画布渐变性能 [英] Canvas gradient performance
问题描述
我目前正在使用画布编程一个小游戏。对于游戏我需要一些雾,隐藏地图的大部分,只有一个小的区域周围的玩家应该是可见的。 Therfor我使用第二个画布来覆盖游戏发生的地方,并填充一个渐变(从透明到黑色):
I am currently programming a little game using canvas. For the game I need some kind of fog which hides the most part of the map and only a small area around the player should be visible. Therfor I use a second canvas to overlay the one where the game takes place and fill it with a gradient (from transparent to black):
function drawFog(){
fogc.clearRect(0,0,700,600);
// Create gradient
var grd=fogc.createRadialGradient(player.getPosX(),player.getPosY(),0,player.getPosX(),player.getPosY(),100);
grd.addColorStop(0,"rgba(50,50,50,0)");
grd.addColorStop(1,"black");
// Fill with gradient
fogc.fillStyle=grd;
fogc.fillRect(0,0,700,600);
}
不幸的是,这会导致巨大的性能问题,因为它会为每个帧重绘。
Unfortunatly this is causing huge perfomance problems since it will be redrawn for every frame.
我想询问是否可能有更好的解决方案,以更好的性能实现相同的效果。
I wanted to ask if there might be a better solution to achieve the same effect with a better performance.
推荐答案
将渐变缓存到屏幕画布上,然后使用drawImage()在画布上绘制:
Cache the gradient to an off-screen canvas then draw in the canvas with drawImage() instead:
- 创建除雾大小的屏幕画布
- 在渐变中绘制
- 使用离屏画布作为图片需要雾。
这样,消除了创建和计算渐变的处理。绘制图像基本上是一个复制操作(有一点点,但性能非常好)。
This way the processing creating and calculating the gradient is eliminated. Drawing an image is basically a copy operation (there is a little bit more, but performance is very good).
function createFog(player) {
// Create off-screen canvas and gradient
var fogCanvas = document.createElement('canvas'),
ctx = fogCanvas.getContext('2d'),
grd = fogc.createRadialGradient(player.getPosX(),
player.getPosY(),
0,player.getPosX(),
player.getPosY(),100);
fogCanvas.width = 700;
fogCanvas.height = 700;
grd.addColorStop(0,"rgba(50,50,50,0)");
grd.addColorStop(1,"black");
// Fill with gradient
ctx.fillStyle = grd;
ctx.fillRect(0,0,700,600);
return fogCanvas;
}
现在你可以简单地从上面的函数每次的渐变:
Now you can simply draw in the canvas returned from the above function instead of creating the gradient every time:
var fog = createFog(player);
ctx.drawImage(fog, x, y);
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