webgl_test_memory2.html 2.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - webgl</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. <style>
  8. body {
  9. background:#fff;
  10. padding:0;
  11. margin:0;
  12. overflow:hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script type="x-shader/x-fragment" id="fragmentShader">
  18. void main() {
  19. if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
  20. gl_FragColor = vec4( XXX, 1.0 );
  21. else
  22. gl_FragColor = vec4( 1.0 );
  23. }
  24. </script>
  25. <script type="x-shader/x-vertex" id="vertexShader">
  26. void main() {
  27. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  28. gl_Position = projectionMatrix * mvPosition;
  29. }
  30. </script>
  31. <script src="../build/three.js"></script>
  32. <script>
  33. var N = 100;
  34. var container;
  35. var camera, scene, renderer;
  36. var geometry, meshes = [];
  37. var fragmentShader, vertexShader;
  38. init();
  39. setInterval( render, 1000 / 60 );
  40. function init() {
  41. container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. vertexShader = document.getElementById( "vertexShader" ).textContent;
  44. fragmentShader = document.getElementById( "fragmentShader" ).textContent;
  45. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  46. camera.position.z = 2000;
  47. scene = new THREE.Scene();
  48. geometry = new THREE.SphereBufferGeometry( 15, 64, 32 );
  49. for ( var i = 0; i < N; i ++ ) {
  50. var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  51. mesh = new THREE.Mesh( geometry, material );
  52. mesh.position.x = ( 0.5 - Math.random() ) * 1000;
  53. mesh.position.y = ( 0.5 - Math.random() ) * 1000;
  54. mesh.position.z = ( 0.5 - Math.random() ) * 1000;
  55. scene.add( mesh );
  56. meshes.push( mesh );
  57. }
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setClearColor( 0xffffff );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. container.appendChild( renderer.domElement );
  63. }
  64. //
  65. function generateFragmentShader() {
  66. return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
  67. }
  68. //
  69. function animate() {
  70. requestAnimationFrame( animate );
  71. render();
  72. }
  73. function render() {
  74. for ( var i = 0; i < N; i ++ ) {
  75. var mesh = meshes[ i ];
  76. mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  77. }
  78. renderer.render( scene, camera );
  79. console.log( "before", renderer.info.programs.length );
  80. for ( var i = 0; i < N; i ++ ) {
  81. var mesh = meshes[ i ];
  82. mesh.material.dispose();
  83. }
  84. console.log( "after", renderer.info.programs.length );
  85. }
  86. </script>
  87. </body>
  88. </html>