df4e3ab185
Same problem was in infra repo: https://skia-review.googlesource.com/c/buildbot/+/297738 https://skia-review.googlesource.com/c/buildbot/+/132921 Change-Id: I686e293aaf2a6c09f388eef864d3ea143ca2f69e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297719 Reviewed-by: Kevin Lubick <kjlubick@google.com>
86 lines
2.6 KiB
HTML
86 lines
2.6 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<title>Lottie-Web Perf</title>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="/res/lottie.js" type="text/javascript" charset="utf-8"></script>
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<style type="text/css" media="screen">
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body {
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margin: 0;
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padding: 0;
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}
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</style>
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</head>
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<body>
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<main>
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<canvas id=canvas width=1000 height=1000 style="height: 1000px; width: 1000px;"></canvas>
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</main>
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<script type="text/javascript" charset="utf-8">
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(function () {
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const PATH = '/res/lottie.json';
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const RENDERER = 'canvas';
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const MAX_FRAMES = 25;
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const MAX_LOOPS = 3;
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const cvs = document.getElementById("canvas");
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const canvasContext = cvs.getContext('2d');
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// Get total number of frames of the animation from the hash.
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const hash = window.location.hash;
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const totalFrames = hash.slice(1);
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console.log("Lottie has " + totalFrames + "total frames");
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// Load the animation with autoplay false. We will control which
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// frame to seek to and then will measure performance.
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let anim = lottie.loadAnimation({
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container: document.querySelector('.anim'),
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renderer: RENDERER,
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loop: false,
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autoplay: false,
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path: PATH,
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rendererSettings: {
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context: canvasContext,
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scaleMode: 'noScale',
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clearCanvas: true,
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preserveAspectRatio:'xMidYMid meet',
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},
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});
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const t_rate = 1.0 / (MAX_FRAMES - 1);
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let frame = 0;
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let loop = 0;
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const drawFrame = () => {
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if (frame >= MAX_FRAMES) {
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// Reached the end of one loop.
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loop++;
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if (loop == MAX_LOOPS) {
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// These are global variables to talk with puppeteer.
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window._lottieWebDone = true;
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return;
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}
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// Reset frame to restart the loop.
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frame = 0;
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}
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let t1 = Math.max(Math.min(t_rate * frame, 1.0), 0.0);
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let seekToFrame = totalFrames * t1;
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if (seekToFrame >= totalFrames-1) {
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// bodymovin player sometimes draws blank when requesting
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// to draw the very last frame. Subtracting a small value
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// seems to fix this and make it draw the last frame.
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seekToFrame -= .001;
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}
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anim.goToAndStop(seekToFrame, true /* isFrame */);
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console.log("Used seek: " + (seekToFrame/totalFrames));
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frame++;
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window.requestAnimationFrame(drawFrame);
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};
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window.requestAnimationFrame(drawFrame);
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})();
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</script>
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</body>
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</html>
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