//https://github.com/mrdoob/three.js/blob/master/examples/webgl_test_memory2.html
// template is blank
// define your own Three.js World here
AB.loadCSS ( '/uploads/threeport/main.css' );
// use JS to make HTML elements too:
AB.newDiv ( "container" );
// edit paths to JS
// API docs tell you path of library
import * as THREE from '/api/threemodule/libs/three.module.js';
const N = 100;
let container;
let camera, scene, renderer;
let geometry;
const meshes = [];
let 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.SphereGeometry( 15, 64, 32 );
for ( let i = 0; i < N; i ++ ) {
const material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
const 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 render() {
for ( let i = 0; i < N; i ++ ) {
const mesh = meshes[ i ];
mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
}
renderer.render( scene, camera );
console.log( "before", renderer.info.programs.length );
for ( let i = 0; i < N; i ++ ) {
const mesh = meshes[ i ];
mesh.material.dispose();
}
console.log( "after", renderer.info.programs.length );
}