Recorte, Modos de Mesclagem e Composição de Camadas
Use caminhos de recorte e modos de mesclagem para compor efeitos visuais avançados em camadas.
Recorte, Modos de Mesclagem e Composição de Camadas é uma aula grátis de Flutter Mobile Development no CoddyKit. Esta é a aula 3 de 4. Você pode ler a aula completa abaixo gratuitamente — depois pratica ao vivo no navegador com um editor de código integrado e um tutor de IA 24/7. Faz parte do caminho de aprendizado de Flutter Mobile Development, e seu progresso é sincronizado entre a web e o app CoddyKit. O curso de Flutter Mobile Development inclui 4 aulas no total.
Partes desta aula ainda não foram traduzidas e aparecem em inglês.
Why Compositing Matters
Advanced visuals in Flutter rarely come from a single shape. Glow rings, frosted overlays, masked thumbnails, and "cut-out" badges are built by layering several draws and controlling how each new layer combines with what's already on the canvas.
Three tools drive this on a Canvas:
- Clipping — restrict where drawing can land (
clipPath,clipRect,clipRRect). - Blend modes — control the math that merges a new layer with the pixels beneath it (
BlendModeon aPaint). - Layers —
saveLayercreates an offscreen buffer so a blend mode applies to a whole group, not just one shape.
This lesson wires all three together.
Clipping the Canvas
Inside a CustomPainter.paint, a clip narrows the drawable region. Everything you draw after the clip is masked to that region until the next restore().
canvas.clipRect(rect)— rectangular clip.canvas.clipRRect(rrect)— rounded-rectangle clip (great for card thumbnails).canvas.clipPath(path)— arbitrary shape clip.
Always pair clipping with save() / restore() so the clip doesn't leak into later draws.
class ClipPainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
final paint = Paint()..color = const Color(0xFF2196F3);
canvas.save();
final rrect = RRect.fromRectAndRadius(
Offset.zero & size,
const Radius.circular(24),
);
canvas.clipRRect(rrect);
// Fills the whole canvas, but only the rounded area shows.
canvas.drawRect(Offset.zero & size, paint);
canvas.restore();
}
@override
bool shouldRepaint(covariant ClipPainter oldDelegate) => false;
}Clipping with an Arbitrary Path
For non-rectangular masks (tickets, waves, badges), build a Path and pass it to clipPath. The classic ticket shape uses two concave arcs on its sides.
Set doAntiAlias: true (the default) for smooth edges. For animated clips that change every frame, doAntiAlias: false can be a touch faster.
Path ticketPath(Size size, double notch) {
final r = notch;
return Path()
..moveTo(0, 0)
..lineTo(size.width, 0)
..lineTo(size.width, size.height / 2 - r)
..arcToPoint(
Offset(size.width, size.height / 2 + r),
radius: Radius.circular(r),
clockwise: false,
)
..lineTo(size.width, size.height)
..lineTo(0, size.height)
..lineTo(0, size.height / 2 + r)
..arcToPoint(
Offset(0, size.height / 2 - r),
radius: Radius.circular(r),
clockwise: false,
)
..close();
}What a Blend Mode Actually Does
A BlendMode defines the formula combining the source (what you're drawing now) with the destination (pixels already there). The default is BlendMode.srcOver — normal alpha compositing.
Useful families:
- Porter-Duff (geometry/masking):
srcIn,dstIn,srcOut,dstATop,clear. - Separable color math:
multiply,screen,overlay,plus(additive glow),difference.
You assign it on the Paint: paint.blendMode = BlendMode.multiply.
Blend Modes Need a Layer
Here's the key gotcha: many blend modes (srcIn, dstIn, multiply over transparency, etc.) only behave correctly when there is an explicit layer to act as the destination.
canvas.saveLayer(bounds, paint) allocates an offscreen buffer. Draws between saveLayer and restore accumulate in that buffer; on restore the buffer is composited back using the layer paint's blend mode.
Without saveLayer, a srcIn draw would treat the entire screen as destination — usually erasing more than you intended.
void paint(Canvas canvas, Size size) {
final bounds = Offset.zero & size;
// 1. Open an offscreen layer.
canvas.saveLayer(bounds, Paint());
// 2. Destination: a circle.
canvas.drawCircle(
size.center(Offset.zero),
size.shortestSide / 2,
Paint()..color = const Color(0xFFFFFFFF),
);
// 3. Source with srcIn keeps only the overlap with the circle.
canvas.drawRect(
bounds,
Paint()
..shader = const LinearGradient(
colors: [Color(0xFFFF0080), Color(0xFF7928CA)],
).createShader(bounds)
..blendMode = BlendMode.srcIn,
);
// 4. Composite the layer back to the canvas.
canvas.restore();
}Masking a Gradient into a Shape
The pattern from the previous scene is the idiom for gradient-filled icons or text masks:
- Draw the opaque mask shape first (it becomes the destination).
- Draw the gradient with
BlendMode.srcIn— it survives only where the mask is opaque.
Reverse the roles with dstIn: draw the gradient first, then a shape with dstIn to keep only the gradient under that shape. Choose based on which layer you want to draw last.
class GradientTextMask extends CustomPainter {
GradientTextMask(this.label);
final String label;
@override
void paint(Canvas canvas, Size size) {
final bounds = Offset.zero & size;
canvas.saveLayer(bounds, Paint());
final tp = TextPainter(
text: TextSpan(
text: label,
style: const TextStyle(
fontSize: 64, fontWeight: FontWeight.bold,
color: Color(0xFFFFFFFF),
),
),
textDirection: TextDirection.ltr,
)..layout();
tp.paint(canvas, Offset.zero); // destination = glyphs
canvas.drawRect(
bounds,
Paint()
..shader = const LinearGradient(
colors: [Color(0xFF00C6FF), Color(0xFF0072FF)],
).createShader(bounds)
..blendMode = BlendMode.srcIn, // gradient fills glyphs
);
canvas.restore();
}
@override
bool shouldRepaint(covariant GradientTextMask old) => old.label != label;
}Additive Glow with BlendMode.plus
BlendMode.plus adds source and destination color channels (clamped to 1.0). Overlapping bright shapes get brighter — perfect for neon glows, sparks, and light bloom.
Combine it with a MaskFilter.blur to soften each shape into a halo. Because plus accumulates, layering several blurred circles produces a convincing glow without any image asset.
void drawGlow(Canvas canvas, Offset c, double r, Color color) {
final glow = Paint()
..color = color
..blendMode = BlendMode.plus
..maskFilter = const MaskFilter.blur(BlurStyle.normal, 12);
canvas.drawCircle(c, r, glow);
// A second, tighter core makes the center read brighter.
canvas.drawCircle(c, r * 0.5,
Paint()..color = color..blendMode = BlendMode.plus);
}Punching Holes with BlendMode.clear
To cut a transparent hole through an already-drawn layer, draw a shape with BlendMode.clear. It erases destination pixels (sets alpha to 0) wherever the source covers.
This must happen inside a saveLayer — otherwise clear would punch through everything behind the canvas, including widgets below. The spotlight/overlay-with-cutout effect is the canonical use.
void paint(Canvas canvas, Size size) {
final bounds = Offset.zero & size;
canvas.saveLayer(bounds, Paint());
// Dim scrim covering everything.
canvas.drawRect(bounds, Paint()..color = const Color(0xCC000000));
// Cut a clear circular "spotlight" through the scrim.
canvas.drawCircle(
size.center(Offset.zero),
size.shortestSide / 4,
Paint()..blendMode = BlendMode.clear,
);
canvas.restore();
}Layer Paint vs Per-Shape Paint
There are two distinct paints in play, and mixing them up is a common bug:
- The per-shape paint (passed to
drawCircle,drawRect…) controls how that one shape blends with the current layer's contents. - The layer paint (passed to
saveLayer) controls how the entire finished layer blends back when yourestore(), and can apply a groupopacityorcolorFilter.
Want one slider to fade a whole composite group uniformly? Put the opacity on the layer paint, not on each shape — per-shape opacity would let overlaps show through each other.
void paint(Canvas canvas, Size size) {
final bounds = Offset.zero & size;
// Group opacity: whole layer fades together.
final layerPaint = Paint()..color = const Color(0x80FFFFFF);
canvas.saveLayer(bounds, layerPaint);
final p = Paint()..color = const Color(0xFFE91E63);
canvas.drawCircle(const Offset(60, 60), 50, p);
canvas.drawCircle(const Offset(100, 60), 50, p); // overlap stays solid
canvas.restore(); // entire pair composited at 50% alpha
}Clip + Blend + Layer Together
A frosted, rounded thumbnail with a gradient sheen combines all three tools in order:
- Clip to a rounded rect so nothing spills past the card.
saveLayerso the sheen can blend against the photo as a group.- Draw the photo, then a soft highlight with
BlendMode.softLightoroverlay.
Order is everything: clip first, open the layer, draw destination, draw blended source, restore, then restore the clip.
void paint(Canvas canvas, Size size, ui.Image photo) {
final bounds = Offset.zero & size;
canvas.save();
canvas.clipRRect(
RRect.fromRectAndRadius(bounds, const Radius.circular(20)),
);
canvas.saveLayer(bounds, Paint());
canvas.drawImageRect(
photo,
Offset.zero & Size(photo.width.toDouble(), photo.height.toDouble()),
bounds,
Paint(),
);
canvas.drawRect(
bounds,
Paint()
..shader = const LinearGradient(
begin: Alignment.topLeft, end: Alignment.bottomRight,
colors: [Color(0x88FFFFFF), Color(0x11000000)],
).createShader(bounds)
..blendMode = BlendMode.softLight,
);
canvas.restore(); // close layer
canvas.restore(); // close clip
}Performance: Layers Aren't Free
Each saveLayer allocates an offscreen texture and forces an extra compositing pass — the single most expensive thing you can do per frame in a painter. Treat it as a tool to reach for deliberately, not a default.
- Pass the tightest possible bounds to
saveLayer; a full-screen layer is far costlier than a small one. - Prefer a plain
clipRRect+ direct draws when you don't actually need group blending. - Cache static composites (e.g. via
ui.PictureRecorderinto aui.Image) instead of rebuilding the layer every frame. - Reuse
Paintobjects; avoid allocating in the hotpaintpath.
Quick Check: Choosing the Right Tool
You want to fill some bold text glyphs with a linear gradient inside a CustomPainter, and nothing outside the glyphs should be tinted. Which approach is correct?
Recap
You can now compose advanced layered effects on a Canvas:
- Clipping (
clipRect/clipRRect/clipPath) restricts where draws land — always wrap insave()/restore(). - Blend modes set how a source merges with the destination:
srcIn/dstInfor masking,plusfor additive glow,clearfor cut-out holes,softLight/overlayfor sheen. - saveLayer gives blend modes a real destination buffer and lets you apply group opacity or color filters via the layer paint.
- Distinguish the layer paint from per-shape paint, draw destination-before-source, and keep layers small and rare for performance.
Reach for layers deliberately, clip when you only need a mask, and cache static composites.
Perguntas Frequentes
A aula “Recorte, Modos de Mesclagem e Composição de Camadas” é grátis?
Sim — o texto completo de “Recorte, Modos de Mesclagem e Composição de Camadas” é grátis para ler aqui na web. Para praticá-la interativamente (um editor de código integrado e um tutor de IA 24/7) e desbloquear o restante do curso de Flutter Mobile Development, atualize para CoddyKit PRO. O curso de Flutter Mobile Development inclui 4 aulas no total.
O que vou aprender em “Recorte, Modos de Mesclagem e Composição de Camadas”?
Use caminhos de recorte e modos de mesclagem para compor efeitos visuais avançados em camadas. Você pratica Flutter Mobile Development com código prático que executa diretamente no navegador, e um tutor de IA 24/7 responde suas dúvidas enquanto trabalha na aula.
Preciso ter experiência prévia para começar Flutter Mobile Development?
Nenhuma experiência prévia é necessária. Flutter Mobile Development no CoddyKit é estruturado para alunos iniciantes até avançados, então você pode começar aqui ou desde o início e aprender no seu ritmo. Esta é a aula 3 de 4.
Quanto tempo leva a aula “Recorte, Modos de Mesclagem e Composição de Camadas”?
A maioria das aulas CoddyKit leva cerca de 5–10 minutos. Cada uma é compacta e interativa, então você faz progresso constante e retoma exatamente de onde parou entre web e app.
Posso escrever e executar código nesta aula de Flutter Mobile Development?
Sim. Cada aula de Flutter Mobile Development inclui um editor de código integrado, então você escreve e executa código real direto no navegador e recebe feedback de IA instantaneamente — nenhuma configuração local necessária.
Todas as aulas deste curso
- A API Canvas: Caminhos, Pinturas e Sombreadores
- Construção de um Widget de Gráfico Interativo Personalizado
- Recorte, Modos de Mesclagem e Composição de Camadas
- Testes de Colisão e Otimização de Repintura