How To Add A Texture To A Konva.image() Object In Konvajs?
I have followed the answer in this post; fill image with texture pattern, and it is working perfectly. Is there a way to do the same with KonvaJS?
Solution 1:
AFAIK, KonvaJS does not yet support the compositing required to create your texture overlay. But a Konva.Image
can take a native html5 canvas element as its image source, so just do your overlay on an html5 canvas element and then feed it to Konva: var textureImage = new Konva.Image({ image:myCanvasElement })
Example annotated code and a Demo:
About Microsoft: Requires Edge -- IE doesn't allow compositing
var stage;
// Attributions of code that applies textures using compositing: // Indirectly from your SO Q&A: http://stackoverflow.com/questions/36097859/add-texture-to-image-object-in-konvajs// Directly from this SO Q&A: http://stackoverflow.com/questions/28545747/fill-image-with-texture-pattern/28552076#28552076// image loading for demo (ignore)var img1 = newImage;
var img2 = newImage;
var cnt = 2;
img1.onload = img2.onload = function() {
if (!--cnt) go()
};
img1.src = "http://i.imgur.com/8WqH9v4.png"; // sofa
img2.src = "http://i.stack.imgur.com/sQlu8.png"; // pattern//functioncreateCompositedCanvas(img1, img2) {
// create canvas
canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d");
canvas.width = img1.width;
canvas.height = img1.height;
// create a pattern
ctx.fillStyle = ctx.createPattern(img2, "repeat");
// fill canvas with pattern
ctx.fillRect(0, 0, canvas.width, canvas.height);
// use blending mode multiply
ctx.globalCompositeOperation = "multiply";
// draw sofa on top
ctx.drawImage(img1, 0, 0, img1.width * .5, img1.height * .5);
// change composition mode (blending mode is automatically set to normal)
ctx.globalCompositeOperation = "destination-in";
// draw to cut-out sofa
ctx.drawImage(img1, 0, 0, img1.width * .5, img1.height * .5);
//document.body.appendChild(canvas);
return (canvas);
}
// end attibuted codefunctiongo() {
// create stage
stage = newKonva.Stage({
container: 'container',
width: img1.width,
height: img1.height
});
var layer = newKonva.Layer();
stage.add(layer);
// create composited canvasvar canvas = createCompositedCanvas(img1, img2);
// use the in-memory canvas as an image source for Konva.Imagevar img = newKonva.Image({
x: -200,
y: -50,
image: canvas,
draggable: true
});
layer.add(img);
layer.draw();
}
body{padding:20px;}
#container{
border:solid 1px#ccc;
margin-top: 10px;
}
canvas{border:solid 1px red;}
<scriptsrc="https://cdn.rawgit.com/konvajs/konva/0.9.0/konva.min.js"></script><divid="container"></div><h4>Native canvas element used to do compositing</h4>
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