Is it possible to utilize the canvas element as a background in CSS?
Is it possible to utilize the canvas element as a background in CSS?
Back in 2008, WebKit made it possible to achieve this, as detailed here.
<html>
<head>
<style>
div { background: -webkit-canvas(squares); width:600px; height:600px; border:2px solid black }
</style>
<script type="application/x-javascript">
function draw(w, h) {
var ctx = document.getCSSCanvasContext("2d", "squares", w, h);
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, 55, 50);
ctx.fillStyle = "rgba(0, 0, 200, 0.5)";
ctx.fillRect (30, 30, 55, 50);
}
</script>
</head>
<body onload="draw(300, 300)">
<div></div>
</body>
</html>
Fast forward to Firefox 4 which now allows the use of any element, including canvas, as a CSS background like so:
<p id="myBackground1" style="background: darkorange; color: white; width: 300px; height: 40px;">
This element will be used as a background.
</p>
<p style="background: -moz-element(#myBackground1); padding: 20px 10px; font-weight: bold;">
This box uses #myBackground1 as its background!
</p>
For more information, check out Mozilla hacks blog.
A canvas can be used as a CSS background!
let myCanvas = document.createElement("canvas");
// do your canvas drawing here
$('body').css({'background-image':"url(" + myCanvas.toDataURL("image/png")+ ")" });
Even though this question is old, it's worth mentioning that using the .toDataURL
function allows for setting a canvas as a background image with just one line of code. This method works in all canvas-supporting browsers.
One way to achieve a similar effect is by rendering content onto a canvas
, using the toDataUrl()
method to convert it into an image, and then setting this as the background for a specific element by updating its background-image
property. However, keep in mind that this approach will only produce a static background image. If you need the ability to update the content within the canvas dynamically, you may want to consider positioning the canvas behind another element, a suggestion already mentioned by Johan.
I have been attempting to implement this particular feature for several weeks now, and the most effective solution I have come across is the one suggested by bcat:
The downside is that, while it works great for static images, in Chrome there can sometimes be a slight "blink" effect with animations, and in Firefox it tends to blink quite frequently. Perhaps someone has discovered a workaround to eliminate this "nasty blinking".
Warm regards.
P:.
<!DOCTYPE html>
<html>
<head>
<title>Assign Canvas to Element Background</title>
<script type="text/javascript" src="/js/mootools.1.2.4.js"></script>
<style type="text/css">
* {
outline:0;
padding:0;
margin:0;
border:0;
}
body {
color:#fff;
background:#242424;
}
</style>
<script>
window.addEvent('domready',function() {
//GET BODY
var mibodi = $('mibodi');
var viewportSize = mibodi.getSize();
//GET CANVAS
var micanvas = $('micanvas');
var ctx = micanvas.getContext('2d');
var playAnimation = true;
//GET DIV
var midiv = $('midiv');
//VARIABLES
var rotate_angle = 0;
var rotate_angle_inc = 0.05;
//INITIALIZATION FUNCTION
function init(){
ctx.clearRect (0, 0, 512, 512); //CLEAR CANVAS
ctx.fillStyle = 'rgba(128,128,128,1)';
ctx.strokeStyle = 'rgba(255,255,255,1)';
if (playAnimation) {
setInterval(draw,100);//
}
} //INIT
//DRAWING FUNCTION
function draw() {
//CLEAR BACKGROUND
ctx.clearRect (0, 0, 512, 512);
//DRAW ROTATING RECTANGLE
ctx.save();
ctx.translate( micanvas.width / 2, micanvas.height / 2 );
ctx.rotate( rotate_angle );
ctx.fillRect(0, 0, 100, 100);
ctx.restore();
//GET CANVAS IMAGE
var dataURL = micanvas.toDataURL("image/png");
//SET IMAGE AS BACKGROUND OF THE ELEMENTS
midiv.setStyle('background-image', 'url(' + dataURL + ')');
mibodi.setStyle('background-image', 'url(' + dataURL + ')');
//INCREMENT ANGLE
rotate_angle = rotate_angle + rotate_angle_inc;
} //DRAW
//BEGIN DRAWING
init();
});//domready
</script>
</head>
<body id="mibodi" >
<canvas id="micanvas" width="512" height="512" style="float:left;" style="display:none;">
This text is displayed for browsers that are not compatible with canvas.
<br>
Please use Firefox, Chrome, Safari, or Opera.
</canvas>
<div id="midiv" style="width:512px;height:512px;background:#f00;float:left;">
Sample
</div>
</body>
</html>
Experiment with using -moz-element(#id)
to apply a CSS background
specifically for Firefox.
For WebKit browsers, consider utilizing -webkit-canvas(name)
for styling the CSS background
.
Utilize the power of CSS Paint API
.elem {
backgound: paint(squares);
}
For more information, check out these resources:
Check out these blog posts:
Discover the CSS Paint API CSS Paint in Action: Bar Chart
Explore demos here: CSS Paint Demos
To achieve similar behavior without the performance hit of toDataURL()
, you can use z-index
as a workaround (since CSS images 4 / CSS Houdini hasn't implemented "background: element(#mycanvas)" as of 2017).
If you want to see this in action, you can check out the JSFiddle example provided by Derek Leung on Stack Overflow:
Unfortunately, I am unable to leave a comment so I will provide my own response here.
This solution draws inspiration from @livedo, @Eric Rowell, and @shabunc.
http://jsfiddle.net/MDooley47/yj26psdb/
window.i = 0;
function draw(w, h) {
window.i+=5;
if (window.webkitURL != null) {
var ctx = document.getCSSCanvasContext("2d", "squares", 100, 100);
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, w, h);
ctx.fillStyle = "rgba(0, 0, 200, 0.5)";
ctx.fillRect (30, 30, w, h);
}
else {
var ctxmozc = document.getElementById("squares");
var ctxmoz = ctxmozc.getContext("2d");
ctxmoz.fillStyle = "rgb(200,0,0)";
ctxmoz.fillRect (10, 10, w, h);
ctxmoz.fillStyle = "rgba(0, 0, 200, 0.5)";
ctxmoz.fillRect (30, 30, w, h);
}
}
setInterval(function(){draw(window.i, window.i);}, 500);
div {
background: -webkit-canvas(squares);
background: -moz-element(#squares) repeat-x;
width:575px;
height:475px;
border:2px solid black
}
<body>
<div></div>
<canvas id="squares" name="squaresmoz" style="display: none;" ></canvas>
</body>
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