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  • Committer: Henrik G.
  • Date: 2013-03-26 23:22:55 UTC
  • Revision ID: henrik.gustavsson@his.se-20130326232255-ik6snyatlbkf3zs1
First seed of Lenasys ... Needs to be Organized Further

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<html>
 
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<head>
 
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<title>Shader Startup Benchmark</title>
 
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<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
 
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<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
 
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<script type="text/javascript" src="webgl-utils.js"></script>
 
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<script type="text/javascript" src="webgl-helpers.js"></script>
 
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<script type="text/javascript" src="httpAjax.js"></script>
 
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<script id="shader-fs" type="x-shader/x-fragment">
 
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    precision mediump float;
 
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    uniform vec2 iResolution;
 
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    uniform float iGlobalTime;
 
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    void main(void) {
 
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                                vec2 uv = gl_FragCoord.xy / iResolution.xy;
 
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                                gl_FragColor = vec4(uv,0.5+0.5*sin(iGlobalTime),1.0);
 
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    }
 
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</script>
 
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<script id="shader-vs" type="x-shader/x-vertex">
 
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    attribute vec3 aVertexPosition;
 
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    uniform mat4 uMVMatrix;
 
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    uniform mat4 uPMatrix;
 
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    varying vec4 vColor;
 
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    void main(void) {
 
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        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
 
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    }
 
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</script>
 
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<script type="text/javascript">
 
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    function initShaders() {
 
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        var fragmentShader = getShader(gl, "shader-fs");
 
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        var vertexShader = getShader(gl, "shader-vs");
 
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        shaderProgram = gl.createProgram();
 
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        gl.attachShader(shaderProgram, vertexShader);
 
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        gl.attachShader(shaderProgram, fragmentShader);
 
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        gl.linkProgram(shaderProgram);
 
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        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
 
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            alert("Could not initialise shaders");
 
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        }
 
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        gl.useProgram(shaderProgram);
 
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        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
 
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        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
 
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        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
 
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        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
 
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        shaderProgram.iResolutionUniform = gl.getUniformLocation(shaderProgram, "iResolution");
 
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        shaderProgram.iGlobalTimeUniform = gl.getUniformLocation(shaderProgram, "iGlobalTime");
 
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    }
 
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    var squareVertexPositionBuffer;
 
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    function initBuffers() 
 
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    {
 
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        squareVertexPositionBuffer = gl.createBuffer();
 
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        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
 
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        vertices = [
 
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             1.0,  1.0,  0.0,
 
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            -1.0,  1.0,  0.0,
 
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             1.0, -1.0,  0.0,
 
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            -1.0, -1.0,  0.0
 
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            ];
 
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        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
 
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        squareVertexPositionBuffer.itemSize = 3;
 
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        squareVertexPositionBuffer.numItems = 4;
 
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    }
 
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    function drawScene()
 
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    {
 
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        gl.uniform2f(shaderProgram.iResolutionUniform,gl.viewportWidth,gl.viewportHeight);
 
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        gl.uniform1f(shaderProgram.iGlobalTimeUniform,timecount);
 
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        gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
 
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        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
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                                mat4.ortho(-1, 1, -1, 1, -1, 1, pMatrix)
 
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        mat4.identity(mvMatrix);
 
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        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
 
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        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
 
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        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
 
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        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
 
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        gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
 
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    }
 
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    var lastTime = 0;
 
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    function animate()
 
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    {
 
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        var timeNow = new Date().getTime();
 
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        if (lastTime != 0) {
 
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            var elapsed = timeNow - lastTime;
 
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        }
 
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        lastTime = timeNow;
 
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                                updatefps(elapsed,"fps");
 
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                                sendbenchmark(8.0,"Startup Screenaligned");
 
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    }
 
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    function tick() {
 
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        requestAnimFrame(tick);
 
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        drawScene();
 
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        animate();
 
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    }
 
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    function webGLStart(canvas) {
 
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        var canvas = document.getElementById(canvas);
 
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        initGL(canvas);
 
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        initShaders()
 
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        initBuffers();
 
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        gl.clearColor(0.0, 0.0, 0.0, 1.0);
 
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        gl.enable(gl.DEPTH_TEST);
 
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        tick();
 
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    }    
 
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</script>
 
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</head>
 
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<body onload="genID('Startup Screenaligned');webGLStart('canvas');">
 
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    <canvas id="canvas" style="border: none;" width="400" height="400"></canvas>
 
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    <div id="fps"></div>
 
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</body>
 
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</html>