group and cache adjacent static outfit layers
perf win owo!
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1 changed files with 87 additions and 25 deletions
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@ -21,6 +21,11 @@ function OutfitCanvas({
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const { loading } = useEaselDependenciesLoader();
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const { loading } = useEaselDependenciesLoader();
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// Set the canvas's internal dimensions to be higher, if the device has high
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// DPI like retina. But we'll keep the layout width/height as expected!
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const internalWidth = width * window.devicePixelRatio;
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const internalHeight = height * window.devicePixelRatio;
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React.useLayoutEffect(() => {
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React.useLayoutEffect(() => {
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if (loading) {
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if (loading) {
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return;
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return;
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@ -39,46 +44,106 @@ function OutfitCanvas({
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return () => window.createjs.Ticker.removeEventListener("tick", onTick);
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return () => window.createjs.Ticker.removeEventListener("tick", onTick);
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}, [loading]);
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}, [loading]);
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const addChild = React.useCallback(
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const reorganizeChildren = React.useCallback(() => {
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(child, zIndex, { afterFirstDraw = null } = {}) => {
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// First, to simplify, let's clean out all of the main children, and any
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// Save this child's z-index for future sorting.
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// caching group containers they might be in. This will empty the stage.
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child.DTI_zIndex = zIndex;
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// (This isn't like, _great_ to do re perf, but it only happens on
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// Add the child, then slot it into the right place in the order.
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// add/remove, and we don't update yet, and it simplifies the algo a lot.)
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stage.addChild(child);
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//
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stage.sortChildren((a, b) => a.DTI_zIndex - b.DTI_zIndex);
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// NOTE: We copy the arrays below, because mutating them while iterating
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if (afterFirstDraw) {
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// causes elements to get lost!
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stage.on("drawend", afterFirstDraw, null, true);
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const children = [];
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for (const childOrCacheGroup of [...stage.children]) {
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if (childOrCacheGroup.DTI_isCacheGroup) {
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for (const child of [...childOrCacheGroup.children]) {
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children.push(child);
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childOrCacheGroup.removeChild(child);
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}
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stage.removeChild(childOrCacheGroup);
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} else {
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const child = childOrCacheGroup;
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children.push(child);
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stage.removeChild(child);
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}
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}
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}
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// Sort the children in zIndex order.
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children.sort((a, b) => a.DTI_zIndex - b.DTI_zIndex);
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// Now, re-insert the children into the stage, while making a point of
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// grouping adjacent non-animated assets into cache group containers.
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let lastCacheGroup = null;
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for (const child of children) {
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stage.addChild(child);
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if (child.DTI_hasAnimations) {
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stage.addChild(child);
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lastCacheGroup = null;
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} else {
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if (!lastCacheGroup) {
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lastCacheGroup = new window.createjs.Container();
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lastCacheGroup.DTI_isCacheGroup = true;
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stage.addChild(lastCacheGroup);
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}
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lastCacheGroup.addChild(child);
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}
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}
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// Finally, cache the cache groups! This will flatten them into a single
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// bitmap, so that these adjacent static layers can render ~instantly on
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// each frame, instead of spending time compositing all of them together.
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// Doesn't seem like a big deal, but helps a lot for squeezing out that
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// last oomph of performance!
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for (const childOrCacheGroup of stage.children) {
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if (childOrCacheGroup.DTI_isCacheGroup) {
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childOrCacheGroup.cache(0, 0, internalWidth, internalHeight);
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}
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}
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// Check whether any of the children have animations. Either way, call the
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// onChangeHasAnimations callback to let the parent know.
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if (onChangeHasAnimations) {
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if (onChangeHasAnimations) {
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const hasAnimations = stage.children.some((c) =>
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const hasAnimations = stage.children.some((c) => c.DTI_hasAnimations);
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createjsNodeHasAnimations(c)
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);
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onChangeHasAnimations(hasAnimations);
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onChangeHasAnimations(hasAnimations);
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}
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}
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}, [stage, onChangeHasAnimations, internalWidth, internalHeight]);
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const addChild = React.useCallback(
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(child, zIndex, { afterFirstDraw = null } = {}) => {
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// Save this child's z-index and animation-ness for future use. (We could
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// recompute the animation one at any time, it's just a cached value!)
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child.DTI_zIndex = zIndex;
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child.DTI_hasAnimations = createjsNodeHasAnimations(child);
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// Add the child, then reorganize the children to get them sorted and
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// grouped.
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stage.addChild(child);
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reorganizeChildren();
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// Finally, add a one-time listener to trigger `afterFirstDraw`.
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if (afterFirstDraw) {
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stage.on("drawend", afterFirstDraw, null, true);
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}
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// NOTE: We don't bother firing an update, because we trust the ticker
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// NOTE: We don't bother firing an update, because we trust the ticker
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// to do it on the next frame.
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// to do it on the next frame.
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},
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},
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[stage, onChangeHasAnimations]
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[stage, reorganizeChildren]
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);
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);
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const removeChild = React.useCallback(
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const removeChild = React.useCallback(
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(child) => {
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(child) => {
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stage.removeChild(child);
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// Remove the child, then reorganize the children in case this affects
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// grouping for caching. (Note that the child's parent might not be the
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if (onChangeHasAnimations) {
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// stage; it might be part of a caching group.)
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const hasAnimations = stage.children.some((c) =>
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child.parent.removeChild(child);
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createjsNodeHasAnimations(c)
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reorganizeChildren();
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);
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onChangeHasAnimations(hasAnimations);
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}
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// NOTE: We don't bother firing an update, because we trust the ticker
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// NOTE: We don't bother firing an update, because we trust the ticker
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// to do it on the next frame. (And, I don't understand why, but
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// to do it on the next frame. (And, I don't understand why, but
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// updating here actually paused remaining movies! So, don't!)
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// updating here actually paused remaining movies! So, don't!)
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},
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},
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[stage, onChangeHasAnimations]
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[reorganizeChildren]
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);
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);
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const addResizeListener = React.useCallback((handler) => {
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const addResizeListener = React.useCallback((handler) => {
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@ -127,11 +192,8 @@ function OutfitCanvas({
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>
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>
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<canvas
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<canvas
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ref={canvasRef}
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ref={canvasRef}
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// Set the canvas's internal dimensions to be higher, if the device has
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width={internalWidth}
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// high DPI like retina. But we'll keep the layout width/height as
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height={internalHeight}
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// expected!
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width={width * window.devicePixelRatio}
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height={height * window.devicePixelRatio}
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style={{
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style={{
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width: width + "px",
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width: width + "px",
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height: height + "px",
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height: height + "px",
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