描边/填充顺序以创建混合重叠

如何解决描边/填充顺序以创建混合重叠

我有很多对象可以在画布上绘制。

对象的中心需要与标准alpha融合。

后面的对象的边界(笔触)需要显示出来,以删除所有潜在的边界,同时保持填充完整以进行混合。

一个示例代码示例,几次尝试均失败-请注意,“所需”结果是手动产生的。

该解决方案也需要扩展,因为这是针对requestAnimationFrame进行的,并且要迭代成千上万个对象,因此执行单独的beginPath()/ stroke()组合不太可能。

var canvas = document.getElementById('canvas');
canvas.width = 600;
canvas.height = 600;
var ctx = canvas.getContext('2d');

//set up control objects
let objects = [{
    x: 20,y: 20,w: 60,h: 30,rgba: "rgba(255,.5)"
},{
    x: 40,y: 30,rgba: "rgba(0,255,.5)"
}]

//manually produce desired outcome
ctx.beginPath();
for (let i = 0,l = objects.length; i < l; i++) {
    let myObject = objects[i];
    ctx.fillStyle = myObject.rgba;
    ctx.fillRect(myObject.x,myObject.y,myObject.w,myObject.h);
}
ctx.beginPath();

ctx.moveTo(40,50);
ctx.lineTo(20,20);
ctx.lineTo(80,30);
ctx.rect(40,30,60,30);
ctx.stroke();

ctx.font = "15px Arial"
ctx.fillStyle = "black";
ctx.fillText("Desired outcome - (done manually for example)",120,50);

//Attempt one: fill on iterate,stroke on end
ctx.beginPath();
for (let i = 0,l = objects.length; i < l; i++) {
    let myObject = objects[i];
    ctx.rect(myObject.x,myObject.y + 70,myObject.h);
    ctx.fillStyle = myObject.rgba;
    ctx.fillRect(myObject.x,myObject.h);
}
ctx.stroke();

ctx.fillStyle = "black";
ctx.fillText("Attempt #1: inner corner of red box fully visible",120);

//Attempt two: fill and stroke on iterate

for (let i = 0,l = objects.length; i < l; i++) {
    let myObject = objects[i];
    ctx.beginPath();
    ctx.rect(myObject.x,myObject.y + 140,myObject.h);
    ctx.stroke();
}
ctx.fillStyle = "black";
ctx.fillText("Attempt #2: inner corner of red box partly visible",170);
ctx.fillText("(This also scales very badly into thousands of strokes)",190);
<canvas name="canvas" id="canvas" style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>

解决方法

您可以通过两次绘制来实现此目的:

首先,您将通过迭代合成笔触

完成此操作后,您的画布将只剩下最后的笔触。

现在您必须绘制填充,但是由于我们希望笔触位于填充的前面,因此我们必须使用其他合成模式:"destination-over"并迭代我们的 rects 以相反的顺序:

(async () => {
var canvas = document.getElementById('canvas');
canvas.width = 600;
canvas.height = 600;

var ctx = canvas.getContext('2d');
ctx.scale(2,2)

//set up control objects
let objects = [{
    x: 20,y: 20,w: 60,h: 30,rgba: "rgba(255,.5)"
},{
    x: 40,y: 30,rgba: "rgba(0,255,{
    x: 10,y: 5,.5)"
}]


// first pass,composite the strokes
for (let i = 0,l = objects.length; i < l; i++) {
    let myObject = objects[i];
    ctx.beginPath();
    ctx.rect(myObject.x,myObject.y,myObject.w,myObject.h);
    // erase the previous strokes where our fill will be
    ctx.globalCompositeOperation = "destination-out";
    ctx.fillStyle = "#000"; // must be opaque
    ctx.fill();
    // draw our stroke
    ctx.globalCompositeOperation = "source-over";
    ctx.stroke();
}

await wait(1000);

// second pass,draw the colored fills
// we will draw from behind to keep the stroke at frontmost
// so we need to iterate our objects in reverse order
for (let i = objects.length- 1; i >= 0; i--) {
    let myObject = objects[i];
    // draw behind
    ctx.globalCompositeOperation = "destination-over";
    ctx.fillStyle = myObject.rgba;
    ctx.fillRect(myObject.x,myObject.h);
}

})();
function wait(ms){
  return new Promise(res => setTimeout(res,ms));
}
<canvas name="canvas" id="canvas" style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>

当然,它也可以在动画中使用:

var canvas = document.getElementById('canvas');
canvas.width = 100;
canvas.height = 100;

var ctx = canvas.getContext('2d');

//set up control objects
let objects = [{
    x: 20,.5)"
}]
objects.forEach( rect => {
  rect.speedX = Math.random() * 2 - 1;
  rect.speedY = Math.random() * 2 - 1;
});

requestAnimationFrame(anim);
onclick = anim
function anim() {
  update();
  draw();
  requestAnimationFrame( anim );
}
function update() {
  objects.forEach( rect => {
    rect.x = rect.x + rect.speedX;
    rect.y = rect.y + rect.speedY;
    if(
      rect.x + rect.w > canvas.width ||
      rect.x < 0
    ) {
      rect.speedX *= -1;
    }
    if(
      rect.y + rect.h > canvas.height ||
      rect.y < 0
    ) {
      rect.speedY *= -1;
    }
  });
}
function draw() {

  ctx.clearRect(0,canvas.width,canvas.height);
  
  // first pass,composite the strokes
  for (let i = 0,l = objects.length; i < l; i++) {
      let myObject = objects[i];
      ctx.beginPath();
      ctx.rect(myObject.x,myObject.h);
      // erase the previous strokes where our fill will be
      ctx.globalCompositeOperation = "destination-out";
      ctx.fillStyle = "#000"; // must be opaque
      ctx.fill();
      // draw our stroke
      ctx.globalCompositeOperation = "source-over";
      ctx.stroke();
  }

  // second pass,draw the colored fills
  // we will draw from behind to keep the stroke at frontmost
  // so we need to iterate our objects in reverse order
  for (let i = objects.length- 1; i >= 0; i--) {
      let myObject = objects[i];
      // draw behind
      ctx.globalCompositeOperation = "destination-over";
      ctx.fillStyle = myObject.rgba;
      ctx.fillRect(myObject.x,myObject.h);
  }
  ctx.globalCompositeOperation = "source-over";
}
<canvas name="canvas" id="canvas" style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>

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