After experimenting with composite operations and drawing images on the canvas I'm now trying to remove images and compositing. How do I do this?
I need to clear the canvas for redrawing other images; this can go on for a while so I don't think drawing a new rectangle every time will be the most efficient option.
canvas.style.backgroundColor = "lime";
Given that canvas
is a canvas element or an OffscreenCanvas
object,
const context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
Use: context.clearRect(0, 0, canvas.width, canvas.height);
This is the fastest and most descriptive way to clear the entire canvas.
Do not use: canvas.width = canvas.width;
Resetting canvas.width
resets all canvas state (e.g. transformations, lineWidth, strokeStyle, etc.), it is very slow (compared to clearRect), it doesn't work in all browsers, and it doesn't describe what you are actually trying to do.
Dealing with transformed coordinates
If you have modified the transformation matrix (e.g. using scale
, rotate
, or translate
) then context.clearRect(0,0,canvas.width,canvas.height)
will likely not clear the entire visible portion of the canvas.
The solution? Reset the transformation matrix prior to clearing the canvas:
// Store the current transformation matrix
context.save();
// Use the identity matrix while clearing the canvas
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, canvas.width, canvas.height);
// Restore the transform
context.restore();
Edit: I've just done some profiling and (in Chrome) it is about 10% faster to clear a 300x150 (default size) canvas without resetting the transform. As the size of your canvas increases this difference drops.
That is already relatively insignificant, but in most cases you will be drawing considerably more than you are clearing and I believe this performance difference be irrelevant.
100000 iterations averaged 10 times:
1885ms to clear
2112ms to reset and clear
canvas
variable by using ctx.canvas
instead.
canvas.width
and canvas.height
when clearing. I haven't done any numerical analysis on the runtime difference compared to resetting the transform, but I suspect it would eek out a little better performance.
If you are drawing lines, make sure you don't forget:
context.beginPath();
Otherwise the lines won't get cleared.
beginPath
when you begin a new path, do not assume that just because you are clearing the canvas you want to clear your existing path as well! This would be a horrible practice and is a backwards way of looking at drawing.
beginPath
does not clear anything off of your canvas, it resets the path so that previous path entries are removed before you draw. You probably did need it, but as a drawing operation, not a clearing operation. clear, then beginPath and draw, not clear and beginPath, then draw. Does the difference make sense? Look here for an example: w3schools.com/tags/canvas_beginpath.asp
Others have already done an excellent job answering the question but if a simple clear()
method on the context object would be useful to you (it was to me), this is the implementation I use based on answers here:
CanvasRenderingContext2D.prototype.clear =
CanvasRenderingContext2D.prototype.clear || function (preserveTransform) {
if (preserveTransform) {
this.save();
this.setTransform(1, 0, 0, 1, 0, 0);
}
this.clearRect(0, 0, this.canvas.width, this.canvas.height);
if (preserveTransform) {
this.restore();
}
};
Usage:
window.onload = function () {
var canvas = document.getElementById('canvasId');
var context = canvas.getContext('2d');
// do some drawing
context.clear();
// do some more drawing
context.setTransform(-1, 0, 0, 1, 200, 200);
// do some drawing with the new transform
context.clear(true);
// draw more, still using the preserved transform
};
context.clear()
... Yet, in the prototype enhancement, I wouldn't check whether clear()
is available or not. Imagine one day the method is available, it then silently "overwrites" your custom method and might introduce hard-to-find bugs due to a different possible implementation.
This is 2018 and still there is no native method to completely clear canvas for redrawing. clearRect()
does not clear the canvas completely. Non-fill type drawings are not cleared out (eg. rect()
)
1.To completely clear canvas irrespective of how you draw:
context.clearRect(0, 0, context.canvas.width, context.canvas.height);
context.beginPath();
Pros: Preserves strokeStyle, fillStyle etc.; No lag;
Cons: Unnecessary if you are already using beginPath before drawing anything
2.Using the width/height hack:
context.canvas.width = context.canvas.width;
OR
context.canvas.height = context.canvas.height;
Pros: Works with IE Cons: Resets strokeStyle, fillStyle to black; Laggy;
I was wondering why a native solution does not exist. Actually, clearRect()
is considered as the single line solution because most users do beginPath()
before drawing any new path. Though beginPath is only to be used while drawing lines and not closed path like rect().
This is the reason why the accepted answer did not solve my problem and I ended up wasting hours trying different hacks. Curse you mozilla
Chrome responds well to: context.clearRect ( x , y , w , h ); as suggested by @Pentium10 but IE9 seems to completely ignore this instruction.
IE9 seems to respond to: canvas.width = canvas.width; but it doesn't clear lines, just shapes, pictures and other objects unless you also use @John Allsopp's solution of first changing the width.
So if you have a canvas and context created like this:
var canvas = document.getElementById('my-canvas');
var context = canvas.getContext('2d');
You can use a method like this:
function clearCanvas(context, canvas) {
context.clearRect(0, 0, canvas.width, canvas.height);
var w = canvas.width;
canvas.width = 1;
canvas.width = w;
}
context.clearRect(0,0,context.canvas.width,context.canvas.height)
.
function clearCanvas(ctx) { ctx.beginPath(); ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); }
Use clearRect method by passing x,y co-ordinates and height and width of canvas. ClearRect will clear whole canvas as :
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
A quick way is to do
canvas.width = canvas.width
Idk how it works but it does!
there are a ton of good answers here. one further note is that sometimes it's fun to only partially clear the canvas. that is, "fade out" the previous image instead of erasing it entirely. this can give nice trails effects.
it's easy. supposing your background color is white:
// assuming background color = white and "eraseAlpha" is a value from 0 to 1.
myContext.fillStyle = "rgba(255, 255, 255, " + eraseAlpha + ")";
myContext.fillRect(0, 0, w, h);
This is what I use, regardless boundaries and matrix transformations:
function clearCanvas(canvas) {
const ctx = canvas.getContext('2d');
ctx.save();
ctx.globalCompositeOperation = 'copy';
ctx.strokeStyle = 'transparent';
ctx.beginPath();
ctx.lineTo(0, 0);
ctx.stroke();
ctx.restore();
}
Basically, it saves the current state of the context, and draws a transparent pixel with copy
as globalCompositeOperation
. Then, restores the previous context state.
I always use
ctx.fillStyle = "rgb(255, 255, 255)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
For a custom color, and
ctx.clearRect(0, 0, canvas.width, canvas.height);
For making the canvas transparent when clearing
<canvas>
is transparent by default. It should show the underlying content in case it overlaps with other HTML elements. With your code above, you assumed the parent of the canvas (most likely <body>
) has a white background. On the other hand ctx.clearRect(0, 0, canvas.width, canvas.height)
does the job correctly.
cxt
and ctx
in your example a bit frustrating.
This worked for my pieChart in chart.js
<div class="pie_nut" id="pieChartContainer">
<canvas id="pieChart" height="5" width="6"></canvas>
</div>
$('#pieChartContainer').html(''); //remove canvas from container
$('#pieChartContainer').html('<canvas id="pieChart" height="5" width="6"></canvas>'); //add it back to the container
I have found that in all browsers I test, the fastest way is to actually fillRect with white, or whataever color you would like. I have a very large monitor and in full screen mode the clearRect is agonizingly slow, but the fillRect is reasonable.
context.fillStyle = "#ffffff";
context.fillRect(0,0,canvas.width, canvas.height);
The drawback is that the canvas is no longer transparent.
the shortest way:
canvas.width += 0
canvas.width = canvas.width
in webkit you need to set the width to a different value, then you can set it back to the initial value
function clear(context, color)
{
var tmp = context.fillStyle;
context.fillStyle = color;
context.fillRect(0, 0, context.canvas.width, context.canvas.height);
context.fillStyle = tmp;
}
A simple, but not very readable way is to write this:
var canvas = document.getElementId('canvas');
// after doing some rendering
canvas.width = canvas.width; // clear the whole canvas
private clearCanvas() {
const canvas: HTMLCanvasElement = this.ctx.canvas
this.ctx.save()
this.ctx.setTransform(1, 0, 0, 1, 0, 0)
this.ctx.clearRect(0, 0, canvas.width, canvas.height)
this.ctx.restore()
}
Context.clearRect(starting width, starting height, ending width, ending height);
Example: context.clearRect(0, 0, canvas.width, canvas.height);
I always use this
ctx.clearRect(0, 0, canvas.width, canvas.height)
window.requestAnimationFrame(functionToBeCalled)
NOTE
combining clearRect and requestAnimationFrame allows for more fluid animation if that is what you're going for
fastest way:
canvas = document.getElementById("canvas");
c = canvas.getContext("2d");
//... some drawing here
i = c.createImageData(canvas.width, canvas.height);
c.putImageData(i, 0, 0); // clear context by putting empty image data
clearRect
.
If you use clearRect only, if you have it in a form to submit your drawing, you'll get a submit instead the clearing, or maybe it can be cleared first and then upload a void drawing, so you'll need to add a preventDefault at the beggining of the function:
function clearCanvas(canvas,ctx) {
event.preventDefault();
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
<input type="button" value="Clear Sketchpad" id="clearbutton" onclick="clearCanvas(canvas,ctx);">
Hope it helps someone.
This is a Free hand drawing Canvas with a Clear Canvas Button.
See this live example of a canvas which you can draw on and also when required clear it for redrawing clearRect()
is used to delete the prersent canvas and fillRect()
is used to again draw the initial canvas which was clean and had no drawings on it.
var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), painting = false, lastX = 0, lastY = 0, lineThickness = 1; canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250); canvas.onmousedown = function(e) { painting = true; ctx.fillStyle = "#ffffff"; lastX = e.pageX - this.offsetLeft; lastY = e.pageY - this.offsetTop; }; canvas.onmouseup = function(e){ painting = false; } canvas.onmousemove = function(e) { if (painting) { mouseX = e.pageX - this.offsetLeft; mouseY = e.pageY - this.offsetTop; // find all points between var x1 = mouseX, x2 = lastX, y1 = mouseY, y2 = lastY; var steep = (Math.abs(y2 - y1) > Math.abs(x2 - x1)); if (steep){ var x = x1; x1 = y1; y1 = x; var y = y2; y2 = x2; x2 = y; } if (x1 > x2) { var x = x1; x1 = x2; x2 = x; var y = y1; y1 = y2; y2 = y; } var dx = x2 - x1, dy = Math.abs(y2 - y1), error = 0, de = dy / dx, yStep = -1, y = y1; if (y1 < y2) { yStep = 1; } lineThickness = 4; for (var x = x1; x < x2; x++) { if (steep) { ctx.fillRect(y, x, lineThickness , lineThickness ); } else { ctx.fillRect(x, y, lineThickness , lineThickness ); } error += de; if (error >= 0.5) { y += yStep; error -= 1.0; } } lastX = mouseX; lastY = mouseY; } } var button=document.getElementById("clear"); button.onclick=function clearcanvas(){ canvas=document.getElementById("canvas"), ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, 250, 250); canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250);} #clear{border-radius:10px; font-size:8px !important; position:absolute; top:1px;} #canvas{border-radius:10px}
These are all great examples of how you clear a standard canvas, but if you are using paperjs, then this will work:
Define a global variable in JavaScript:
var clearCanvas = false;
From your PaperScript define:
function onFrame(event){
if(clearCanvas && project.activeLayer.hasChildren()){
project.activeLayer.removeChildren();
clearCanvas = false;
}
}
Now wherever you set clearCanvas to true, it will clear all the items from the screen.
Success story sharing
clearRect
you need to either have an untransformed context, or keep track of your actual boundaries.context.clearRect(0, 0, context.canvas.width, context.canvas.height)
. It's effectively the same thing but one less dependency (1 variable instead of 2)