCanvas.width,theCanvas.height);
currentPix = imgData.data
//draw a shard
drawRandomShard();
//get snapshot of new canvas
imgData = ctx.getImageData(0,0,theCanvas.width,theCanvas.height);
pix = imgData.data;
//console.log(selectedFill[0]+','+selectedFill[1]+','+selectedFill[2]);
//alert('break')
//CALCULATE THE MULTIPLIED RGB VALUES FOR OVERLAPPING PIXELS
for (var j = 0, n = currentPix.length; j < n; j += 4) {
if (
//the current pixel is not blank (alpha 0)
(currentPix[j+3]>0)
&& //and the new pixel matches the currently selected fill colour
(pix[j]==selectedFill[0] && pix[j+1]==selectedFill[1] && pix[j+2]==selectedFill[2])
) { //multiply the current pixel by the selected fill colour
//console.log('old: '+currentPix[j]+','+currentPix[j+1]+','+currentPix[j+2]+','+currentPix[j+3]+'\n'+'new: '+pix[j]+','+pix[j+1]+','+pix[j+2]+','+pix[j+3]);
pix[j] = multiply(selectedFill[0], currentPix[j]); // red
pix[j+1] = multiply(selectedFill[1], currentPix[j+1]); // green
pix[j+2] = multiply(selectedFill[2], currentPix[j+2]); // blue
}
}
//update the canvas
ctx.putImageData(imgData, 0, 0);
}
};
function drawRandomShard() {
var maxShardWidth = 200;
var minShardWidth = 30;
var maxShardHeight = 16;
var minShardHeight = 10;
var minIndent = 4;
var maxRight = theCanvas.width-maxShardWidth;
//generate a random start point
var randomLeftAnchor = getRandom(maxRight, 0);
//generate a random right anchor point
var randomRightAnchor = getRandom((randomLeftAnchor+maxShardWidth),(randomLeftAnchor+minShardWidth));
//generate a random number between the min and max limits for the lower point
var randomLowerAnchorX = getRandom((randomRightAnchor - minIndent),(randomLeftAnchor + minIndent));
//generate a random height for the shard
var randomLowerAnchorY = getRandom(maxShardHeight, minShardHeight);
//select a fill colour from an array
var fillSelector = getRandom(fillArray.length-1,0);
//console.log(fillSelector);
selectedFill = fillArray[fillSelector];
drawShard(randomLeftAnchor, randomLowerAnchorX, randomLowerAnchorY, randomRightAnchor, selectedFill);
}
function drawShard(leftAnchor, lowerAnchorX, lowerAnchorY, rightAnchor, selectedFill) {
ctx.beginPath();
ctx.moveTo(leftAnchor,0);
ctx.lineTo(lowerAnchorX,lowerAnchorY);
ctx.lineTo(rightAnchor,0);
ctx.closePath();
fillColour = 'rgb('+selectedFill[0]+','+selectedFill[1]+','+selectedFill[2]+')';
ctx.fillStyle=fillColour;
ctx.fill();
};
function getRandom(high, low) {
return Math.floor(Math.random() * (high-low)+1) + low;
}
function multiply(topValue, bottomValue){
return topValue * bottomValue / 255;
};
Working demo: http://www.clarendonmarketing.com/html5shards.html
Upvotes: 3
Views: 3234
Reputation: 303224
Do you really need multiplication? Why not just use lower opacity blending?
ctx.globalAlpha = 0.6;
for(var i=totalShards;i--;) drawRandomShard();
Edit: If you really need multiplication, then leave it to the professionals, since multiply mode with alpha values is a little tricky:
<script type="text/javascript" src="context_blender.js"></script>
<script type="text/javascript">
var ctx = document.querySelector('canvas').getContext('2d');
// Create an off-screen canvas to draw shards to first
var off = ctx.canvas.cloneNode(true).getContext('2d');
var w = ctx.canvas.width, h = ctx.canvas.height;
for(var i=totalShards;i--;){
off.clearRect(0,0,w,h); // clear the offscreen context first
drawRandomShard(off); // modify to draw to the offscreen context
off.blendOnto(ctx,'multiply'); // multiply onto the main context
}
</script>
Upvotes: 5