Use time based approach to smoothen reduced framerate

This commit is contained in:
schlagmichdoch 2025-02-16 00:52:34 +01:00
parent 8a3c60d3a6
commit f0e7250617

View file

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