为什么我应该使用 requestAnimationFrame 而不是 setTimeout 或 setInterval?
这个自我回答的问题是一个文档示例。
这个问题的回答最简单。
requestAnimationFrame
产生更高质量的动画,完全消除使用 setTimeout
或 setInterval
时可能发生的闪烁和剪切,并减少或完全消除跳帧。
剪切
当新的画布缓冲区在显示扫描中途呈现到显示缓冲区时,会导致由于动画位置不匹配而导致剪切线。
闪烁是在画布完全渲染之前将画布缓冲区呈现到显示缓冲区时引起的。
跳帧是由于渲染帧之间的时间与显示硬件不精确同步而引起的。每隔这么多帧就会跳过一帧,从而产生不一致的动画。 (有一些方法可以减少这种情况,但我个人认为这些方法会产生更糟糕的总体结果)由于大多数设备每秒使用 60 帧(或倍数),导致每 16.666...ms 产生一个新帧以及计时器
setTimeout
和 setInterval
使用整数值,它们永远无法完美匹配帧速率(如果您有 interval = 1000/60
,则四舍五入到 17 毫秒)
更新问题requestAnimationFrame循环不正确的fps的答案显示了setTimeout的帧时间如何不一致并将其与requestAnimationFrame进行比较。
演示显示了一个简单的动画(条纹在屏幕上移动),单击鼠标按钮将在使用的渲染更新方法之间切换。
使用了多种更新方法。动画工件的确切外观将取决于您正在运行的硬件设置。您会在条纹的运动中寻找小抽搐
注意。您可能关闭了显示同步或关闭了硬件加速,这将影响所有计时方法的质量。低端设备也可能在动画方面遇到问题
双计时器,使用两个计时器,一个每 1000/60 清除调用一次,另一个用于渲染。
2019 年 10 月更新 计时器呈现内容的方式发生了一些变化。为了表明
setInterval
未与显示刷新正确同步,我更改了双计时器示例,以表明使用多个 setInterval
仍会导致严重闪烁。这将产生的闪烁程度取决于硬件设置。 具有定时动画的 RAF,使用 requestAnimationFrame 但使用帧运行时间进行动画处理。这种技术在动画中很常见。我相信它有缺陷,但我把它留给观众
/** SimpleFullCanvasMouse.js begin **/
var backBuff;
var bctx;
const STRIPE_WIDTH = 250;
var textWidth;
const helpText = "Click mouse to change render update method.";
var onResize = function(){
if(backBuff === undefined){
backBuff = document.createElement("canvas") ;
bctx = backBuff.getContext("2d");
}
backBuff.width = canvas.width;
backBuff.height = canvas.height;
bctx.fillStyle = "White"
bctx.fillRect(0,0,w,h);
bctx.fillStyle = "Black";
for(var i = 0; i < w; i += STRIPE_WIDTH){
bctx.fillRect(i,0,STRIPE_WIDTH/2,h) ;
}
ctx.font = "20px arial";
ctx.textAlign = "center";
ctx.font = "20px arial";
textWidth = ctx.measureText(helpText).width;
};
var tick = 0;
var displayMethod = 0;
var methods = "Timer,RAF Best Quality,Dual Timers,RAF with timed animation,Timer with timed animation".split(",");
var dualTimersActive = false;
var hdl1, hdl2
function display(timeAdvance){ // put code in here
tick += timeAdvance;
tick %= w;
ctx.drawImage(backBuff,tick-w,0);
ctx.drawImage(backBuff,tick,0);
if(textWidth !== undefined){
ctx.fillStyle = "rgba(255,255,255,0.7)";
ctx.fillRect(w /2 - textWidth/2, 0,textWidth,40);
ctx.fillStyle = "black";
ctx.fillText(helpText,w/2, 14);
ctx.fillText("Display method : " + methods[displayMethod],w/2, 34);
}
if(mouse.buttonRaw&1){
displayMethod += 1;
displayMethod %= methods.length;
mouse.buttonRaw = 0;
lastTime = null;
tick = 0;
if(dualTimersActive) {
dualTimersActive = false;
clearInterval(hdl1);
clearInterval(hdl2);
updateMethods[displayMethod]()
}
}
}
//==================================================================================================
// The following code is support code that provides me with a standard interface to various forums.
// It provides a mouse interface, a full screen canvas, and some global often used variable
// like canvas, ctx, mouse, w, h (width and height), globalTime
// This code is not intended to be part of the answer unless specified and has been formated to reduce
// display size. It should not be used as an example of how to write a canvas interface.
// By Blindman67
const U = undefined;const RESIZE_DEBOUNCE_TIME = 100;
var w,h,cw,ch,canvas,ctx,mouse,createCanvas,resizeCanvas,setGlobals,globalTime=0,resizeCount = 0;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () { var c,cs; cs = (c = document.createElement("canvas")).style; cs.position = "absolute"; cs.top = cs.left = "0px"; cs.zIndex = 1000; document.body.appendChild(c); return c;}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); } if (typeof onResize === "function"){ resizeCount += 1; setTimeout(debounceResize,RESIZE_DEBOUNCE_TIME);}
}
function debounceResize(){ resizeCount -= 1; if(resizeCount <= 0){ onResize();}}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; mouse.updateBounds(); }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0, over : false, bm : [1, 2, 4, 6, 5, 3],
active : false,bounds : null, crashRecover : null, mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.clientX - m.bounds.left; m.y = e.clientY - m.bounds.top;
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
if((m.buttonRaw & 2) && m.crashRecover !== null){ if(typeof m.crashRecover === "function"){ setTimeout(m.crashRecover,0);}}
e.preventDefault();
}
m.updateBounds = function(){
if(m.active){
m.bounds = m.element.getBoundingClientRect();
}
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
m.active = true;
m.updateBounds();
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
m.active = false;
}
}
return mouse;
})();
resizeCanvas();
mouse.start(canvas,true);
onResize()
var lastTime = null;
window.addEventListener("resize",resizeCanvas);
function clearCTX(){
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h); // though not needed this is here to be fair across methods and demonstrat flicker
}
function dualUpdate(){
if(!dualTimersActive) {
dualTimersActive = true;
hdl1 = setInterval( clearCTX, 1000/60);
hdl2 = setInterval(() => display(10), 1000/60);
}
}
function timerUpdate(){
timer = performance.now();
if(!lastTime){
lastTime = timer;
}
var time = (timer-lastTime) / (1000/60);
lastTime = timer;
setTimeout(updateMethods[displayMethod],1000/60);
clearCTX();
display(10*time);
}
function updateRAF(){
clearCTX();
requestAnimationFrame(updateMethods[displayMethod]);
display(10);
}
function updateRAFTimer(timer){ // Main update loop
clearCTX();
requestAnimationFrame(updateMethods[displayMethod]);
if(!timer){
timer = 0;
}
if(!lastTime){
lastTime = timer;
}
var time = (timer-lastTime) / (1000/60);
display(10 * time);
lastTime = timer;
}
displayMethod = 1;
var updateMethods = [timerUpdate,updateRAF,dualUpdate,updateRAFTimer,timerUpdate]
updateMethods[displayMethod]();
/** SimpleFullCanvasMouse.js end **/
当我们使用 setTimeout 或 setInterval 时,它是多余的,因为 setTimeout 或 setInterval 执行一项任务几乎 4 次,其中只有最后一个是必要的,所以前 3 次是多余的,没有用,只是占用更多的 CPU 功率,但 requestAnimationFrame 只需要一步,所以我们粗略地说 requestAnimationFrame 比 setTimeout 或 setInterval 好近 4 倍
参考和更多信息:- https://www.youtube.com/live/w1L1xRZdLTU?si=LHS2MnMA6IgmF4pU&t=3409