Sketching with HTML5 Canvas and “Brush Images”

Posted: January 4th, 2012 | Author: | Filed under: Development, HTML5, Mobile | Tags: , , , | 11 Comments »

In a previous post on capturing user signatures in mobile applications, I explored how you capture user input from mouse or touch events and visualize that in a HTML5 Canvas.  Inspired by activities with my daughter, I decided to take this signature capture component and make it a bit more fun & exciting.   My daughter and I often draw and sketch together… whether its a magnetic sketching toy, doodling on the iPad, or using a crayon and a placemat at a local pizza joint, there is always something to draw. (Note: I never said I was actually good at drawing.)

Olivia & the iPad

You can take that exact same signature capture example, make the canvas bigger, and then combine it with a tablet and a stylus, and you’ve got a decent sketching application.   However, after doodling a bit you will quickly notice that your sketches leave something to be desired.   When you are drawing on a canvas using moveTo(x,y) and lineTo(x,y), you are somewhat limited in what you can do. You have lines which can have consisten thickness, color, and opacity. You can adjust these, however in the end, they are only lines.

If you switch your approach away from moveTo and lineTo, then things can get interesting with a minimal amount of changes. You can use images to create “brushes” for drawing strokes in a HTML5 canvas element and add a lot of style and depth to your sketched content.  This is an approach that I’ve adapted to JavaScript from some OpenGL drawing applications that I’ve worked on in the past.  Take a look at the video below to get an idea what I mean.

Examining the sketches side by side, it is easy to see the difference that this makes.   The variances in stroke thickness, opacity & angle add depth and style, and provide the appearance of drawing with a magic marker.

Sketches Side By Side

It’s hard to see the subtleties in this image, so feel free to try out the apps on your own using an iPad or in a HTML5 Canvas-capable browser:

Just click/touch and drag in the gray rectangle area to start drawing.

Now, let’s examine how it all works.   Both approaches use basic drawing techniques within the HTML5 Canvas element.   If you aren’t familiar with the HTML5 Canvas, you can quickly get up to speed from the tutorials from Mozilla.

moveTo, lineTo

The first technique uses the canvas’s drawing context moveTo(x,y) and lineTo(x,y) to draw line segments that correspond to the mouse/touch coordinates.   Think of this as playing “connect the dots” and drawing a solid line between two points.

The code for this approach will look something like the following:

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

context.beginPath();
context.moveTo(a.x, a.y);
context.lineTo(b.x, b.y);
context.lineTo(c.x, c.y);
context.closePath();
context.stroke();

The sample output will be a line from point A, to point B, to point C:

lineTo(x,y) Stroke Sample

Brush Images

The technique for using brush images is identical in concept to the previous example – you are drawing a line from point A to point B.  However, rather than using the built-in drawing APIs, you are programmatically repeating an image (the brush) from point A to point B.

First, take a look at the brush image shown below at 400% of the actual scale.  It is a simple image that is a diagonal shape that is thicker and more opaque on the left side.   By itself, this will just be a mark on the canvas.

Brush Image (400% scale)

When you repeat this image from point A to point B, you will get a “solid” line.  However the opacity and thickness will vary depending upon the angle of the stroke.   Take a look at the sample below (approximated, and zoomed).

Brush Stroke Sample (simulated)

The question is… how do you actually do this in JavaScript code?

First, create an Image instance to be used as the brush source.

brush = new Image();
brush.src = 'assets/brush2.png';

Once the image is loaded, the image can be drawn into the canvas’ context using the drawImage() function. The trick here is that you will need to use some trigonometry to determine how to repeat the image. In this case, you can calculate the angle and distance from the start point to the end point. Then, repeat the image based on that distance and angle.

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

var halfBrushW = brush.width/2;
var halfBrushH = brush.height/2;

var start = { x:0, y:0 };
var end = { x:200, y:200 };

var distance = parseInt( Trig.distanceBetween2Points( start, end ) );
var angle = Trig.angleBetween2Points( start, end );

var x,y;

for ( var z=0; (z<=distance || z==0); z++ ) {
	x = start.x + (Math.sin(angle) * z) - halfBrushW;
	y = start.y + (Math.cos(angle) * z) - halfBrushH;
	context.drawImage(this.brush, x, y);
}

For the trigonometry functions, I have a simple utility class to calculate the distance between two points, and the angle between two points. This is all based upon the good old Pythagorean theorem.

var Trig = {
	distanceBetween2Points: function ( point1, point2 ) {

		var dx = point2.x - point1.x;
		var dy = point2.y - point1.y;
		return Math.sqrt( Math.pow( dx, 2 ) + Math.pow( dy, 2 ) );
	},

	angleBetween2Points: function ( point1, point2 ) {

		var dx = point2.x - point1.x;
		var dy = point2.y - point1.y;
		return Math.atan2( dx, dy );
	}
}

The full source for both of these examples is available on github at:

This example uses the twitter bootstrap UI framework, jQuery, and Modernizr.  Both the lineTo.html and brush.html apps use the exact same code, which just uses a separate rendering function based upon the use case.    Feel free to try out the apps on your own using an iPad or in a HTML5 Canvas-capable browser:

Just click/touch and drag in the gray rectangle area to start drawing.

Stylistic Sketchy

Stylistic Sketchy - Click to Get Started


11 Comments on “Sketching with HTML5 Canvas and “Brush Images””

  1. 1 Andrew Trice » Blog Archive » Realtime Data & Your Applications said at 4:43 PM on January 6th, 2012:

    [...] (typeof(addthis_share) == "undefined"){ addthis_share = [];}After spending some time playing around sketching with the HTML5 canvas element earlier this week, I figured “why not add some ‘enterprise’ concepts to this [...]

  2. 2 David Komer said at 6:17 AM on January 16th, 2012:

    Hmmmm… really interesting! I’m thinking of using it for flash… how is the performance of both methods compared?

  3. 3 Andrew said at 1:16 PM on January 16th, 2012:

    I haven’t compared performance in HTML vs Flash, but it should definitely work. On desktop, I’m sure it will work just fine. You may have to experiment with mobile devices. Older devices might have performance issues.

  4. 4 Andrew Trice » Blog Archive » Fun Apps w/ PhoneGap said at 3:50 PM on February 13th, 2012:

    [...] [...]

  5. 5 Madeleine said at 6:57 AM on March 4th, 2012:

    Hi Andrew,

    I am doing on my final year project(fyp) and chance upon your post regarding this canvas drawing which is great help to my fyp. I have implemented your source code into my project. However, I am facing some problems which I hope you can give me a hand with this..

    Currently i am able to draw on the canvas, but is there any way that i can implement on your codes to check if the user has drawn (from left to right) to the maximum of the canvas?

    Appreciate your help and hope to receive your reply soon.. Thanks very much..

  6. 6 George Dina said at 4:10 AM on March 19th, 2012:

    Don’t know how I got here but your article is really awesome.
    You got yourself a new subscriber!

  7. 7 jonny said at 11:02 PM on April 11th, 2012:

    if I want to change the color brush what can i do?

  8. 8 Andrew said at 11:21 AM on April 20th, 2012:

    Currently, there are no color filters… you would have to change the source image to change the brush color.

  9. 9 Reed said at 3:21 PM on April 21st, 2012:

    Hi Andrew,

    I’ve been playing w/ this code and it works great! I’m planning to adopt it for use on my site, and link to you for attribution and credit. I couldn’t find any license, so please let me know if this is a problem or if you’d like attribution in any other way.

    Thanks!

  10. 10 Andrew said at 9:47 PM on April 22nd, 2012:

    Reed, Feel free to use this code. If you don’t mind sharing, I’d like to see what you have built with it, whenever your application is online. The canvas sketching code code is available for use under the MIT license:

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

  11. 11 Reed said at 12:53 PM on April 26th, 2012:

    Thanks Andrew! I’m using it for this game: http://drawception.com

    I just switched over to your code a few days ago and it’s working much better than what I had before.

    If you’d like to check it out w/o having to play or sign up, here’s the sandbox version: http://drawception.com/sandbox/


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