gpu.js/examples/random.html
Robert Plummer 254b06791f feat: Handle ++ in function-tracer.js
This is in favor of using for loop variable position tracking, which is removed.
feat: Removal of no longer needed `warnVarUsage`
feat: If ternary returns void, use if statement in webgl
fix: Update documentation and clarify variable declarations
  Officially support private functions - WOOHOO!
2020-01-14 07:01:23 -05:00

67 lines
1.5 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>GPU.js Random Examples</title>
</head>
<body>
<h2>CPU Random</h2>
<canvas id="cpu-random-output"></canvas>
<h2>WebGL1 Random</h2>
<canvas id="web-gl-random-output"></canvas>
<h2>WebGL2 Random</h2>
<canvas id="web-gl2-random-output"></canvas>
</body>
<script src="../dist/gpu-browser.min.js"></script>
<script>
let cpu, webGL, webGL2;
cpu = new GPU({
mode: 'cpu',
canvas: document.getElementById('cpu-random-output')
});
try {
webGL = new GPU({
mode: 'webgl',
canvas: document.getElementById('web-gl-random-output')
});
} catch (e) {}
try {
webGL2 = new GPU({
mode: 'webgl2',
canvas: document.getElementById('web-gl2-random-output')
});
} catch (e) {}
function drawRandomFunction() {
this.color(Math.random(), Math.random(), Math.random());
}
const cpuDrawRandom = cpu.createKernel(drawRandomFunction)
.setGraphical(true)
.setOutput([100, 100]);
const webGLDrawRandom = webGL
? webGL.createKernel(drawRandomFunction)
.setGraphical(true)
.setOutput([100, 100])
: () => {};
const webGL2DrawRandom = webGL2
? webGL2.createKernel(drawRandomFunction)
.setGraphical(true)
.setOutput([100, 100])
: () => {};
function draw() {
cpuDrawRandom();
webGLDrawRandom();
webGL2DrawRandom();
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
</script>
</html>