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https://github.com/schlagmichdoch/PairDrop.git
synced 2025-04-21 23:36:17 -04:00
Use time based approach to smoothen reduced framerate
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parent
8a3c60d3a6
commit
f0e7250617
1 changed files with 57 additions and 34 deletions
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@ -344,15 +344,26 @@ class BackgroundCanvas {
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let x0, y0, w, h, dw, offset, baseColor, baseOpacity;
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let offscreenCanvases;
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let offscreenCanvases = {false: [], true: []};
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let shareMode = false;
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let startTime;
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let animate = true;
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let currentFrame = 0;
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let speed = 0.4;
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let fps = 300;
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let maxFrames = fps / speed;
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let fpsInterval, now, then, elapsed;
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let speed = 1.5;
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for (let frame = 0; frame < maxFrames; frame++) {
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let canvas = document.createElement("canvas");
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offscreenCanvases[false][frame] = {
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"redraw": true,
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"canvas": canvas
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};
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offscreenCanvases[true][frame] = {
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"redraw": true,
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"canvas": canvas
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};
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}
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function init() {
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let oldW = w;
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@ -360,8 +371,8 @@ class BackgroundCanvas {
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let oldOffset = offset
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w = document.documentElement.clientWidth;
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h = document.documentElement.clientHeight;
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offset = $footer.offsetHeight - 33;
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if (h > 800) offset += 16;
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offset = $footer.offsetHeight - 28;
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if (h > 800) offset += 11;
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if (oldW === w && oldH === h && oldOffset === offset) return; // nothing has changed
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@ -369,12 +380,15 @@ class BackgroundCanvas {
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c.height = h;
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x0 = w / 2;
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y0 = h - offset;
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dw = Math.round(Math.max(w, h, 1000) / 12);
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dw = Math.round(Math.max(w, h, 1000) / 15);
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drawCircles(cCtx, 0);
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drawFrame(currentFrame);
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// enforce redrawing of frames
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offscreenCanvases = {true: [], false: []};
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for (let frame = 0; frame < maxFrames; frame++) {
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offscreenCanvases[true][frame]["redraw"] = true;
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offscreenCanvases[false][frame]["redraw"] = true;
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}
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}
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function drawCircle(ctx, radius) {
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@ -383,8 +397,11 @@ class BackgroundCanvas {
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baseColor = shareMode ? '168 168 255' : '168 168 168';
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baseOpacity = shareMode ? 0.8 : 0.4;
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let opacity = baseOpacity * radius / (dw * 8);
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if (radius > dw * 5) {
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let opacity = Math.max(0, baseOpacity * (1 - 1.2 * radius / Math.max(w, h)));
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if (radius < dw) {
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opacity *= (radius - 33) / (dw - 33)
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}
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else if (radius > dw * 5) {
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opacity *= (6 * dw - radius) / dw
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}
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ctx.strokeStyle = `rgb(${baseColor} / ${opacity})`;
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@ -394,16 +411,16 @@ class BackgroundCanvas {
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}
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function drawCircles(ctx, frame) {
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for (let i = 6; i >= 0; i--) {
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drawCircle(ctx, dw * i + speed * frame + 33);
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ctx.clearRect(0, 0, w, h);
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for (let i = 5; i >= 0; i--) {
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drawCircle(ctx, dw * i + speed * dw * frame / fps + 33);
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}
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}
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function createOffscreenCanvas(frame) {
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let canvas = document.createElement("canvas");
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function drawOffscreenCanvas(frame) {
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let canvas = offscreenCanvases[shareMode][frame]["canvas"];
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canvas.width = c.width;
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canvas.height = c.height;
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offscreenCanvases[shareMode][frame] = canvas;
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let ctx = canvas.getContext('2d');
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drawCircles(ctx, frame);
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}
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@ -411,39 +428,45 @@ class BackgroundCanvas {
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function drawFrame(frame) {
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cCtx.clearRect(0, 0, w, h);
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if (!offscreenCanvases[shareMode][frame]) {
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createOffscreenCanvas(frame);
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if (offscreenCanvases[shareMode][frame]["redraw"]) {
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drawOffscreenCanvas(frame);
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}
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cCtx.drawImage(offscreenCanvases[shareMode][frame], 0, 0);
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cCtx.drawImage(offscreenCanvases[shareMode][frame]["canvas"], 0, 0);
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}
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function startAnimating(fps) {
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fpsInterval = 1000 / fps;
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then = Date.now();
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function startAnimating() {
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startTime = Date.now();
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animateBg();
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}
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let currentFrame = 0;
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function animateBg() {
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requestAnimationFrame(animateBg);
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let now = Date.now();
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now = Date.now();
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elapsed = now - then;
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// if not enough time has elapsed, do not draw the next frame -> abort
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if (elapsed < fpsInterval) {
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if (!animate) {
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// Animation stopped -> don't draw next frame
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return;
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}
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then = now - (elapsed % fpsInterval);
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let timeSinceLastFullCycle = (now - startTime) % (1000 / speed);
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let nextFrame = Math.trunc(fps * timeSinceLastFullCycle / 1000);
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if (animate) {
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currentFrame = (currentFrame + 1) % (dw/speed);
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drawFrame(currentFrame);
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// Only draw frame if it differs from current frame
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if (nextFrame !== currentFrame) {
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drawFrame(nextFrame);
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currentFrame = nextFrame;
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}
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requestAnimationFrame(animateBg);
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}
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function switchAnimation(state) {
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if (!animate && state) {
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// animation starts again. Set startTime to specific value to prevent frame jump
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startTime = Date.now() - 1000 * currentFrame / fps;
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}
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animate = state;
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console.debug(state)
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animateBg();
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}
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function redrawOnShareModeChange(active) {
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@ -451,7 +474,7 @@ class BackgroundCanvas {
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}
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init();
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startAnimating(30)
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startAnimating();
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// redraw canvas
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Events.on('resize', _ => init());
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