webgl_test_memory2.html 3.2 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="importmap">
  37. {
  38. "imports": {
  39. "three": "../build/three.module.js",
  40. "three/addons/": "./jsm/"
  41. }
  42. }
  43. </script>
  44. <script type="module">
  45. import * as THREE from 'three';
  46. const N = 100;
  47. let container;
  48. let camera, scene, renderer;
  49. let geometry;
  50. const meshes = [];
  51. let fragmentShader, vertexShader;
  52. init();
  53. setInterval( render, 1000 / 60 );
  54. function init() {
  55. container = document.createElement( 'div' );
  56. document.body.appendChild( container );
  57. vertexShader = document.getElementById( 'vertexShader' ).textContent;
  58. fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  59. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  60. camera.position.z = 2000;
  61. scene = new THREE.Scene();
  62. scene.background = new THREE.Color( 0xffffff );
  63. geometry = new THREE.SphereGeometry( 15, 64, 32 );
  64. for ( let i = 0; i < N; i ++ ) {
  65. const material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  66. const mesh = new THREE.Mesh( geometry, material );
  67. mesh.position.x = ( 0.5 - Math.random() ) * 1000;
  68. mesh.position.y = ( 0.5 - Math.random() ) * 1000;
  69. mesh.position.z = ( 0.5 - Math.random() ) * 1000;
  70. scene.add( mesh );
  71. meshes.push( mesh );
  72. }
  73. renderer = new THREE.WebGLRenderer();
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. container.appendChild( renderer.domElement );
  77. }
  78. //
  79. function generateFragmentShader() {
  80. return fragmentShader.replace( 'XXX', Math.random() + ',' + Math.random() + ',' + Math.random() );
  81. }
  82. function render() {
  83. for ( let i = 0; i < N; i ++ ) {
  84. const mesh = meshes[ i ];
  85. mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
  86. }
  87. renderer.render( scene, camera );
  88. console.log( 'before', renderer.info.programs.length );
  89. for ( let i = 0; i < N; i ++ ) {
  90. const mesh = meshes[ i ];
  91. mesh.material.dispose();
  92. }
  93. console.log( 'after', renderer.info.programs.length );
  94. }
  95. </script>
  96. </body>
  97. </html>