Using the feColorMatrix SVG filter in CSS versus applying it in JavaScript yields varied outcomes

If we want to apply an SVG filter on a canvas element, there are different ways to achieve this. According to this resource, we can apply a SVG filter to the CanvasRenderingContext2D in javascript using the following code snippet:

ctx.filter = "url(#bar)";

Alternatively, we can also apply the filter in CSS directly on the whole canvas like so:

#canvas {
  filter: url(#bar);
}

In my case, I need to apply the filter in javascript as I only want part of the canvas to be affected. It's worth noting that when applying a feColorMatrix to some or all of the shapes, the results may vary depending on whether the filter was applied through JS on the 2D Context or via CSS on the entire canvas element.

Here is a sample JavaScript code snippet demonstrating how to apply the filter selectively:

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
ctx.filter = "url(#bar)";
ctx.fillRect(10,10,100,100);
ctx.fillRect(10,120,100,100);
ctx.fillRect(120,10,100,100);
ctx.fillStyle = 'red';
ctx.beginPath();
ctx.ellipse(170, 170, 50, 50, Math.PI / 4, 0, 2 * Math.PI);
ctx.fill();
#canvas {
  /* Uncomment to see the difference */
  /* filter: url(#bar); */
}
<svg xmlns="http://www.w3.org/2000/svg" version="1.1>
  <defs>
    <filter id="bar">
      <fegaussianblur in="SourceGraphic" stdDeviation="10" result="blur"></fegaussianblur>
      <fecolormatrix in="blur" mode="matrix" values="1 0 0 0 0  0 1 0 0 0  0 0 1 0 0  0 0 0 18 -7"></fecolormatrix>
    </filter>
  </defs>
</svg>
<canvas id="canvas" width="400" height="400"></canvas>

Answer №1

When applying CSS filters, it affects the entire canvas image as a whole, which differs from applying filters to individual rectangles in JavaScript code.

Consider this example where transparent rectangles are drawn. The left side shows each rectangle being drawn separately, while the right side has all rectangles drawn in one operation. The difference in results due to globalAlpha is evident.

const ctx = document.querySelector("canvas").getContext("2d");

ctx.globalAlpha = 0.25;
for(let y = 0; y<150; y+=10) {
  // draws each rectangle one after the other
  ctx.fillRect(0, 0, 50, y);
}
for(let y = 0; y<150; y+=10) {
  ctx.rect(100, 0, 50, y);
}
// draws all the right-side rectangles in one go
ctx.fill();
<canvas></canvas>

The same principle applies to filters.
To achieve consistent results, draw all your rectangles once and then redraw the canvas with the filter applied to the whole image.

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

ctx.fillRect(10,10,100,100);
ctx.fillRect(10,120,100,100);
ctx.fillRect(120,10,100,100);
ctx.fillStyle = 'red';
ctx.beginPath();
ctx.ellipse(170, 170, 50, 50, Math.PI / 4, 0, 2 * Math.PI);
ctx.fill();
ctx.filter = "url(#bar)";
// clears previous content; alternatively, a second canvas could be used
ctx.globalCompositeOperation = "copy";
ctx.drawImage(canvas, 0, 0);
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" style="position:absolute;z-index:-1">
  <defs>
    <filter id="bar">
      <fegaussianblur in="SourceGraphic" stdDeviation="10" result="blur"></fegaussianblur>
      <fecolormatrix in="blur" mode="matrix" values="1 0 0 0 0  0 1 0 0 0  0 0 1 0 0  0 0 0 18 -7"></fecolormatrix>
    </filter>
  </defs>
</svg>
<canvas id="canvas" width="400" height="400"></canvas>

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