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(function() {
WebGLStage = Utilities.createSubclass(Stage,
function(element, options)
{
Stage.call(this);
},
{
initialize: function(benchmark, options)
{
Stage.prototype.initialize.call(this, benchmark, options);
this._numTriangles = 0;
this._bufferSize = 0;
this._gl = this.element.getContext("webgl");
var gl = this._gl;
gl.clearColor(0.5, 0.5, 0.5, 1);
// Create the vertex shader object.
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
// The source code for the shader is extracted from the <script> element above.
gl.shaderSource(vertexShader, this._getFunctionSource("vertex"));
// Compile the shader.
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
// We failed to compile. Output to the console and quit.
console.error("Vertex Shader failed to compile.");
console.error(gl.getShaderInfoLog(vertexShader));
return;
}
// Now do the fragment shader.
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, this._getFunctionSource("fragment"));
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
console.error("Fragment Shader failed to compile.");
console.error(gl.getShaderInfoLog(fragmentShader));
return;
}
// We have two compiled shaders. Time to make the program.
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error("Unable to link shaders into program.");
return;
}
// Our program has two inputs. We have a single uniform "color",
// and one vertex attribute "position".
gl.useProgram(program);
this._uScale = gl.getUniformLocation(program, "scale");
this._uTime = gl.getUniformLocation(program, "time");
this._uOffsetX = gl.getUniformLocation(program, "offsetX");
this._uOffsetY = gl.getUniformLocation(program, "offsetY");
this._uScalar = gl.getUniformLocation(program, "scalar");
this._uScalarOffset = gl.getUniformLocation(program, "scalarOffset");
this._aPosition = gl.getAttribLocation(program, "position");
gl.enableVertexAttribArray(this._aPosition);
this._aColor = gl.getAttribLocation(program, "color");
gl.enableVertexAttribArray(this._aColor);
this._positionData = new Float32Array([
// x y z 1
0, 0.1, 0, 1,
-0.1, -0.1, 0, 1,
0.1, -0.1, 0, 1
]);
this._positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._positionData, gl.STATIC_DRAW);
this._colorData = new Float32Array([
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1
]);
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._colorData, gl.STATIC_DRAW);
this._resetIfNecessary();
},
_getFunctionSource: function(id)
{
return document.getElementById(id).text;
},
_resetIfNecessary: function()
{
if (this._numTriangles <= this._bufferSize)
return;
if (!this._bufferSize)
this._bufferSize = 128;
while (this._numTriangles > this._bufferSize)
this._bufferSize *= 4;
this._uniformData = new Float32Array(this._bufferSize * 6);
for (var i = 0; i < this._bufferSize; ++i) {
this._uniformData[i * 6 + 0] = Stage.random(0.2, 0.4);
this._uniformData[i * 6 + 1] = 0;
this._uniformData[i * 6 + 2] = Stage.random(-0.9, 0.9);
this._uniformData[i * 6 + 3] = Stage.random(-0.9, 0.9);
this._uniformData[i * 6 + 4] = Stage.random(0.5, 2);
this._uniformData[i * 6 + 5] = Stage.random(0, 10);
}
},
tune: function(count)
{
if (!count)
return;
this._numTriangles += count;
this._numTriangles = Math.max(this._numTriangles, 0);
this._resetIfNecessary();
},
animate: function(timeDelta)
{
var gl = this._gl;
gl.clear(gl.COLOR_BUFFER_BIT);
if (!this._startTime)
this._startTime = Stage.dateCounterValue(1000);
var elapsedTime = Stage.dateCounterValue(1000) - this._startTime;
for (var i = 0; i < this._numTriangles; ++i) {
this._uniformData[i * 6 + 1] = elapsedTime;
var uniformDataOffset = i * 6;
gl.uniform1f(this._uScale, this._uniformData[uniformDataOffset++]);
gl.uniform1f(this._uTime, this._uniformData[uniformDataOffset++]);
gl.uniform1f(this._uOffsetX, this._uniformData[uniformDataOffset++]);
gl.uniform1f(this._uOffsetY, this._uniformData[uniformDataOffset++]);
gl.uniform1f(this._uScalar, this._uniformData[uniformDataOffset++]);
gl.uniform1f(this._uScalarOffset, this._uniformData[uniformDataOffset++]);
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionBuffer);
gl.vertexAttribPointer(this._aPosition, 4, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.vertexAttribPointer(this._aColor, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
},
complexity: function()
{
return this._numTriangles;
}
}
);
WebGLBenchmark = Utilities.createSubclass(Benchmark,
function(options)
{
Benchmark.call(this, new WebGLStage(), options);
}
);
window.benchmarkClass = WebGLBenchmark;
})();