webgl_test_memory2.html 3.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - webgl memory test II</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #000;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - memory test II
  21. </div>
  22. <script type="x-shader/x-fragment" id="fragmentShader">
  23. void main() {
  24. if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
  25. gl_FragColor = vec4( XXX, 1.0 );
  26. else
  27. gl_FragColor = vec4( 1.0 );
  28. }
  29. </script>
  30. <script type="x-shader/x-vertex" id="vertexShader">
  31. void main() {
  32. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  33. gl_Position = projectionMatrix * mvPosition;
  34. }
  35. </script>
  36. <script type="module">
  37. import {
  38. Color,
  39. Mesh,
  40. PerspectiveCamera,
  41. Scene,
  42. ShaderMaterial,
  43. SphereBufferGeometry,
  44. WebGLRenderer
  45. } from "../build/three.module.js";
  46. var N = 100;
  47. var container;
  48. var camera, scene, renderer;
  49. var geometry, meshes = [];
  50. var fragmentShader, vertexShader;
  51. init();
  52. setInterval( render, 1000 / 60 );
  53. function init() {
  54. container = document.createElement( 'div' );
  55. document.body.appendChild( container );
  56. vertexShader = document.getElementById( "vertexShader" ).textContent;
  57. fragmentShader = document.getElementById( "fragmentShader" ).textContent;
  58. camera = new PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  59. camera.position.z = 2000;
  60. scene = new Scene();
  61. scene.background = new Color( 0xffffff );
  62. geometry = new SphereBufferGeometry( 15, 64, 32 );
  63. for ( var i = 0; i < N; i ++ ) {
  64. var material = new ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  65. var mesh = new Mesh( geometry, material );
  66. mesh.position.x = ( 0.5 - Math.random() ) * 1000;
  67. mesh.position.y = ( 0.5 - Math.random() ) * 1000;
  68. mesh.position.z = ( 0.5 - Math.random() ) * 1000;
  69. scene.add( mesh );
  70. meshes.push( mesh );
  71. }
  72. renderer = new WebGLRenderer();
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. container.appendChild( renderer.domElement );
  76. }
  77. //
  78. function generateFragmentShader() {
  79. return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
  80. }
  81. function render() {
  82. for ( var i = 0; i < N; i ++ ) {
  83. var mesh = meshes[ i ];
  84. mesh.material = new ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  85. }
  86. renderer.render( scene, camera );
  87. console.log( "before", renderer.info.programs.length );
  88. for ( var i = 0; i < N; i ++ ) {
  89. var mesh = meshes[ i ];
  90. mesh.material.dispose();
  91. }
  92. console.log( "after", renderer.info.programs.length );
  93. }
  94. </script>
  95. </body>
  96. </html>