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?
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?
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.
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);
}
}