CanvasMedia
CanvasMedia is designed for pre-rendering media into a canvas layer.
It does not replace video or image playback, but prepares rasterized content
for performant reuse in animations, effects, and transitions.
Basic Demo
HTML
<div class="fullpage-center">
<p>Original</p>
<img id="source" class="source" src="https://picsum.photos/2000/2000">
<p>Prerendered</p>
<div class="container" id="container"></div>
</div>
CSS
.container {
position: relative;
width: 200px;
height: 250px;
background: var(--gradient-sunset, #000);
}
.source {
display: block;
width: 100px;
height: auto;
}
JavaScript
import {
CanvasMedia
} from "vevet";
const sourceImage = document.getElementById("source");
const handleLoad = () => {
const instance = new CanvasMedia({
container: document.getElementById("container"),
media: sourceImage,
rule: "contain"
});
};
if (sourceImage.complete) {
handleLoad();
} else {
sourceImage.onload = handleLoad;
}
Initialization
caution
- The provided
mediamust be fully loaded before initialization. CanvasMediadoes not handle media loading internally.
Create a CanvasMedia instance and prerender an image inside it:
const instance = new CanvasMedia({
container: document.getElementById('container'),
media: document.querySelector('img'),
append: false,
});
Or video:
const instance = new CanvasMedia({
container: document.getElementById('container'),
media: document.querySelector('video'),
append: true,
});
Handle when your resource is rendered:
instance.on('render', () => {
console.log('do something with your canvas', instance.canvas);
});
Destroy the canvas:
instance.destroy();
Best Practices
- Ensure media is loaded (
img.complete,video.readyState >= 2) before creatingCanvasMedia. - Use
CanvasMediafor visual reuse, not as a replacement for<video>playback. - Disable
autoRenderVideoif you control rendering manually or need lower CPU usage. - Prefer
rule: "cover"for full-background visuals and"contain"for preserving aspect ratio. - Combine
CanvasMediawithCanvasorRafutilities for animation pipelines.