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html5 - canvas element - Multiple layers

Tags:

html

layer

canvas

No, however, you could layer multiple <canvas> elements on top of each other and accomplish something similar.

<div style="position: relative;">
 <canvas id="layer1" width="100" height="100" 
   style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>
 <canvas id="layer2" width="100" height="100" 
   style="position: absolute; left: 0; top: 0; z-index: 1;"></canvas>
</div>

Draw your first layer on the layer1 canvas, and the second layer on the layer2 canvas. Then when you clearRect on the top layer, whatever's on the lower canvas will show through.


Related to this:

If you have something on your canvas and you want to draw something at the back of it - you can do it by changing the context.globalCompositeOperation setting to 'destination-over' - and then return it to 'source-over' when you're done.

   var context = document.getElementById('cvs').getContext('2d');

    // Draw a red square
    context.fillStyle = 'red';
    context.fillRect(50,50,100,100);



    // Change the globalCompositeOperation to destination-over so that anything
    // that is drawn on to the canvas from this point on is drawn at the back
    // of what's already on the canvas
    context.globalCompositeOperation = 'destination-over';



    // Draw a big yellow rectangle
    context.fillStyle = 'yellow';
    context.fillRect(0,0,600,250);


    // Now return the globalCompositeOperation to source-over and draw a
    // blue rectangle
    context.globalCompositeOperation = 'source-over';

    // Draw a blue rectangle
    context.fillStyle = 'blue';
    context.fillRect(75,75,100,100);
<canvas id="cvs" />

You can create multiple canvas elements without appending them into document. These will be your layers:

Then do whatever you want with them and at the end just render their content in proper order at destination canvas using drawImage on context.

Example:

/* using canvas from DOM */
var domCanvas = document.getElementById('some-canvas');
var domContext = domCanvas.getContext('2d');
domContext.fillRect(50,50,150,50);

/* virtual canvase 1 - not appended to the DOM */
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'blue';
ctx.fillRect(50,50,150,150);

/* virtual canvase 2 - not appended to the DOM */    
var canvas2 = document.createElement('canvas')
var ctx2 = canvas2.getContext('2d');
ctx2.fillStyle = 'yellow';
ctx2.fillRect(50,50,100,50)

/* render virtual canvases on DOM canvas */
domContext.drawImage(canvas, 0, 0, 200, 200);
domContext.drawImage(canvas2, 0, 0, 200, 200);

And here is some codepen: https://codepen.io/anon/pen/mQWMMW


I was having this same problem too, I while multiple canvas elements with position:absolute does the job, if you want to save the output into an image, that's not going to work.

So I went ahead and did a simple layering "system" to code as if each layer had its own code, but it all gets rendered into the same element.

https://github.com/federicojacobi/layeredCanvas

I intend to add extra capabilities, but for now it will do.

You can do multiple functions and call them in order to "fake" layers.