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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_test_memory2.html
diff --git a/webglFramework/Thirdparty/three.js-master/examples/webgl_test_memory2.html b/webglFramework/Thirdparty/three.js-master/examples/webgl_test_memory2.html
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+<!DOCTYPE html>
+<html lang="en">
+       <head>
+               <title>three.js - webgl</title>
+               <meta charset="utf-8">
+               <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+               <style>
+                       body {
+                               background:#fff;
+                               padding:0;
+                               margin:0;
+                               overflow:hidden;
+                       }
+
+               </style>
+       </head>
+
+       <body>
+               <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>
+
+               <script src="../build/three.js"></script>
+
+               <script>
+
+                       var N = 100;
+
+                       var container;
+
+                       var camera, scene, renderer;
+
+                       var geometry, meshes = [];
+
+                       var 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.SphereBufferGeometry( 15, 64, 32 );
+
+                               for ( var i = 0; i < N; i ++ ) {
+
+                                       var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
+
+                                       var 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 animate() {
+
+                               requestAnimationFrame( animate );
+
+                               render();
+
+                       }
+
+                       function render() {
+
+                               for ( var i = 0; i < N; i ++ ) {
+
+                                       var mesh = meshes[ i ];
+                                       mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
+
+                               }
+
+                               renderer.render( scene, camera );
+
+                               console.log( "before", renderer.info.programs.length );
+
+                               for ( var i = 0; i < N; i ++ ) {
+
+                                       var mesh = meshes[ i ];
+                                       mesh.material.dispose();
+
+                               }
+
+                               console.log( "after", renderer.info.programs.length );
+
+                       }
+
+               </script>
+
+       </body>
+</html>