I have a canvas and I want to be able to draw an image in different sizes from "fit" (like CSS "contain") to "fill" (like CSS "cover"). I use drawImage() with different source and destination properties for fit and fill. Both extremes work perfectly as expected, but in between the image proportions are way off, and the image looks flat. I use linear interpolation to calculate the between source and destination properties.
"fit/contain" properties:
ctx.drawImage(
img, // image
0, // source x
0, // source y
img.width, // source width
img.height, // source height
(canvas.width - canvas.height * imageAspect) / 2, // destination x
0, // destination y
canvas.height * imageAspect, // destination width
canvas.height // destination height
)
"fill/cover" Properties:
ctx.drawImage(
img, // image
0, // source x
(image.height - img.width / canvasAspect) / 2, // source y
img.width, // source width
img.width / canvasAspect, // source height
0, // destination x
0, // destination y
canvas.width, // destination width
canvas.height // destination height
)
These are both fine, but linear interpolation of all the values get the wrong proportions of the image. Here's a quick demo that is not working as expected, I animated the interpolation so that you can see the squished effect more clearly:
The desired result would be keeping the image's proportions right in every step between 0 (fit) and 1 (fill). What am I missing here?
EDIT: The easiest solution would be to always take the full source image (not crop it with sX, sY, sWidth, and sHeight) and then draw the destination with negative coordinate values on the canvas when the image is bigger than the canvas. This is working but it is not the desired behavior. Because further on I need to be able to draw only to a certain sub-rectangle in the canvas, where the overlapping ("negative values") would be seen. I don't want to draw outside the rectangle. I am quite sure it is just a small mathematical issue here that needs to be solved.
