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html5 canvas移动设备渲染测试

最近项目闲着没什么事,又想起了canvas, 针对移动端设备默认浏览器,做了点渲染方面效率的测试,手头设备不多(有一些低端机型和pc chrome做对比),现将测试数据分享给大家吧,本想和css3 animation动画一起测试比较一下,发现animation水的不行,效果跟canvas差很多(可能是因为我代码写的不好),webgl还没有普及到移动设备,所以也不做比较了,曾经看过一篇文章drawImage比putImageData效率低,但测试了一下drawImage的性能更好,还请大牛指导。测试使用cocos2dx的dancer做动画,全屏幕刷新,没使用脏矩形刷新,根据动画个数,屏幕缩放大小两方面测试(值为fps):



1 10 50 100 200 500 1000 1 20 50 100 200 500 1000 1 10 50 100 200 500 1000 1 10 50 100 200 500
320*200  V  V  V  V  V  V  V                                          
480*320              
 V  V  V  V  V  V                            
800*480                            
 V  V  V  V  V  V  V              
1024*800                                          
 V  V  V  V  V  V  V
chrome 75 75 75 75 73 46 46 75 73 72 67 62 41 26 61 59 58 56 53 34 20 29 29 29 29 27 21 14
chiwi v88 165 108 55 36 25 12 8 116 83 46 36 23 12 6 61 57 43 30 21 10 6 53 48 35 27 18 6 6
moto ME722 78 55 22 12 8 4 2 76 47 16 11 7 4 2 43 30 17 12 7 4 2 23 23 17 12 8 4 2
iphone 4 61 61 60 58 43 22 12 61 61 61 54 42 22 12 61 61 57 48 38 22 12 49 50 46 39 32 21 12
GALAXY SII 79 60 27 16 14 9 6 77 55 25 14 10 7 4 75 54 26 16 8 6 4 50 37 26 12 8 5 3

做了几张图方便大家对比:

不同分辨率(这里网页缩放使用meta标签适配全屏):

 

不同机型(chiwi v88为驰为v88,具体配置大家自查吧):

结果iphone必须是最牛的,貌似最高有60fps的渲染限制,以上测试仅供参考(仅仅是渲染部分,没有逻辑代码),希望能帮到大家(^-^)

后附部分代码(有些的不好的地方求指导)注释前部分是putImageData渲染,后部分是使用css3 animation

$(document).ready(function(e)
{
    var canvas=document.getElementById("canvas");
    var tag = document.getElementById("tag");

    var sprite_info = {"s":"dance_atlas.png", 'w':85, 'h':120, 'f':[[0, 0], [85, 0], [170, 0], [255, 0], [340, 0], [0, 120], [85, 120], [170, 120], [255, 120], [340, 120], [0, 240], [85, 240], [170, 240], [255, 240]], "fd":[]};

    var sprites=[];

    var SPEED = 60;

    var image_data = null;
    var image_ele = new Image();
    var data = null;
    var timestamp;
    var fps = 60;

    var canvas_width = canvas.width;
    var canvas_height = canvas.height;
    var canvas_context = canvas.getContext('2d');

    image_ele.src = sprite_info.s;
    image_ele.onload = function()
    {
        var i = 0;
        //getImageData();
        while(i<1)
        {
            createParticles();
            i++
        }
        start();
    }

    function drawloop()
    {
        updateParticles();
        drawParticles();
    }

    /*function putloop()
    {
        updateParticles();
        putParticles();
    }*/

    /*function getImageData()
    {
        canvas_context.drawImage(image_ele, 0, 0, image_ele.width, image_ele.height);
        for(var index = sprite_info.f.length - 1; index > -1; index--)
        {
            var cf = sprite_info.f[index];
            sprite_info.fd[index] = canvas_context.getImageData(cf[0], cf[1], sprite_info.w, sprite_info.h);
        }
    }*/

    function createParticles()
    {
        var sp = Math.floor(Math.random() * SPEED);
        sprites.push(
        {
            x: Math.floor(Math.random() * (canvas_width - sprite_info.w)),
            y: Math.floor(Math.random() * (canvas_height - sprite_info.h)),
            s: sp,
            cs: 0,
            i:0
        });
    }

    canvas.addEventListener('click',createParticles, false);
    canvas.addEventListener('touchstart',createParticles, false);

    function updateParticles()
    {
        for(var index = sprites.length - 1; index > -1 ;index--)
        {
            var sprite = sprites[index];
            if(sprite.cs == 0)
            {
                sprite.cs = sprite.s;
                if(sprite.i == sprite_info.f.length - 1)
                    sprite.i = 0;
                else
                    sprite.i++;
            }
            else
            {
                sprite.cs--;
            }
        }
    }

    function drawParticles()
    {
        canvas_context.clearRect(0,0,canvas.width,canvas.height);
        for(var index = sprites.length - 1; index > -1 ;index--)
        {
            var sprite = sprites[index];
            var frame_i = sprite_info.f[sprite.i];
            canvas_context.drawImage(image_ele, frame_i[0], frame_i[1], sprite_info.w, sprite_info.h, sprite.x,sprite.y, sprite_info.w, sprite_info.h);
        }
    }

    function putParticles()
    {
        canvas_context.clearRect(0,0,canvas.width,canvas.height);
        for(var index = sprites.length - 1; index > -1 ;index--)
        {
            var sprite = sprites[index];
            var frame_i_d = sprite_info.fd[sprite.i];
            canvas_context.putImageData(frame_i_d, sprite.x,sprite.y);
        }
    }

    var requestAnimationFrame = window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || function(func){setTimeout(func, 0);},
    startTime = window.mozAnimationStartTime || Date.now(), fra = 0;

    function updateProgress(){
        drawloop();
        var drawStart = (timestamp || Date.now());
        fra++;
        if(drawStart - startTime > 1000)
        {
            tag.innerText = "fps:" + fra;
            startTime = drawStart;
            fra = 0;
        }
        if (true){
            requestAnimationFrame(updateProgress);
        }
    }

    function start()
    {
        requestAnimationFrame(updateProgress);
    }







   /* var pnl = document.getElementById("app");
    var SPEED = 10;
    var spy = null;
    var fps = 60;

    var r_time = Math.floor((1000 / fps) * 14);


    function createParticles()
    {
        var new_dancer = document.createElement("div");
        var inner = document.createElement("div");
        new_dancer.appendChild(inner);
        pnl.appendChild(new_dancer);
        new_dancer.style["left"] = Math.floor(Math.random() * (/(\d+)px/.exec(pnl.style["width"])[1] * 1 - sprite_info.w)) + 'px';
        new_dancer.style["top"] = Math.floor(Math.random() * (/(\d+)px/.exec(pnl.style["height"])[1] * 1 - sprite_info.w)) + 'px';
        //var sp = Math.floor(Math.random() * SPEED);
        inner.style['-webkit-animation-duration'] = r_time + 'ms';
        sprites.push(new_dancer);
        spy = new_dancer;
    }

    var drawStart, startTime = Date.now(), fra = 0, timestamp;

    function updateProgress(){
        debugger;
        var drawStart = (timestamp || Date.now());
        fra += 14;
        if(drawStart - startTime > 1000)
        {
            debugger;
            tag.innerText = "fps:" + fra;
            startTime = drawStart;
            fra = 0;
        }
    }



    function start()
    {
        var i = 0;
        while(i<100)
        {
            createParticles();
            i++
        }
        spy.addEventListener("webkitAnimationIteration", updateProgress, false);
    }



    start();*/



});

 

 

 

 

 

posted on 2013-09-03 11:19  Hotcocoa  阅读(3291)  评论(1编辑  收藏  举报