78 lines
2.6 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../../index.css">
<script src="https://unpkg.com/canvaskit-wasm@latest/bin/canvaskit.js"></script>
<script src="../dist/iife/spine-canvaskit.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
</style>
</head>
<body class="p-4 flex flex-col items-center">
<h1>Micro Benchmark</h1>
<div id="timing"></div>
<canvas id=foo style="margin: 0 auto; width: 600px; height: 400px;"></canvas>
</body>
<script type="module">
async function readFile(path) {
const response = await fetch(path);
if (!response.ok) throw new Error("Could not load file " + path);
return await response.arrayBuffer();
}
const canvasElement = document.querySelector("#foo");
const dpr = window.devicePixelRatio || 1;
canvasElement.width = canvasElement.clientWidth * dpr;
canvasElement.height = canvasElement.clientHeight * dpr;
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
surface.getCanvas().scale(dpr, dpr);
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);
// Instantiate 100 drawables, randomly placed and scaled.
const drawables = [];
for (let i = 0; i < 100; i++) {
const drawable = new spine.SkeletonDrawable(skeletonData);
drawable.skeleton.scaleX = drawable.skeleton.scaleY = 0.1 + Math.random() * 0.4;
drawable.skeleton.x = Math.random() * 600;
drawable.skeleton.y = Math.random() * 400;
drawable.animationState.setAnimation(0, "walk", true);
drawables.push(drawable);
}
const timingElement = document.querySelector("#timing");
const renderer = new spine.SkeletonRenderer(ck);
let lastTime = performance.now();
function drawFrame(canvas) {
canvas.clear(ck.Color(52, 52, 54, 1));
const now = performance.now();
const deltaTime = (now - lastTime) / 1000;
lastTime = now;
// Render all drawables
for (let i = 0; i < drawables.length; i++) {
const drawable = drawables[i];
drawable.update(deltaTime);
renderer.render(canvas, drawable);
}
surface.requestAnimationFrame(drawFrame);
timingElement.textContent = (deltaTime * 1000).toFixed(0) + "ms/frame";
}
surface.requestAnimationFrame(drawFrame);
</script>
</html>