In this jsfiddle there\'s a line with a lineWidth of 1.
http://jsfiddle.net/mailrox/9bMPD/350/
e.g:
ctx.lineWidth = 1;
How
Canvas calculates from the half of a pixel
ctx.moveTo(50,150.5);
ctx.lineTo(150,150.5);
So starting at a half will fix it
Fixed version: http://jsfiddle.net/9bMPD/357/
This answer explains why it works that way.
The Canvas can draw clean straight lines with fillRect(). A rectangle with a 1px height or a 1px width does the job. It doesn't need half-pixel value:
var ctx = document.getElementById("myCanvas").getContext("2d");
ctx.drawVerticalLine = function(left, top, width, color){
this.fillStyle=color;
this.fillRect(left, top, 1, width);
};
ctx.drawHorizontalLine = function(left, top, width, color){
this.fillStyle=color;
this.fillRect(left, top, width, 1);
}
ctx.drawVerticalLine(150, 0, 300, "green");
ctx.drawHorizontalLine(0, 150, 300, "red");
https://jsfiddle.net/ynur1rab/
Or as this answer states, to get a width of 1, you need to start at a half pixel.
ctx.moveTo(50.5,150.5);
ctx.lineTo(150.5,150.5);
http://jsfiddle.net/9bMPD/355/
If none of these answers worked for you, check your browser zoom. Mine was somehow at 125% so every fourth 1px line was drawn 2px wide.
I spent hours trying to figure out why every fiddle on the internet worked and mine didn't (the zoom was only set for my dev tab)
The fillRect() method can be used to draw thin horizontal or vertical lines in canvas (without having to apply the +0.5 shift on coordinates):
this.fillRect(left, top, 1, height);
this.fillRect(left, top, width, 1);
And you can actually make the lines even thinner by just replacing this code by something like:
this.fillRect(left, top, 0.7, height);
this.fillRect(left, top, width, 0.7);
Lines will be thinner (tending to reach 1 pixel wide) but their color a bit attenuated.
-> working example
To be noted that if we set ctx.lineWidth=0.7 (for the classical beginPath/moveTo/lineTo/stroke sequence), it does not work on Chrome (0.7 and 1 are interpreted the same way). Thus an interest for this fillRect() method.
For me, only a combination of different 'pixel perfect' techniques helped to archive the results:
Get and scale canvas with the pixel ratio:
pixelRatio = window.devicePixelRatio/ctx.backingStorePixelRatio
Scale the canvas on the resize (avoid canvas default stretch scaling).
multiple the lineWidth with pixelRatio to find proper 'real' pixel line thickness:
context.lineWidth = thickness * pixelRatio;
Check whether the thickness of the line is odd or even. add half of the pixelRatio to the line position for the odd thickness values.
x = x + pixelRatio/2;
The odd line will be placed in the middle of the pixel. The line above is used to move it a little bit.
function getPixelRatio(context) {
dpr = window.devicePixelRatio || 1,
bsr = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1;
return dpr / bsr;
}
var canvas = document.getElementById('canvas');
var context = canvas.getContext("2d");
var pixelRatio = getPixelRatio(context);
var initialWidth = canvas.clientWidth * pixelRatio;
var initialHeight = canvas.clientHeight * pixelRatio;
window.addEventListener('resize', function(args) {
rescale();
redraw();
}, false);
function rescale() {
var width = initialWidth * pixelRatio;
var height = initialHeight * pixelRatio;
if (width != context.canvas.width)
context.canvas.width = width;
if (height != context.canvas.height)
context.canvas.height = height;
context.setTransform(pixelRatio, 0, 0, pixelRatio, 0, 0);
}
function pixelPerfectLine(x) {
context.save();
context.beginPath();
thickness = 1;
// Multiple your stroke thickness by a pixel ratio!
context.lineWidth = thickness * pixelRatio;
context.strokeStyle = "Black";
context.moveTo(getSharpPixel(thickness, x), getSharpPixel(thickness, 0));
context.lineTo(getSharpPixel(thickness, x), getSharpPixel(thickness, 200));
context.stroke();
context.restore();
}
function pixelPerfectRectangle(x, y, w, h, thickness, useDash) {
context.save();
// Pixel perfect rectange:
context.beginPath();
// Multiple your stroke thickness by a pixel ratio!
context.lineWidth = thickness * pixelRatio;
context.strokeStyle = "Red";
if (useDash) {
context.setLineDash([4]);
}
// use sharp x,y and integer w,h!
context.strokeRect(
getSharpPixel(thickness, x),
getSharpPixel(thickness, y),
Math.floor(w),
Math.floor(h));
context.restore();
}
function redraw() {
context.clearRect(0, 0, canvas.width, canvas.height);
pixelPerfectLine(50);
pixelPerfectLine(120);
pixelPerfectLine(122);
pixelPerfectLine(130);
pixelPerfectLine(132);
pixelPerfectRectangle();
pixelPerfectRectangle(10, 11, 200.3, 443.2, 1, false);
pixelPerfectRectangle(41, 42, 150.3, 443.2, 1, true);
pixelPerfectRectangle(102, 100, 150.3, 243.2, 2, true);
}
function getSharpPixel(thickness, pos) {
if (thickness % 2 == 0) {
return pos;
}
return pos + pixelRatio / 2;
}
rescale();
redraw();
canvas {
image-rendering: -moz-crisp-edges;
image-rendering: -webkit-crisp-edges;
image-rendering: pixelated;
image-rendering: crisp-edges;
width: 100vh;
height: 100vh;
}
<canvas id="canvas"></canvas>
Resize event is not fired in the snipped so you can try the file on the github