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