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javascripthtmlcanvasclipping

Can you have multiple clipping regions in an HTML Canvas?


I have code that loads a bunch of images into hidden img elements and then a Javascript loop which places each image onto the canvas. However, I want to clip each image so that it is a circle when placed on the canvas.

My loop looks like this:

    $$('#avatars img').each(function(avatar) {
        var canvas = $('canvas');
        var context = canvas.getContext('2d');

        var x = Math.floor(Math.random() * canvas.width);
        var y = Math.floor(Math.random() * canvas.height);

        context.beginPath();
        context.arc(x+24, y+24, 20, 0, Math.PI * 2, 1);
        context.clip();

        context.strokeStyle = "black";

        context.drawImage(document.getElementById(avatar.id), x, y);

        context.stroke();
    });

Problem is, only the first image is drawn (or is visible).

If I remove the clipping logic:

    $$('#avatars img').each(function(avatar) {
        var canvas = $('canvas');
        var context = canvas.getContext('2d');

        var x = Math.floor(Math.random() * canvas.width);
        var y = Math.floor(Math.random() * canvas.height);

        context.drawImage(document.getElementById(avatar.id), x, y);
    });

Then all my images are drawn.

Is there a way to get each image individually clipped?

I tried resetting the clipping area to be the entire canvas between images but that didn't work.


Solution

  • You should try to save current context state and then restore it:

            canvas = document.getElementById("area");
            context = canvas.getContext('2d');
    
            $("#avatars img").each(function(avatar) {
    
                var x = Math.floor(Math.random() * canvas.width);
                var y = Math.floor(Math.random() * canvas.height);
    
                context.save();//push current state into canvas
                context.beginPath();
                context.arc(x + 24, y + 24, 20, 0, Math.PI * 2, 1);
                context.clip();
    
                context.strokeStyle = "black";
    
                //draw image this way
                var img = new Image();
                img.src = avatar.src;
                img.onload = function() {
                    context.drawImage(img, x, y);
                };
    
                context.stroke();
                context.restore();//restore context to the state
    
            });
    

    I think when you call drawImage method,you also need to set image parameter as an Image class by adding a source line which is already in your avatar.src parameter.

    You should check the reference document for Canvas State