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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - webgl memory test II</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #000;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - memory test II
</div>
<script type="x-shader/x-fragment" id="fragmentShader">
void main() {
if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
gl_FragColor = vec4( XXX, 1.0 );
else
gl_FragColor = vec4( 1.0 );
}
</script>
<script type="x-shader/x-vertex" id="vertexShader">
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
const N = 100;
let container;
let camera, scene, renderer;
let geometry;
const meshes = [];
let fragmentShader, vertexShader;
init();
setInterval( render, 1000 / 60 );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
vertexShader = document.getElementById( 'vertexShader' ).textContent;
fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 2000;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
geometry = new THREE.SphereGeometry( 15, 64, 32 );
for ( let i = 0; i < N; i ++ ) {
const material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = ( 0.5 - Math.random() ) * 1000;
mesh.position.y = ( 0.5 - Math.random() ) * 1000;
mesh.position.z = ( 0.5 - Math.random() ) * 1000;
scene.add( mesh );
meshes.push( mesh );
}
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
}
//
function generateFragmentShader() {
return fragmentShader.replace( 'XXX', Math.random() + ',' + Math.random() + ',' + Math.random() );
}
function render() {
for ( let i = 0; i < N; i ++ ) {
const mesh = meshes[ i ];
mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
}
renderer.render( scene, camera );
console.log( 'before', renderer.info.programs.length );
for ( let i = 0; i < N; i ++ ) {
const mesh = meshes[ i ];
mesh.material.dispose();
}
console.log( 'after', renderer.info.programs.length );
}
</script>
</body>
</html>