I have about 120 000 particles (each particle 1px size) that I need to find the best and most important: fastest way to draw to my canvas.
How would you do that?
Right now I'm basically getting my pixels into an Array, and then I loop over these particles, do some x and y calculations and draw them out using fillRect. But the framerate is like 8-9 fps right now.
Any ideas? Please example.
Thank you
LATEST UPDATE (my code)
function init(){
window.addEventListener("mousemove", onMouseMove);
let mouseX, mouseY, ratio = 2;
const canvas = document.getElementById("textCanvas");
const context = canvas.getContext("2d");
canvas.width = window.innerWidth * ratio;
canvas.height = window.innerHeight * ratio;
canvas.style.width = window.innerWidth + "px";
canvas.style.height = window.innerHeight + "px";
context.imageSmoothingEnabled = false;
context.fillStyle = `rgba(255,255,255,1)`;
context.setTransform(ratio, 0, 0, ratio, 0, 0);
const width = canvas.width;
const height = canvas.height;
context.font = "normal normal normal 232px EB Garamond";
context.fillText("howdy", 0, 160);
var pixels = context.getImageData(0, 0, width, height).data;
var data32 = new Uint32Array(pixels.buffer);
const particles = new Array();
for(var i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
particles.push({
x: (i % width),
y: ((i / width)|0),
ox: (i % width),
oy: ((i / width)|0),
xVelocity: 0,
yVelocity: 0,
a: pixels[i*4 + 3] / 255
});
}
}
/*const particles = Array.from({length: 120000}, () => [
Math.round(Math.random() * (width - 1)),
Math.round(Math.random() * (height - 1))
]);*/
function onMouseMove(e){
mouseX = parseInt((e.clientX-canvas.offsetLeft) * ratio);
mouseY = parseInt((e.clientY-canvas.offsetTop) * ratio);
}
function frame(timestamp) {
context.clearRect(0, 0, width, height);
const imageData = context.getImageData(0, 0, width, height);
const data = imageData.data;
for (let i = 0; i < particles.length; i++) {
const particle = particles[i];
const index = 4 * Math.round((particle.x + particle.y * width));
data[index + 0] = 0;
data[index + 1] = 0;
data[index + 2] = 0;
data[index + 3] = 255;
}
context.putImageData(imageData, 0, 0);
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
var homeDX = p.ox - p.x;
var homeDY = p.oy - p.y;
var cursorForce = 0;
var cursorAngle = 0;
if(mouseX && mouseX > 0){
var cursorDX = p.ox - mouseX;
var cursorDY = p.oy - mouseY;
var cursorDistanceSquared = (cursorDX * cursorDX + cursorDY * cursorDY);
cursorForce = Math.min(10/cursorDistanceSquared,10);
cursorAngle = -Math.atan2(cursorDY, cursorDX);
}else{
cursorForce = 0;
cursorAngle = 0;
}
p.xVelocity += 0.2 * homeDX + cursorForce * Math.cos(cursorAngle);
p.yVelocity += 0.2 * homeDY + cursorForce * Math.sin(cursorAngle);
p.xVelocity *= 0.55;
p.yVelocity *= 0.55;
p.x += p.xVelocity;
p.y += p.yVelocity;
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}