| (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; |
| |
| })(); |