gpu.js/examples/random.html
Robert Plummer ed1cd94448 feat: Added features and fixes for the following issues:
...it kind of snowballed from some needs
Fixes #521 - If `tactic` is not set, check precision allowed from WebGL, and automatically change based off needs, otherwise use value from `tactic`.
Fixes #535 - Internally check if texture from argument is the same as output, if so, clone this texture, and then clean it up after the kernel runs.
Fixes #536 - Normalize all declarations to non-destructured, and then parse
Fixes #537 - Change logic
Fixes #538 - Found the GL script that would work, and reduced the methods to use it
Fixes #539 - Found a better way of testing random, and this gives me an error for 1 in 10 runs, acceptable

Some refactoring for less duplicate code and documentation
2019-11-26 10:55:28 -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.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>