how to fill a image with pattern
Use these steps to create simulate applying a mapped pattern to your shirt:
- Create a high-contrast version of your shirt.
- DrawImage that shirt onto the canvas
- Set globalCompositeOperation to “source-atop”
- (any new drawing will only appear where the shirt image is opaque)
- Create a pattern from your checkered image
- Fill the canvas with the checkered pattern
- (it will only appear in the non-transparent shirt)
- Set the globalAlpha to a very low value
- Repeatedly drawImage the high-contrast shirt
- (this effectively superimposes the shirt “wrinkles”)
For a better solution
Create a “bump-map” of the shirt and apply it with the checkered pattern in three.js
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/kzfKD/
<!doctype html><html><head><link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css --><script src="http://code.jquery.com/jquery.min.js"></script><style> body{ background-color: ivory; } canvas{border:1px solid red;}</style><script>$(function(){ var canvas=document.getElementById("canvas"); var ctx=canvas.getContext("2d"); var img1=new Image(); var img=new Image(); img.onload=function(){ img1.onload=function(){ start(); } img1.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/4jiSz1.png"; } img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/BooMu1.png"; function start(){ ctx.drawImage(img1,0,0); ctx.globalCompositeOperation="source-atop"; ctx.globalAlpha=.85; var pattern = ctx.createPattern(img, 'repeat'); ctx.rect(0, 0, canvas.width, canvas.height); ctx.fillStyle = pattern; ctx.fill(); ctx.globalAlpha=.15; ctx.drawImage(img1,0,0); ctx.drawImage(img1,0,0); }}); // end $(function(){});</script></head><body> <canvas id="canvas" width=436 height=567></canvas></body></html>
As suggested in the comments on your question, one approach is to overlay DOM elements -- the top DOM element should be a PNG with transparency, and the bottom one should be your background pattern. This also works (and it's faster since you don't have to compute the combined image) but provides a little less flexibility in terms of the way the images are combined. With the canvas method, you can use any blend mode you want.
A second option which is not supported by most browsers yet is to use CSS background blend modes. This would allow you to create a PNG image with transparency, assign it a background color, and use blending with CSS. This is fast and only requires one DOM element.
A third approach is to use canvases. (Edit: markE's canvas approach is faster and simpler.) I implemented one canvas-based approach in this JSFiddle: http://jsfiddle.net/IceCreamYou/uzzLa/ -- here's the gist:
// Get the base image datavar image_data = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height);var image_data_array = image_data.data;// Get the pattern image datavar overlay_data = ovlyCtx.getImageData(0, 0, ovlyCtx.canvas.width, ovlyCtx.canvas.height).data;// Loop over the pixels in the base image and merge the colorsfor (var i = 0, j = image_data_array.length; i < j; i+=4) { // Only merge when the base image pixel is nontransparent // Alternatively you could implement a border-checking algorithm depending on your needs if (image_data_array[i+3] > 0) { image_data_array[i+0] = combine(image_data_array[i+0], overlay_data[i+0]); // r image_data_array[i+1] = combine(image_data_array[i+1], overlay_data[i+1]); // g image_data_array[i+2] = combine(image_data_array[i+2], overlay_data[i+2]); // b }}// Write the image data back to the canvasctx.putImageData(image_data, 0, 0);
What it does is create one canvas with the base image and a second canvas that tiles your pattern image, then uses the pixel data to overlay the pattern over the base when the base pixels are nontransparent.