canvas如何提高作圖性能?
提高畫圖的性能,你需要了解以下幾點:
1、預渲染
錯誤代碼:
var canvas = document.getElementById("myCanvas");
var context = this.canvas.getContext('2d');
var drawAsync = eval(Jscex.compile("async", function () {
while (true) {
drawMario(context);
$await(Jscex.Async.sleep(1000));
}
}))
drawAsync().start();
正確代碼:
var canvas = document.getElementById("myCanvas");
var context = this.canvas.getContext('2d');
var m_canvas = document.createElement('canvas');
m_canvas.width = 64;
m_canvas.height = 64;
var m_context = m_canvas.getContext('2d');
drawMario(m_context);
var drawAsync = eval(Jscex.compile("async", function () {
while (true) {
context.drawImage(m_canvas, 0, 0);
$await(Jscex.Async.sleep(1000));
}
}))
drawAsync().start();
2、盡量少調用canvasAPI
錯誤代碼:
for (var i = 0; i < points.length - 1; i++) {
var p1 = points[i];
var p2 = points[i + 1];
context.beginPath();
context.moveTo(p1.x, p1.y);
context.lineTo(p2.x, p2.y);
context.stroke();
}
正確代碼:
context.beginPath();
for (var i = 0; i < points.length - 1; i++) {
var p1 = points[i];
var p2 = points[i + 1];
context.moveTo(p1.x, p1.y);
context.lineTo(p2.x, p2.y);
}
context.stroke();
3、盡量少改變canvas的狀態
錯誤代碼:
for (var i = 0; i < STRIPES; i++) {
context.fillStyle = (i % 2 ? COLOR1 : COLOR2);
context.fillRect(i * GAP, 0, GAP, 480);
}
正確代碼:
context.fillStyle = COLOR1;
for (var i = 0; i < STRIPES / 2; i++) {
context.fillRect((i * 2) * GAP, 0, GAP, 480);
}
context.fillStyle = COLOR2;
for (var i = 0; i < STRIPES / 2; i++) {
context.fillRect((i * 2 + 1) * GAP, 0, GAP, 480);
}
4、重新渲染的范圍盡量小
錯誤代碼:
context.fillRect(0, 0, canvas.width, canvas.height);正確代碼:
context.fillRect(20, 20, 100, 100);5、復雜場景使用多層畫布
<canvas width="600" height="400" style="position: absolute; z-index: 0">
</canvas>
<canvas width="600" height="400" style="position: absolute; z-index: 1">
</canvas>
6、不要使用陰影
context.shadowOffsetX = 5;
context.shadowOffsetY = 5;
context.shadowBlur = 4;
context.shadowColor = 'rgba(255, 0, 0, 0.5)';
context.fillRect(20, 20, 150, 100);
7、清除畫布
一般情況下:clearRect的性能優于fillRect優于canvas.width = canvas.width;
8、像素級別操作盡量用整數
9、使用Jscex制作動畫效果
var drawAsync = eval(Jscex.compile("async", function () {
while (true) {
context.drawImage(m_canvas, 0, 0);
$await(Jscex.Async.sleep(1000));
}
}))
drawAsync().start();
10、其它
與渲染無關的計算交給worker,復雜的計算交給引擎(自己寫,或者用開源的),比如3D、物理。緩存load好的圖片,canvas上畫canvas,而不是畫image。
自己多積累經驗,使程序運行的消耗減少到最小就好的。