Google Maps JS API Polygon Rendering Issue - google-maps

I'm creating a Google map with many polygons. The problem is that when my polygons render, they are inconsistently colored (different colors across the polygon body) and they don't render fully. Included are 2 images where you can see the amount of a given polygon that renders is not consistent.
The desired behavior is that the polygons render fully (there is not a straight line where the polygon is unrendered going down the middle of the polygon body) and the color of the polygon fill is consistent throughout the polygon.
I assume this is a tiling issue. Here is the code I'm using to govern the "getTile" and "releaseTile" logic for my custom map type:
GMICMapType.prototype.getTile = function(coord, zoom, ownerDocument) {
var c = Math.pow(2, zoom);
var c = Math.pow(2, zoom);
var tilex=coord.x,tiley=coord.y;
if (imageWraps) {
if (tilex<0) tilex=c+tilex%c;
if (tilex>=c) tilex=tilex%c;
if (tiley<0) tiley=c+tiley%c;
if (tiley>=c) tiley=tiley%c;
}
else {
if ((tilex<0)||(tilex>=c)||(tiley<0)||(tiley>=c)) {
var blank = ownerDocument.createElement('DIV');
blank.style.width = this.tileSize.width + 'px';
blank.style.height = this.tileSize.height + 'px';
return blank;
}
}
var img = ownerDocument.createElement('IMG');
var d = tilex;
var e = tiley;
var f = "t";
for (var g = 0; g < zoom; g++) {
c /= 2;
if (e < c) {
if (d < c) { f += "q" }
else { f += "r"; d -= c }
}
else {
if (d < c) { f += "t"; e -= c }
else { f += "s"; d -= c; e -= c }
}
}
GMICMapType.prototype.realeaseTile = function(tile) {
var idx = this.Cache.indexOf(tile);
if(idx!=-1) this.Cache.splice(idx, 1);
tile=null;
}
Additionally, I'm using this code to push the polygons to the map:
// Construct the sector outline.
window[sectorName] = new google.maps.Polygon({
name: sectorTitle,
infoWindowPointX: sectorCenterPointX,
infoWindowPointY: sectorCenterPointY,
knownSystems: knownSystems,
factionColor: factionColor,
paths: sectorCoords,
sectorDataNum: s,
strokeColor: sectorColor,
strokeOpacity: 1,
strokeWeight: 0.8,
zIndex: 1,
fillColor: sectorColor,
fillOpacity: 1
});
polygons.push(window[sectorName]);
window[sectorName].setMap(map);
I'm guessing this is the code relevant to the issue, but I'm not sure what is causing the issue so I'm not sure what code to include. If I should include other sections of the code (or all of the code) please let me know.

I'm going to answer my own question for anyone who has a similar problem in the future to reference, since I have received no responses and devised a workaround to each problem.
Problem: Polygons not colored correctly.
Solution: I checked the fillColor attribute and discovered the value passed was incorrect. Passing the correct values fixed this problem.
Problem: Not all polygons rendered at all zoom levels.
Solution: My original source image was a 1000px X 1000px map with content drawn almost to 3 of the 4 edges (meaning very little empty space near the borders on 3 sides). I increased my source image to 2000px X 2000px and placed my original image in the center, meaning my map now has much more "empty" space where I am not rendering polygons near the edges. This has resulted in a smaller map, with lower fidelity in coordinates (1 X is now twice as far as it was before on the portions of the map with content), however the polygons are now only located near the center of the google map element. For some reason this means all polygons render at all zoom levels, which is the outcome I desired, at the expense of some fidelity and map image resolution.

Related

HTML5 Canvas - Anti-aliasing and Paint Bucket / Flood Fill

Having trawled Stack Overflow and Google it seems to me that there is no way to disable antialiasing when drawing lines on an HTML5 canvas.
This makes for nice looking lines, but causes me a problem when it comes time to applying a paint bucket / flood fill algorithm.
Part of my application requires that users draw on a canvas, freestyle drawing with basic tools like line size, color... and a paint bucket.
Because lines are rendered with antialiasing they are not a consistent color... with that in mind consider the following:
Draw a thick line in black
Decide at some point later that the line should be red
Apply flood fill to black line
My flood fill algorithm fills the bulk of the line with red, but the edges that were antialiased are detected as being outside the area that should be filled... hence remain (greys / blues(?) left over from the black line).
The flood fill algorithm does not incorporate something akin to 'tolerance' like Photoshop does... I have considered something like that but am unsure it would help as I don't think the anti-aliasing does something simple like render grey next to a black line, I think it's more advanced than that and the anti-aliasing takes into consideration the surrounding colors and blends.
Does anyone have any suggestions as to how I can end up with a better paint bucket / flood fill that COMPLETELY flood fills / replaces an existing line or section of a drawing?
If you simply want to change a color of a line: don't use bucket paint fill at all.
Store all your lines and shapes as objects/arrays and redraw them when needed.
This not only allow you to change canvas size without losing everything on it, but to change a color is simply a matter of changing a color property on your object/array and redraw, as well as scaling everything based on vectors instead of raster.
This will be faster than a bucket fill as redrawing is handled in most part internally and not by pixel-by-pixel in JavaScript as is needed with a bucket fill.
That being said: you cannot, unfortunately, disable anti-alias for shapes and lines, only for images (using the imageSmoothingEnabled property).
An object could look like this:
function myLine(x1, y1, x2, y2, color) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.color = color;
return this;
}
And then allocate it by:
var newLine = new myLine(x1, y1, x2, y2, color);
Then store this to an array:
/// globally:
var myLineStack = [];
/// after x1/x2/y1/y2 and color is achieved in the draw function:
myLineStack.push(new myLine(x1, y1, x2, y2, color));
Then it is just a matter of iterating through the objects when an update is needed:
/// some index to a line you want to change color for:
myLineStack[index].color = newColor;
/// Redraw all (room for optimizations here...)
context.clearRect( ... );
for(var i = 0, currentLine; currentLine = myLineStack[i]; i++) {
/// new path
context.beginPath();
/// set the color for this line
context.strokeStyle = currentLine.color;
/// draw the actual line
context.moveTo(currentLine.x1, currentLine.y1);
context.lineTo(currentLine.x2, currentLine.y2);
context.stroke();
}
(For optimizations you can for example clear only the area that needs redraw and draw a single index. You can also group lines/shapes with the same colors and draw then with a single setting of strokeStyle etc.)
You can not always redraw the canvas, you may have used filters that can not be reversed, or just use so many fill and stroke calls it would be impractical to redraw.
I have my own flood fill based on a simple fill stack that paints to a tolerances and does its best to lessen anti-aliasing artifacts. Unfortunately if you have anti-aliasing on repeated fills will grow the filled region.
Below is the function, adapt it as suited, it is a direct lift from my code with comments added.
// posX,posY are the fill start position. The pixel at the location is used to test tolerance.
// RGBA is the fill colour as an array of 4 bytes all ranged 0-255 for R,G,B,A
// diagonal if true the also fill into pixels that touch at the corners.
// imgData canvas pixel data from ctx.getImageData method
// tolerance Fill tolerance range 0 only allow exact same colour to fill to 255
// fill all but the extreme opposite.
// antiAlias if true fill edges to reduce anti-Aliasing artifacts.
Bitmaps.prototype.floodFill = function (posX, posY, RGBA, diagonal,imgData,tolerance,antiAlias) {
var data = imgData.data; // image data to fill;
antiAlias = true;
var stack = []; // paint stack to find new pixels to paint
var lookLeft = false; // test directions
var lookRight = false;
var w = imgData.width; // width and height
var h = imgData.height;
var painted = new Uint8ClampedArray(w*h); // byte array to mark painted area;
var dw = w*4; // data width.
var x = posX; // just short version of pos because I am lazy
var y = posY;
var ind = y * dw + x * 4; // get the starting pixel index
var sr = data[ind]; // get the start colour tha we will use tollerance against.
var sg = data[ind+1];
var sb = data[ind+2];
var sa = data[ind+3];
var sp = 0;
var dontPaint = false; // flag to indicate if checkColour can paint
// function checks a pixel colour passes tollerance, is painted, or out of bounds.
// if the pixel is over tollerance and not painted set it do reduce anti alising artifacts
var checkColour = function(x,y){
if( x<0 || y < 0 || y >=h || x >= w){ // test bounds
return false;
}
var ind = y * dw + x * 4; // get index of pixel
var dif = Math.max( // get the max channel differance;
Math.abs(sr-data[ind]),
Math.abs(sg-data[ind+1]),
Math.abs(sb-data[ind+2]),
Math.abs(sa-data[ind+3])
);
if(dif < tolerance){ // if under tollerance pass it
dif = 0;
}
var paint = Math.abs(sp-painted[y * w + x]); // is it already painted
if(antiAlias && !dontPaint){ // mitigate anti aliasing effect
// if failed tollerance and has not been painted set the pixel to
// reduce anti alising artifact
if(dif !== 0 && paint !== 255){
data[ind] = RGBA[0];
data[ind+1] = RGBA[1];
data[ind+2] = RGBA[2];
data[ind+3] = (RGBA[3]+data[ind+3])/2; // blend the alpha channel
painted[y * w + x] = 255; // flag pixel as painted
}
}
return (dif+paint)===0?true:false; // return tollerance status;
}
// set a pixel and flag it as painted;
var setPixel = function(x,y){
var ind = y * dw + x * 4; // get index;
data[ind] = RGBA[0]; // set RGBA
data[ind+1] = RGBA[1];
data[ind+2] = RGBA[2];
data[ind+3] = RGBA[3];
painted[y * w + x] = 255; // 255 or any number >0 will do;
}
stack.push([x,y]); // push the first pixel to paint onto the paint stack
while (stack.length) { // do while pixels on the stack
var pos = stack.pop(); // get the pixel
x = pos[0];
y = pos[1];
dontPaint = true; // turn off anti alising
while (checkColour(x,y-1)) { // find the bottom most pixel within tolerance;
y -= 1;
}
dontPaint = false; // turn on anti alising if being used
//checkTop left and right if alowing diagonal painting
if(diagonal){
if(!checkColour(x-1,y) && checkColour(x-1,y-1)){
stack.push([x-1,y-1]);
}
if(!checkColour(x+1,y) && checkColour(x+1,y-1)){
stack.push([x+1,y-1]);
}
}
lookLeft = false; // set look directions
lookRight = false; // only look is a pixel left or right was blocked
while (checkColour(x,y)) { // move up till no more room
setPixel(x,y); // set the pixel
if (checkColour(x - 1,y)) { // check left is blocked
if (!lookLeft) {
stack.push([x - 1, y]); // push a new area to fill if found
lookLeft = true;
}
} else
if (lookLeft) {
lookLeft = false;
}
if (checkColour(x+1,y)) { // check right is blocked
if (!lookRight) {
stack.push([x + 1, y]); // push a new area to fill if found
lookRight = true;
}
} else
if (lookRight) {
lookRight = false;
}
y += 1; // move up one pixel
}
// check down left
if(diagonal){ // check for diagnal areas and push them to be painted
if(checkColour(x-1,y) && !lookLeft){
stack.push([x-1,y]);
}
if(checkColour(x+1,y) && !lookRight){
stack.push([x+1,y]);
}
}
}
// all done
}
There is a better way that gives high quality results, the above code can be adapted to do this by using the painted array to mark the paint edges and then after the fill has completed scan the painted array and apply a convolution filter to each edge pixel you have marked. The filter is directional (depending on which sides are painted) and the code too long for this answer. I have pointed you in the right direction and the infrastructure is above.
Another way to improve the image quality is to super sample the image you are drawing to. Hold a second canvas that is double the size of the image being painted. Do all you drawing to that image and display it to the user on another canvas with CTX.imageSmoothingEnabled and ctx.setTransform(0.5,0,0,0.5,0,0) half size, when done and the image is ready half its size manually with the following code (don't rely on canvas imageSmoothingEnabled as it gets it wrong.)
Doing this will greatly improve the quality of your final image and with the above fill almost completely eliminate anti-aliasing artifacts from flood fills.
// ctxS is the source canvas context
var w = ctxS.canvas.width;
var h = ctxS.canvas.height;
var data = ctxS.getImageData(0,0,w,h);
var d = data.data;
var x,y;
var ww = w*4;
var ww4 = ww+4;
for(y = 0; y < h; y+=2){
for(x = 0; x < w; x+=2){
var id = y*ww+x*4;
var id1 = Math.floor(y/2)*ww+Math.floor(x/2)*4;
d[id1] = Math.sqrt((d[id]*d[id]+d[id+4]*d[id+4]+d[id+ww]*d[id+ww]+d[id+ww4]*d[id+ww4])/4);
id += 1;
id1 += 1;
d[id1] = Math.sqrt((d[id]*d[id]+d[id+4]*d[id+4]+d[id+ww]*d[id+ww]+d[id+ww4]*d[id+ww4])/4);
id += 1;
id1 += 1;
d[id1] = Math.sqrt((d[id]*d[id]+d[id+4]*d[id+4]+d[id+ww]*d[id+ww]+d[id+ww4]*d[id+ww4])/4);
id += 1;
id1 += 1;
d[id1] = Math.sqrt((d[id]*d[id]+d[id+4]*d[id+4]+d[id+ww]*d[id+ww]+d[id+ww4]*d[id+ww4])/4);
}
}
ctxS.putImageData(data,0,0); // save imgData
// grab it again for new image we don't want to add artifacts from the GPU
var data = ctxS.getImageData(0,0,Math.floor(w/2),Math.floor(h/2));
var canvas = document.createElement("canvas");
canvas.width = Math.floor(w/2);
canvas.height =Math.floor(h/2);
var ctxS = canvas.getContext("2d",{ alpha: true });
ctxS.putImageData(data,0,0);
// result canvas with downsampled high quality image.

Why does Canvas's putImageData not work when I specify target location?

In trying to find documentation for Canvas context's putImageData() method, I've found things like this:
context.putImageData(imgData,x,y,dirtyX,dirtyY,dirtyWidth,dirtyHeight);
(from http://www.w3schools.com/tags/canvas_putimagedata.asp)
According to the documentation I've read, x and y are an index into the source image, whereas dirtyX and dirtyY specify coordinates in the target canvas where to draw the image. Yet, as you'll see from the example below (and JSFiddle) a call to putImageData(imgData,x,y) works while putImageData(imgData, 0, 0, locX, locY) doesn't. I'm not sure why.
EDIT:
I guess my real question is why the top row of the image is black, and there are only 7 rows, not 8. The images should start at the top-left of the Canvas. They DO start at the left (and have 8 columns). Why do they not start at the top?
Answer: that's due to divide by 0 on this line when yLoc is 0:
xoff = imgWidth / (yLoc/3);
The JSFiddle:
http://jsfiddle.net/WZynM/
Code:
<html>
<head>
<title>Canvas tutorial</title>
<script type="text/javascript">
var canvas;
var context; // The canvas's 2d context
function setupCanvas()
{
canvas = document.getElementById('myCanvas');
if (canvas.getContext)
{
context = canvas.getContext('2d');
context.fillStyle = "black"; // this is default anyway
context.fillRect(0, 0, canvas.width, canvas.height);
}
}
function init()
{
loadImages();
startGating();
}
var images = new Array();
var gatingTimer;
var curIndex, imgWidth=0, imgHeight;
// Load images
function loadImages()
{
for (n = 1; n <= 16; n++)
{
images[n] = new Image();
images[n].src = "qxsImages/frame" + n + ".png";
// document.body.appendChild(images[n]);
console.log("width = " + images[n].width + ", height = " + images[n].height);
}
curIndex = 1;
imgWidth = images[1].width;
imgHeight = images[1].height;
}
function redrawImages()
{
if (imgWidth == 0)
return;
curIndex++;
if (curIndex > 16)
curIndex = 1;
// To do later: use images[1].width and .height to layout based on image size
for (var x=0; x<8; x++)
{
for (var y=0; y<8; y++)
{
//if (x != 1)
// context.drawImage(images[curIndex], x*150, y*100);
// context.drawImage(images[curIndex], x*150, y*100, imgWidth/2, imgHeight/2); // scale
// else
self.drawCustomImage(x*150, y*100);
}
}
}
function drawCustomImage(xLoc, yLoc)
{
// create a new pixel array
imageData = context.createImageData(imgWidth, imgHeight);
pos = 0; // index position into imagedata array
xoff = imgWidth / (yLoc/3); // offsets to "center"
yoff = imgHeight / 3;
for (y = 0; y < imgHeight; y++)
{
for (x = 0; x < imgWidth; x++)
{
// calculate sine based on distance
x2 = x - xoff;
y2 = y - yoff;
d = Math.sqrt(x2*x2 + y2*y2);
t = Math.sin(d/6.0);
// calculate RGB values based on sine
r = t * 200;
g = 125 + t * 80;
b = 235 + t * 20;
// set red, green, blue, and alpha:
imageData.data[pos++] = Math.max(0,Math.min(255, r));
imageData.data[pos++] = Math.max(0,Math.min(255, g));
imageData.data[pos++] = Math.max(0,Math.min(255, b));
imageData.data[pos++] = 255; // opaque alpha
}
}
// copy the image data back onto the canvas
context.putImageData(imageData, xLoc, yLoc); // Works... kinda
// context.putImageData(imageData, 0, 0, xLoc, yLoc, imgWidth, imgHeight); // Doesn't work. Why?
}
function startGating()
{
gatingTimer = setInterval(redrawImages, 1000/25); // start gating
}
function stopGating()
{
clearInterval(gatingTimer);
}
</script>
<style type="text/css">
canvas { border: 1px solid black; }
</style>
</head>
<body onload="setupCanvas(); init();">
<canvas id="myCanvas" width="1200" height="800"></canvas>
</body>
</html>
http://jsfiddle.net/WZynM/
You just had your coordinates backwards.
context.putImageData(imageData, xLoc, yLoc, 0, 0, imgWidth, imgHeight);
Live Demo
xLoc, and yLoc are where you are putting it, and 0,0,imgWidth,imgHeight is the data you are putting onto the canvas.
Another example showing this.
A lot of the online docs seem a bit contradictory but for the seven param version
putImageData(img, dx, dy, dirtyX, dirtyY, dirtyRectWidth, dirtyRectHeight)
the dx, and dy are your destination, the next four params are the dirty rect parameters, basically controlling what you are drawing from the source canvas. One of the most thorough descriptions I can find was in the book HTML5 Unleashed by Simon Sarris (pg. 165).
Having been using this recently, I've discovered that Loktar above has hit upon a VERY important issue. Basically, some documentation of this method online is incorrect, a particularly dangerous example being W3Schools, to which a number of people will turn to for reference.
Their documentation states the following:
Synopsis:
context.putImageData(imgData,x,y,dirtyX,dirtyY,dirtyWidth,dirtyHeight);
Arguments:
imgData: Specifies the ImageData object to put back onto the canvas
x : The x-coordinate, in pixels, of the upper-left corner of the ImageData object [WRONG]
y : The y-coordinate, in pixels, of the upper-left corner of the ImageData object [WRONG]
dirtyX : Optional. The horizontal (x) value, in pixels, where to place the image on the canvas [WRONG]
dirtyY : Optional. The vertical (y) value, in pixels, where to place the image on the canvas [WRONG]
dirtyWidth : Optional. The width to use to draw the image on the canvas
dirtyHeight: Optional. The height to use to draw the image on the canvas
As Loktar states above, the CORRECT synopsis is as follows:
Correct Synopsis:
context.putImageData(imgData, canvasX, canvasY, srcX ,srcY, srcWidth, srcHeight);
Arguments:
imgData: Specifies the ImageData object to put back onto the canvas (as before);
canvasX : The x coordinate of the location on the CANVAS where you are plotting your imageData;
canvasY : The y coordinate of the location on the CANVAS where you are plotting your ImageData;
srcX : Optional. The x coordinate of the top left hand corner of your ImageData;
srcY : Optional. The y coordinate of the top left hand corner of your ImageData;
srcWidth : Optional. The width of your ImageData;
srcHeight : Optional. The height of your ImageData.
Use the correct synopsis above, and you won't have the problems that have been encountered above.
I'll give a big hat tip to Loktar for finding this out initially, but I thought it apposite to provide an expanded answer in case others run into the same problem.

Static Maps: Drawing polygons with many points. (2048 char limitation)

Because there is a limitation to 2048 characters in the get request, you are not able to generate an image with Google Static Maps which contains a polygon with a great number of polygon points.
Especially if you try to draw many complex polygons on one map.
If you use Google Maps API, you will have no problem - it works very well!
But I want to have an image (jpg or png)...
So, is there any opportunity to create an image from the Google Maps API? Or any way to 'trick' the 2048 char limitation?
Thanks!
There's no way to 'trick' the character limit, but it is possible to simplify your polyline to bring the encoded polyline string below the character limit. This may or may not result in a polygon of suitable fidelity for your needs.
One additional caveat is that (to the best of my knowledge) the Static Maps API only allows a single encoded polyline to be drawn on the map (this can look like a polygon, if you either close it yourself or fill it, but it's still a polyline, not a polygon).
One option for simplifying your polyline is the Douglas Peucker algorithm. Below is an implementation which extends the google.maps.Polyline object with a simplify method.
This relies on having the Google Maps JS API loaded, which you may not want if you're using Static Maps, but the code below could easily be re-written.
google.maps.Polyline.prototype.simplify = function(tolerance) {
var points = this.getPath().getArray(); // An array of google.maps.LatLng objects
var keep = []; // The simplified array of points
// Check there is something to simplify.
if (points.length <= 2) {
return points;
}
function distanceToSegment(p, v, w) {
function distanceSquared(v, w) {
return Math.pow((v.x - w.x),2) + Math.pow((v.y - w.y),2)
}
function distanceToSegmentSquared(p, v, w) {
var l2 = distanceSquared(v, w);
if (l2 === 0) return distanceSquared(p, v);
var t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
if (t < 0) return distanceSquared(p, v);
if (t > 1) return distanceSquared(p, w);
return distanceSquared(p, { x: v.x + t * (w.x - v.x), y: v.y + t * (w.y - v.y) });
}
// Lat/Lng to x/y
function ll2xy(p){
return {x:p.lat(),y:p.lng()};
}
return Math.sqrt(distanceToSegmentSquared(ll2xy(p), ll2xy(v), ll2xy(w)));
}
function dp( points, tolerance ) {
// If the segment is too small, just keep the first point.
// We push the final point on at the very end.
if ( points.length <= 2 ) {
return [points[0]];
}
var keep = [], // An array of points to keep
v = points[0], // Starting point that defines a segment
w = points[points.length-1], // Ending point that defines a segment
maxDistance = 0, // Distance of farthest point
maxIndex = 0; // Index of said point
// Loop over every intermediate point to find point greatest distance from segment
for ( var i = 1, ii = points.length - 2; i <= ii; i++ ) {
var distance = distanceToSegment(points[i], points[0], points[points.length-1]);
if( distance > maxDistance ) {
maxDistance = distance;
maxIndex = i;
}
}
// check if the max distance is greater than our tollerance allows
if ( maxDistance >= tolerance ) {
// Recursivly call dp() on first half of points
keep = keep.concat( dp( points.slice( 0, maxIndex + 1 ), tolerance ) );
// Then on second half
keep = keep.concat( dp( points.slice( maxIndex, points.length ), tolerance ) );
} else {
// Discarding intermediate point, keep the first
keep = [points[0]];
}
return keep;
};
// Push the final point on
keep = dp(points, tolerance);
keep.push(points[points.length-1]);
return keep;
};
This has been cobbled together with the help of a couple of examples (here and here).
You can now take your original polyline and feed it through this function with increasing tolerance until the resulting encoded polyline falls below the URL length limit (which will depend on the other parameters you're passing to Static Maps).
Something like this should work:
var line = new google.maps.Polyline({path: path});
var encoded = google.maps.geometry.encoding.encodePath(line.getPath());
var tol = 0.0001;
while (encoded.length > 1800) {
path = line.simplify(tol);
line = new google.maps.Polyline({path: path});
encoded = google.maps.geometry.encoding.encodePath(path);
tol += .005;
}
Another way is to use a javascript library that can convert your content of a canvas to an image. Something like
http://html2canvas.hertzen.com/
http://www.nihilogic.dk/labs/canvas2image/
Though I am not sure about it's performance for googlemaps with overlay's.
EDIT: If you're using html2canvas, be sure to checkout this question:
https://stackoverflow.com/a/17816195/2279924
As of September 2016 the URL limit has been changed to 8192 characters in size.
https://developers.google.com/maps/documentation/static-maps/intro#url-size-restriction
There was also a feature request in public issue tracker that was marked as Fixed.

Does Canvas redraw itself every time anything changes?

I have done some research on how canvas works. It is supposed to be "immediate mode" means that it does not remember what its drawing looks like, only the bitmap remains everytime anything changes.
This seems to suggest that canvas does not redraw itself on change.
However, when I tested canvas on iPad (basically I keep drawing parallel lines on the canvas), the frame rate degrades rapidly when there are more lines on the canvas. Lines are drawn more slowly and in a more jumpy way.
Does this mean canvas actually have to draw the whole thing on change? Or there is other reason for this change in performance?
The HTML canvas remembers the final state of pixels after each stroke/fill call is made. It never redraws itself. (The web browser may need to re-blit portions of the final image to the screen, for example if another HTML object is moved over the canvas and then away again, but this is not the same as re-issuing the drawing commands.
The context always remembers its current state, including any path that you have been accumulating. It is probable that you are (accidentally) not clearing your path between 'refreshes', and so on the first frame you are drawing one line, on the second frame two lines, on the third frame three lines, and so forth. (Are you calling ctx.closePath() and ctx.beginPath()? Are you clearing the canvas between drawings?)
Here's an example showing that the canvas does not redraw itself. Even at tens of thousands of lines I see the same frame rate as with hundreds of lines (capped at 200fps on Chrome, ~240fps on Firefox 8.0, when drawing 10 lines per frame).
var lastFrame = new Date, avgFrameMS=5, lines=0;
function drawLine(){
ctx.beginPath();
ctx.moveTo(Math.random()*w,Math.random()*h);
ctx.lineTo(Math.random()*w,Math.random()*h);
ctx.closePath();
ctx.stroke();
var now = new Date;
var frameTime = now - lastFrame;
avgFrameMS += (frameTime-avgFrameMS)/20;
lastFrame = now;
setTimeout(drawLine,1);
lines++;
}
drawLine();
// Show the stats infrequently
setInterval(function(){
fps.innerHTML = (1000/avgFrameMS).toFixed(1);
l.innerHTML = lines;
},1000);
Seen in action: http://phrogz.net/tmp/canvas_refresh_rate.html
For more feedback on what your code is actually doing versus what you suspect it is doing, share your test case with us.
Adding this answer to be more general.
It really depends on what the change is. If the change is simply to add another path to the previously drawn context, then the canvas does not have to be redrawn. Simply add the new path to the present context state. The previously selected answer reflects this with an excellent demo found here.
However, if the change is to translate or "move" an already drawn path to another part of the canvas, then yes, the whole canvas has to be redrawn. Imagine the same demo linked above accumulating lines while also rotating about the center of the canvas. For every rotation, the canvas would have to be redrawn, with all previously drawn lines redrawn at the new angle. This concept of redrawing on translation is fairly self-evident, as the canvas has no method of deleting from the present context. For simple translations, like a dot moving across the canvas, one could draw over the dot's present location and redraw the new dot at the new, translated location, all on the same context. This may or may not be more operationally complex than just redrawing the whole canvas with the new, translated dot, depending on how complex the previously drawn objects are.
Another demo to demonstrate this concept is when rendering an oscilloscope trace via the canvas. The below code implements a FIFO data structure as the oscilloscope's data, and then plots it on the canvas. Like a typical oscilloscope, once the trace spans the width of the canvas, the trace must translate left to make room for new data points on the right. To do this, the canvas must be redrawn every time a new data point is added.
function rand_int(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1) + min); //The maximum is inclusive and the minimum is inclusive
}
function Deque(max_len) {
this.max_len = max_len;
this.length = 0;
this.first = null;
this.last = null;
}
Deque.prototype.Node = function(val, next, prev) {
this.val = val;
this.next = next;
this.prev = prev;
};
Deque.prototype.push = function(val) {
if (this.length == this.max_len) {
this.pop();
}
const node_to_push = new this.Node(val, null, this.last);
if (this.last) {
this.last.next = node_to_push;
} else {
this.first = node_to_push;
}
this.last = node_to_push;
this.length++;
};
Deque.prototype.pop = function() {
if (this.length) {
let val = this.first.val;
this.first = this.first.next;
if (this.first) {
this.first.prev = null;
} else {
this.last = null;
}
this.length--;
return val;
} else {
return null;
}
};
Deque.prototype.to_string = function() {
if (this.length) {
var str = "[";
var present_node = this.first;
while (present_node) {
if (present_node.next) {
str += `${present_node.val}, `;
} else {
str += `${present_node.val}`
}
present_node = present_node.next;
}
str += "]";
return str
} else {
return "[]";
}
};
Deque.prototype.plot = function(canvas) {
const w = canvas.width;
const h = canvas.height;
const ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, w, h);
//Draw vertical gridlines
ctx.beginPath();
ctx.setLineDash([2]);
ctx.strokeStyle = "rgb(124, 124, 124)";
for (var i = 1; i < 9; i++) {
ctx.moveTo(i * w / 9, 0);
ctx.lineTo(i * w / 9, h);
}
//Draw horizontal gridlines
for (var i = 1; i < 10; i++) {
ctx.moveTo(0, i * h / 10);
ctx.lineTo(w, i * h / 10);
}
ctx.stroke();
ctx.closePath();
if (this.length) {
var present_node = this.first;
var x = 0;
ctx.setLineDash([]);
ctx.strokeStyle = "rgb(255, 51, 51)";
ctx.beginPath();
ctx.moveTo(x, h - present_node.val * (h / 10));
while (present_node) {
ctx.lineTo(x * w / 9, h - present_node.val * (h / 10));
x++;
present_node = present_node.next;
}
ctx.stroke();
ctx.closePath();
}
};
const canvas = document.getElementById("canvas");
const deque_contents = document.getElementById("deque_contents");
const button = document.getElementById("push_to_deque");
const min = 0;
const max = 9;
const max_len = 10;
var deque = new Deque(max_len);
deque.plot(canvas);
button.addEventListener("click", function() {
push_to_deque();
});
function push_to_deque() {
deque.push(rand_int(0, 9));
deque_contents.innerHTML = deque.to_string();
deque.plot(canvas);
}
body {
font-family: Arial;
}
.centered {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
text-align: center;
}
<div class="centered">
<p>Implementation of a FIFO deque data structure in JavaScript to mimic oscilloscope functionality. Push the button to push random values to the deque object. After the maximum length is reached, the first item pushed in is popped out to make room for the next value. The values are plotted in the canvas. The canvas must be redrawn to translate the data, making room for the new data.
</p>
<div>
<button type="button" id="push_to_deque">push</button>
</div>
<div>
<h1 id="deque_contents">[]</h1>
</div>
<div>
<canvas id="canvas" width="800" height="500" style="border:2px solid #D3D3D3; margin: 10px;">
</canvas>
</div>
</div>

Insane Graphics.lineStyle behavior

I'd like some help with a little project of mine.
Background:
i have a little hierarchy of Sprite derived classes (5 levels starting from the one, that is the root application class in Flex Builder). Width and Height properties are overriden so that my class always remembers it's requested size (not just bounding size around content) and also those properties explicitly set scaleX and scaleY to 1, so that no scaling would ever be involved. After storing those values, draw() method is called to redraw content.
Drawing:
Drawing is very straight forward. Only the deepest object (at 1-indexed level 5) draws something into this.graphics object like this:
var gr:Graphics = this.graphics;
gr.clear();
gr.lineStyle(0, this.borderColor, 1, true, LineScaleMode.NONE);
gr.beginFill(0x0000CC);
gr.drawRoundRectComplex(0, 0, this.width, this.height, 10, 10, 0, 0);
gr.endFill();
Further on:
There is also MouseEvent.MOUSE_WHEEL event attached to the parent of the object that draws. What handler does is simply resizes that drawing object.
Problem:
Screenshot
When resizing sometimes that hairline border line with LineScaleMode.NONE set gains thickness (quite often even >10 px) + it quite often leaves a trail of itself (as seen in the picture above and below blue box (notice that box itself has one px black border)). When i set lineStile thickness to NaN or alpha to 0, that trail is no more happening.
I've been coming back to this problem and dropping it for some other stuff for over a week now.
Any ideas anyone?
P.S. Grey background is that of Flash Player itself, not my own choise.. :D
As requested, a bit more:
Application is supposed to be a calendar-timeline with a zooming "feature" (project for a course at university). Thus i have these functions that have something to do with resizing:
public function performZoom():void
{
// Calculate new width:
var newDayWidth:Number = view.width / 7 * this.calModel.zoom;
if (newDayWidth < 1)
{
newDayWidth = 1;
}
var newWidth:int = int(newDayWidth * timeline.totalDays);
// Calculate day element Height/Width ratio:
var headerHeight:Number = this.timeline.headerAllDay;
var proportion:Number = 0;
if (this.view.width != 0 && this.view.height != 0)
{
proportion = 1 / (this.view.width / 7) * (this.view.height - this.timeline.headerAllDay);
}
// Calculate new height:
var newHeight:int = int(newDayWidth * proportion + this.timeline.headerAllDay);
// Calculate mouse position scale on X axis:
var xScale:Number = 0;
if (this.timeline.width != 0)
{
xScale = newWidth / this.timeline.width;
}
// Calculate mouse position scale on Y axis:
var yScale:Number = 0;
if (this.timeline.height - this.timeline.headerAllDay != 0)
{
yScale = (newHeight - this.timeline.headerAllDay) / (this.timeline.height - this.timeline.headerAllDay);
}
this.timeline.beginUpdate();
// Resize the timeline
this.timeline.resizeElement(newWidth, newHeight);
this.timeline.endUpdate();
// Move timeline:
this.centerElement(xScale, yScale);
// Reset timeline local mouse position:
this.centerMouse();
}
public function resizeElement(widthValue:Number, heightValue:Number):void
{
var prevWidth:Number = this.myWidth;
var prevHeight:Number = this.myHeight;
if (widthValue != prevWidth || heightValue != prevHeight)
{
super.width = widthValue;
super.height = heightValue;
this.scaleX = 1.0;
this.scaleY = 1.0;
this.myHeight = heightValue;
this.myWidth = widthValue;
if (!this.docking)
{
this.origHeight = heightValue;
this.origWidth = widthValue;
}
this.updateAnchorMargins();
onResizeInternal(prevWidth, prevHeight, widthValue, heightValue);
}
}
Yes. I know.. a lot of core, and a lot of properties, but in fact most of the stuff has been disabled at the end and the situation is as described at the top.
this didn't work:
gr.lineStyle(); // Reset line style
Can we see your resizing code?
Also try clearing your line style as well as your fill:
gr.lineStyle(0, this.borderColor, 1, true, LineScaleMode.NONE);
gr.beginFill(0x0000CC);
gr.drawRoundRectComplex(0, 0, this.width, this.height, 10, 10, 0, 0);
gr.endFill();
gr.lineStyle();//<---- add this line
I don't know whether it's flash bug or what it is, but i finally found the solution.
The thing is that in my case when resizing in a nutshell you get like this:
this.width = this.stage.stageWidth / 7 * 365;
When i switch to maximized window this.width gains value 86k+. When i added this piece of code to draw horizontal line, it fixed itself:
var recWidth:Number = this.width;
var i:int;
var newEnd:Number = 0;
for (i = 1; newEnd < recWidth; i++)
{
newEnd = 100 * i;
if (newEnd > recWidth)
{
newEnd = recWidth;
}
gr.lineTo(newEnd, 0);
}
I don't know what is going on.. This is inconvenient...