RTarson
RTarson

Reputation: 351

Change the color of the "screen" waves

I been stuck on getting the waves to look just like I want. I'm trying to figure out how to get the base of the wave to be the color I need it. I can do my desired color but it blocks the background. I can not see anything behind it because I was using like a reflection. Maybe someone can figure it out cause I'm having difficulties getting it to work... I plan on making the wave drop and rise. Here is a link to the code pen: HERE

Here is where I have the vertical reflection:

var x = $.cx - $.length / 2 + $.length / $.count * i,
    y = height + $.simplex.noise2D($.xoff, $.yoff) * amp + sway;
    $.ctx[i === 0 ? 'moveTo' : 'lineTo'](x, y);
  }

  $.ctx.lineTo($.w, $.h); // -$.h - Vertically reflection
  $.ctx.lineTo(0, $.h); // -$.h - Vertically reflection
  $.ctx.closePath();
  $.ctx.fillStyle = color;

  if (comp) {
    $.ctx.globalCompositeOperation = comp;
  }

  $.ctx.fill();

My desired look for the waves is below:

The way I want it to look

Here is what I got with a successful transparent top, just not the right coloring: Not my desired look

Upvotes: 1

Views: 320

Answers (1)

Kaiido
Kaiido

Reputation: 136766

Your problem is that the screen blending of the three colors generates a solid white color, so all the bottom of your canvas becomes white.

Here I simplified a lot the situation, with just 3 rectangles. Your bottom of canvas is my central white square:

const c2 = canvas.cloneNode();

const ctx = canvas.getContext("2d");

ctx.globalCompositeOperation = 'screen';
ctx.fillStyle = '#fb0000';
ctx.fillRect(0,0,50,50);
ctx.fillStyle = "#00ff8e";
ctx.fillRect(12,12,50,50);
ctx.fillStyle = "#6F33FF";
ctx.fillRect(25,25,50,50);
body {
  background: #CCC;
}
<canvas id="canvas"></canvas>

So what we need, is a way to make this central square transparent so that we can draw our background behind.

To do this, we will need to draw our shapes at least two times:

  • once in normal compositing mode, so that we get the full overlap.
  • once again as source-in compositing mode, so that we get only where all our shapes do overlap.

const ctx = canvas.getContext("2d");

function drawShapes(mode) {
  ctx.globalCompositeOperation = mode;
  ctx.fillStyle = '#fb0000';
  ctx.fillRect(0,0,50,50);
  ctx.fillStyle = "#00ff8e";
  ctx.fillRect(12,12,50,50);
  ctx.fillStyle = "#6F33FF";
  ctx.fillRect(25,25,50,50);
}

drawShapes('screen');
drawShapes('source-in');
body {
  background: #CCC;
}
<canvas id="canvas"></canvas>

Now we have our overlapping area, we will be able to use it as a cutting shape in a third operation. But to do it, we will need a second, off-screen canvas to perform the compositing of the two states:

const c2 = canvas.cloneNode();

const ctx = canvas.getContext("2d");
const ctx2 = c2.getContext("2d");

function drawShapes(ctx, comp) {
  ctx.globalCompositeOperation = comp;
  ctx.fillStyle = '#fb0000';
  ctx.fillRect(0, 0, 50, 50);
  ctx.fillStyle = "#00ff8e";
  ctx.fillRect(12, 12, 50, 50);
  ctx.fillStyle = "#6F33FF";
  ctx.fillRect(25, 25, 50, 50);
}
// first draw our screen, with unwanted white square
drawShapes(ctx, 'screen');
// draw it on the offscreen canvas
ctx2.drawImage(ctx.canvas, 0, 0)
// draw the shapes once again on the offscreen canvas to get the cutting shape
drawShapes(ctx2, 'source-in');
// cut the visible canvas
ctx.globalCompositeOperation = 'destination-out'
ctx.drawImage(ctx2.canvas, 0, 0);
body {
  background: #CCC
}
<canvas id="canvas"></canvas>

And voilà, our white square is now transparent, we can draw whatever we want behind our scene using the destination-over composite operation.

Upvotes: 2

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