skia2/tools/lottie-web-perf/lottie-web-perf.html
Kevin Lubick df4e3ab185 HTML typo egde => edge
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>
2020-06-19 15:12:06 +00:00

80 lines
2.4 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<title>Lottie-Web Perf</title>
<meta charset="utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="/res/lottie.js" type="text/javascript" charset="utf-8"></script>
<style type="text/css" media="screen">
body {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<main>
<div style="width:1000px;height:1000px" class=anim></div>
</main>
<script type="text/javascript" charset="utf-8">
(function () {
const PATH = '/res/lottie.json';
const RENDERER = 'svg';
const MAX_FRAMES = 25;
const MAX_LOOPS = 5;
// Get total number of frames of the animation from the hash.
const hash = window.location.hash;
const totalFrames = hash.slice(1);
console.log("Lottie has " + totalFrames + "total frames");
// Load the animation with autoplay false. We will control which
// frame to seek to and then will measure performance.
let anim = lottie.loadAnimation({
container: document.querySelector('.anim'),
renderer: RENDERER,
loop: false,
autoplay: false,
path: PATH,
rendererSettings: {
preserveAspectRatio:'xMidYMid meet'
},
});
const t_rate = 1.0 / (MAX_FRAMES - 1);
let frame = 0;
let loop = 0;
const drawFrame = () => {
if (frame >= MAX_FRAMES) {
// Reached the end of one loop.
loop++;
if (loop == MAX_LOOPS) {
// These are global variables to talk with puppeteer.
window._lottieWebDone = true;
return;
}
// Reset frame to restart the loop.
frame = 0;
}
let t1 = Math.max(Math.min(t_rate * frame, 1.0), 0.0);
let seekToFrame = totalFrames * t1;
if (seekToFrame >= totalFrames-1) {
// bodymovin player sometimes draws blank when requesting
// to draw the very last frame. Subtracting a small value
// seems to fix this and make it draw the last frame.
seekToFrame -= .001;
}
anim.goToAndStop(seekToFrame, true /* isFrame */);
console.log("Used seek: " + (seekToFrame/totalFrames));
frame++;
window.requestAnimationFrame(drawFrame);
};
window.requestAnimationFrame(drawFrame);
})();
</script>
</body>
</html>