I'm rendering a grid of cells, very much like the grid you find in a crossword puzzle, but using four different colors to fill each cell (not only black or white).
The grid size is about 160x120, and I need to render it as fast as possible, as it will be used to display a Cellular automaton animation.
I have tried two different approaches to render the grid:
Render each cell using something like:
var w = x + step;
var h = y + step;
canvasContext.fillStyle=cell.color;
canvasContext.fillRect(x+1,y+1,w-1,h-1);
canvasContext.strokeRect(x,y,w,h);
Render the all of cells without the border, and then render the grid lines using:
var XSteps = Math.floor(width/step);
canvasContext.fillStyle = gridColor;
for (var i = 0, len=XSteps; i<len; i++) {
canvasContext.fillRect(i*step, 0, 1, height);
}
//Similar thing for Y coord
Both algorithms perform poorly: it is slower to draw the grid than the cells in both cases. Am I missing something? How can I optimize those algorithms? Is there another way I should try?
Note: the grid moves, as the user can displace it or zoom the view.
The general question will be: what is the fastest algorithm to draw a grid of cells on a element?
The fastest way to do something is to not do it at all.
Draw your unchanging grid once on one canvas, and draw (and clear and redraw) your cellular automata on another canvas layered above (or below) that. Let the browser (in all it's native compiled optimized glory) handle dirtying and redrawing and compositing for you.
Or (better) if you are not going to change your grid size, just create a tiny image and let CSS fill it as the background.
Based on this excellent demo, here's a background image grid created entirely through CSS; with this you could change the size as desired (in whole-pixels increments).
If you must draw a grid, the fastest will be to just draw lines:
function drawGrid(ctx,size){
var w = ctx.canvas.width,
h = ctx.canvas.height;
ctx.beginPath();
for (var x=0;x<=w;x+=size){
ctx.moveTo(x-0.5,0); // 0.5 offset so that 1px lines are crisp
ctx.lineTo(x-0.5,h);
}
for (var y=0;y<=h;y+=size){
ctx.moveTo(0,y-0.5);
ctx.lineTo(w,y-0.5);
}
ctx.stroke(); // Only do this once, not inside the loops
}
For m rows and n columns this requires m+n line draws in a single pass. Contrast this with drawing m×n individual rects and you can see that the performance difference can be quite significant.
For example, a 512×512 grid of 8×8 cells would take 4,096 fillRect()
calls in the naive case, but only 128 lines need to be stroked in a single stroke()
call using the code above.
It's really hard to help without seeing all the code to know where the performance is going, but just off the bat:
background-image
on the canvas to an image of the grid you want.rect()
(the path command) and only a single call to fill
at the very end. So all the filled cells are rendered at once with a single filling (or stroking or both) command.You are using fill to draw the lines; it would be faster, I think, to define a path and stroke it:
canvasContext.beginPath();
var XSteps = Math.floor(width / step);
canvasContext.fillStyle = gridColor;
var x = 0;
for (var i = 0, len = XSteps; i < len; i++) {
canvasContext.moveTo(x, 0);
canvasContext.lineTo(x, height);
x += step;
}
// similar for y
canvasContext.stroke();
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