I've aded some code here http://code.google.com/p/canvasimagegradient/ that adds a drawImageGradient function to the CanvasRenderingContext2D. You can draw an image with a linear or radial gradient. It doesn't work in IE, even with excanvas, due to the lack of getImageData/putImageData support.
The following code for example will draw an image with a radial gradient (context retrieve and image load not shown):
var radGrad = ctx.createRadialGradient(
img.width / 2, img.height / 2, 10,
img.width / 2, img.height / 2, img.width/2);
radGrad.addColorStop(0, "transparent");
radGrad.addColorStop(1, "#000");
ctx.drawImageGradient(img, 112.5, 130, radGrad);
The code works as follows:
- Create a canvas element dynamically and draw the image on it.
- Retrieve the imageData for this new canvas.
- Retrieve the imageData for the location on the canvas you want to draw the image on to.
- Iterate through the destination imageData and update each pixel adding together a percentage (derived from the gradient transparency value) of the image and destination pixel values.
- Finally put the updated image data back onto the destination canvas.
Obviously performance is an issue as images get larger. The image on http://code.google.com/p/canvasimagegradient/ it takes about 6-10ms to draw. A 1024x768 image takes about 100ms-250ms to draw. Still usable though as long as you're not animating.