我在Javascript(使用p5.js库)编写的项目中表现非常糟糕
以下是代码:
const fps = 60;
const _width = 400;
const _height = 300;
const firePixelChance = 1;
const coolingRate = 1;
const heatSourceSize = 10;
const noiseIncrement = 0.02;
const fireColor = [255, 100, 0, 255];
const bufferWidth = _width;
const bufferHeight = _height;
let buffer1;
let buffer2;
let coolingBuffer;
let ystart = 0.0;
function setup() {
createCanvas(_width, _height);
frameRate(fps);
buffer1 = createGraphics(bufferWidth, bufferHeight);
buffer2 = createGraphics(bufferWidth, bufferHeight);
coolingBuffer = createGraphics(bufferWidth, bufferHeight);
}
// Draw a line at the bottom
function heatSource(buffer, rows, _color) {
const start = bufferHeight - rows;
for (let x = 0; x < bufferWidth; x++) {
for (let y = start; y < bufferHeight; y++) {
if(Math.random() >= firePixelChance)
continue;
buffer.pixels[(x + (y * bufferWidth)) * 4] = _color[0]; // Red
buffer.pixels[(x + (y * bufferWidth)) * 4 +1] = _color[1]; // Green
buffer.pixels[(x + (y * bufferWidth)) * 4 +2] = _color[2]; // Blue
buffer.pixels[(x + (y * bufferWidth)) * 4 +3] = 255; // Alpha
}
}
}
// Produces the 'smoke'
function coolingMap(buffer){
let xoff = 0.0;
for(x = 0; x < bufferWidth; x++){
xoff += noiseIncrement;
yoff = ystart;
for(y = 0; y < bufferHeight; y++){
yoff += noiseIncrement;
n = noise(xoff, yoff);
bright = pow(n, 3) * 20;
buffer.pixels[(x + (y * bufferWidth)) * 4] = bright;
buffer.pixels[(x + (y * bufferWidth)) * 4 +1] = bright;
buffer.pixels[(x + (y * bufferWidth)) * 4 +2] = bright;
buffer.pixels[(x + (y * bufferWidth)) * 4 +3] = bright;
}
}
ystart += noiseIncrement;
}
// Change color of a pixel so it looks like its smooth
function smoothing(buffer, _buffer2, _coolingBuffer) {
for (let x = 0; x < bufferWidth; x++) {
for (let y = 0; y < bufferHeight; y++) {
// Get all 4 neighbouring pixels
const left = getColorFromPixelPosition(x+1,y,buffer.pixels);
const right = getColorFromPixelPosition(x-1,y,buffer.pixels);
const bottom = getColorFromPixelPosition(x,y+1,buffer.pixels);
const top = getColorFromPixelPosition(x,y-1,buffer.pixels);
// Set this pixel to the average of those neighbours
let sumRed = left[0] + right[0] + bottom[0] + top[0];
let sumGreen = left[1] + right[1] + bottom[1] + top[1];
let sumBlue = left[2] + right[2] + bottom[2] + top[2];
let sumAlpha = left[3] + right[3] + bottom[3] + top[3];
// "Cool down" color
const coolingMapColor = getColorFromPixelPosition(x,y,_coolingBuffer.pixels)
sumRed = (sumRed / 4) - (Math.random() * coolingRate) - coolingMapColor[0];
sumGreen = (sumGreen / 4) - (Math.random() * coolingRate) - coolingMapColor[1];
sumBlue = (sumBlue / 4) - (Math.random() * coolingRate) - coolingMapColor[2];
sumAlpha = (sumAlpha / 4) - (Math.random() * coolingRate) - coolingMapColor[3];
// Make sure we dont get negative numbers
sumRed = sumRed > 0 ? sumRed : 0;
sumGreen = sumGreen > 0 ? sumGreen : 0;
sumBlue = sumBlue > 0 ? sumBlue : 0;
sumAlpha = sumAlpha > 0 ? sumAlpha : 0;
// Update this pixel
_buffer2.pixels[(x + ((y-1) * bufferWidth)) * 4] = sumRed; // Red
_buffer2.pixels[(x + ((y-1) * bufferWidth)) * 4 +1] = sumGreen; // Green
_buffer2.pixels[(x + ((y-1) * bufferWidth)) * 4 +2] = sumBlue; // Blue
_buffer2.pixels[(x + ((y-1) * bufferWidth)) * 4 +3] = sumAlpha; // Alpha
}
}
}
function draw() {
background(0);
text("FPS: "+Math.floor(frameRate()), 10, 20);
fill(0,255,0,255);
buffer1.loadPixels();
buffer2.loadPixels();
coolingBuffer.loadPixels();
heatSource(buffer1, heatSourceSize, fireColor);
coolingMap(coolingBuffer);
smoothing(buffer1, buffer2, coolingBuffer);
buffer1.updatePixels();
buffer2.updatePixels();
coolingBuffer.updatePixels();
let temp = buffer1;
buffer1 = buffer2;
buffer2 = temp;
image(buffer2, 0, 0); // Draw buffer to screen
// image(coolingBuffer, 0, bufferHeight); // Draw buffer to screen
}
function mousePressed() {
buffer1.fill(fireColor);
buffer1.noStroke();
buffer1.ellipse(mouseX, mouseY, 100, 100);
}
function getColorFromPixelPosition(x, y, pixels) {
let _color = [];
for (let i = 0; i < 4; i++)
_color[i] = pixels[(x + (y * bufferWidth)) * 4 + i];
return _color;
}
function getRandomColorValue() {
return Math.floor(Math.random() * 255);
}
我在Chrome上获得~12 FPS,在任何其他浏览器上获得~1 FPS,我无法弄明白为什么......
调整画布大小以使其更大也会对fps产生负面影响......
在devtools性能选项卡中,我注意到我的smoothing
和coolingMap
函数都减慢了它的速度,但我无法弄清楚它们中的哪一部分太重了......
答案 0 :(得分:1)
你已经为自己做了很多回答:
我开始认为这是正常的,我应该处理缓存问题,也许使用像素组而不是单个像素
就像你发现的那样,对每个像素进行一些计算是相当慢的。计算机只有有限的资源,并且会限制你可以投入的资源。
在你的情况下,你可以考虑在启动时将整个画面绘制到画布上,然后在程序的整个生命周期内将画布移动到画面上。