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Limit the frame-rate being targeted with requestAnimationFrame
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| /* | |
| limitLoop.js - limit the frame-rate when using requestAnimation frame | |
| Released under an MIT license. | |
| Why use it? | |
| ---------------- | |
| A consistent frame-rate can be better than a janky experience only | |
| occasionally hitting 60fps. Use this trick to target a specific frame- | |
| rate (e.g 30fps, 48fps). | |
| This type of trick works better when you know you have a fixed amount | |
| of work to be done and it will always take longer than 16.6ms. It doesn't | |
| work as well when your workload is somewhat variable. | |
| Solution | |
| ---------------- | |
| When we draw, deduct the last frame's execution time from the current | |
| time to see if the time elapsed since the last frame is more than the | |
| fps-based interval or not. Should the condition evaluate to true, set | |
| the time for the current frame which will be the last frame execution | |
| time in the next drawing call. | |
| Prior art / inspiration | |
| ------------------------ | |
| http://cssdeck.com/labs/embed/gvxnxdrh/0/output | |
| http://codetheory.in/controlling-the-frame-rate-with-requestanimationframe/ | |
| */ | |
| // rAF | |
| window.requestAnimationFrame = function() { | |
| return window.requestAnimationFrame || | |
| window.webkitRequestAnimationFrame || | |
| window.mozRequestAnimationFrame || | |
| window.msRequestAnimationFrame || | |
| window.oRequestAnimationFrame || | |
| function(f) { | |
| window.setTimeout(f,1e3/60); | |
| } | |
| }(); | |
| var limitLoop = function (fn, fps) { | |
| var then = new Date().getTime(); | |
| var oldtime = 0; | |
| // custom fps, otherwise fallback to 60 | |
| fps = fps || 60; | |
| return (function loop(time) { | |
| requestAnimationFrame(loop); | |
| var interval = 1000 / (this.fps || fps); | |
| var now = new Date().getTime(); | |
| var delta = now - then; | |
| if (delta > interval) { | |
| // Update time | |
| // now - (delta % interval) is an improvement over just | |
| // using then = now, which can end up lowering overall fps | |
| then = now - (delta % interval); | |
| // calculate fps | |
| var frames = 1000 / (time - oldtime) | |
| oldtime = time; | |
| // call the fn, passing current fps to it | |
| fn(frames); | |
| } | |
| }(0)); | |
| }; |
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| /* | |
| Feel free to play with this over at http://jsfiddle.net/addyo/Y8P6S/. | |
| You can either use the Chrome DevTools Timeline or FPS counter to confirm | |
| if you're hitting a consistent fps. | |
| */ | |
| // define a reference to the canvas's 2D context | |
| var context = television.getContext('2d'); | |
| // create a buffer to hold the pixel data | |
| var pixelBuffer = context.createImageData(television.width, television.height); | |
| function drawStatic() { | |
| var color, | |
| data = pixelBuffer.data, | |
| index = 0, | |
| len = data.length; | |
| while (index < len) { | |
| // choose a random grayscale color | |
| color = Math.floor(Math.random() * 0xff); | |
| // red, green and blue are set to the same color | |
| // to result in a random gray pixel | |
| data[index++] = data[index++] = data[index++] = color; | |
| // the fourth multiple is always completely opaque | |
| data[index++] = 0xff; // alpha | |
| } | |
| // flush our pixel buffer to the canvas | |
| context.putImageData(pixelBuffer, 0, 0); | |
| }; | |
| limitLoop(drawStatic, 30); |
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