Question

I would like to fill a shape on a html5 canvas with a gradient created from several differents colors at different positions, like on this picture.

Do you have any ideas on how I could do that?

Was it helpful?

Solution 2

Searching a little I have found this example from Mozilla Development Network

function draw() {
    var ctx = document.getElementById('canvas').getContext('2d');

    var radgrad = ctx.createRadialGradient(0,0,1,0,0,150);
    radgrad.addColorStop(0, '#A7D30C');
    radgrad.addColorStop(1, 'rgba(1,159,98,0)');

    var radgrad2 = ctx.createRadialGradient(0,150,1,0,150,150);
    radgrad2.addColorStop(0, '#FF5F98');
    radgrad2.addColorStop(1, 'rgba(255,1,136,0)');

    var radgrad3 = ctx.createRadialGradient(150,0,1,150,0,150);
    radgrad3.addColorStop(0, '#00C9FF');
    radgrad3.addColorStop(1, 'rgba(0,201,255,0)');

    var radgrad4 = ctx.createRadialGradient(150,150,1,150,150,150);
    radgrad4.addColorStop(0, '#F4F201');
    radgrad4.addColorStop(1, 'rgba(228,199,0,0)');

    ctx.fillStyle = radgrad4;
    ctx.fillRect(0,0,150,150);
    ctx.fillStyle = radgrad3;
    ctx.fillRect(0,0,150,150);
    ctx.fillStyle = radgrad2;
    ctx.fillRect(0,0,150,150);
    ctx.fillStyle = radgrad;
    ctx.fillRect(0,0,150,150);
}

Based int this, you could draw each cell as a radial gradient and use a total transparent color as its final step so it blend better with other cells.

Without it, I think that you will need to calculate each pixel color based on how far from each cell they are.

Normally if when you make a voronoi texture, you divide the surface in a mesh and then assign a color to each vertex, then you interpolate the color of a pixel with the distance to the vertext that form its cell.

Also see http://www.raymondhill.net/voronoi/rhill-voronoi.html for an implementation of real voronoi in html5. It's open source and licensed under The MIT License, so you can use it.

OTHER TIPS

You can use a principle of multiplying (not summing) all the possible two color linear gradients that your initial points can produce. Check my example: https://codepen.io/tculda/pen/pogwpOw

function getProjectionDistance(a, b, c){
    const k2 = b.x*b.x - b.x*a.x + b.y*b.y -b.y*a.y;
    const k1 = a.x*a.x - b.x*a.x + a.y*a.y -b.y*a.y;
    const ab2 = (a.x - b.x)*(a.x - b.x) + (a.y - b.y) * (a.y - b.y);
    const kcom = (c.x*(a.x - b.x) + c.y*(a.y-b.y));
    const d1 = (k1 - kcom) / ab2;
    const d2 = (k2 + kcom) / ab2;
    return {d1, d2};
}

function limit01(value){
    if(value < 0){
        return 0;
    }
    if(value > 1){
        return 1;
    }
    return value;
}
function paddingleft0(v, v_length){
    while( v.length < v_length){
        v = '0' + v;
    }
    return v;
}

function getWeightedColorMix(points, ratios){
    let r = 0;
    let g = 0;
    let b = 0;
    for( [ind, point] of points.entries()){
        r += Math.round(parseInt(point.c.substring(1,3), 16) * ratios[ind]);
        g += Math.round(parseInt(point.c.substring(3,5), 16) * ratios[ind]);
        b += Math.round(parseInt(point.c.substring(5,7), 16) * ratios[ind]);
    }
        
    let result = '#' + paddingleft0(r.toString(16),2) + paddingleft0(g.toString(16),2) + paddingleft0(b.toString(16),2);

    return result;
}

/**
 * Given some points with color attached, calculate the color for a new point
 * @param  p The new point position {x: number, y: number}
 * @param  points The array of given colored points [{x: nember, y: number, c: hexColor}]
 * @return hex color string -- The weighted color mix
 */
function getGeometricColorMix( p, points ){
    let colorRatios = new Array(points.length);
    colorRatios.fill(1);
    for ( [ind1, point1] of points.entries()){
        for ( [ind2, point2] of points.entries()){
            if( ind1 != ind2){
                d  = getProjectionDistance(point1, point2, p);
                colorRatios[ind1] *= limit01(d.d2);
            }
        }

    }
      let totalRatiosSum = 0;
      colorRatios.forEach(c => totalRatiosSum += c);
      colorRatios.forEach((c,i) => colorRatios[i] /= totalRatiosSum);
    c = getWeightedColorMix(points, colorRatios);
    return c;
}

let points = [
    {x:10, y:10, c:"#FF0000"},
    {x:70, y:150, c:"#FFFF00"},
    {x:224, y:300, c:"#00FF00"},
    {x:121, y:100, c:"#00FFFF"},
    {x:160, y:10, c:"#FF00FF"},
]; // these are the starting points for drawing the gradient


var canv = document.getElementById("myCanvas");
var ctx = canv.getContext("2d");
let xcs = points.map( p => p.x);
let ycs = points.map( p => p.y);
let xmin = Math.min(...xcs);
let xmax = Math.max(...xcs);
let ymin = Math.min(...ycs);
let ymax = Math.max(...ycs);
let x, y;
let mixColor;

// iterate all the pixels between the given points
for( x = xmin; x < xmax; x++ ){
    for( y = ymin; y < ymax; y++ ){
        mixColor = getGeometricColorMix({x:x, y:y}, points);
        ctx.fillStyle = mixColor;
        ctx.fillRect(x, y, 1, 1);
    }
}
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