-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathperformance.html
More file actions
546 lines (498 loc) · 20.7 KB
/
performance.html
File metadata and controls
546 lines (498 loc) · 20.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="user-scalable=no">
<title>毒蘑菇特效 (3D分形渲染) | iOS-AD Repo</title>
<link rel="stylesheet" href="css/performance.css">
</head>
<body style="overflow-x:hidden;overflow-y:hidden">
<!-- 返回主站按钮 -->
<a href="index.html" id="back-btn">返回主站</a>
<!-- 毒蘑菇3D分形渲染画布 -->
<div id="main">
<canvas id="c1" width="1024" height="1024">
<span>您的浏览器不支持WebGL,请使用现代浏览器</span>
</canvas>
</div>
<!-- 性能监控信息 -->
<div id="stats">帧率: 0 | GPU负载: 计算中...</div>
<!-- 控制按钮 -->
<button id="toggle">切换至精简版</button>
<button id="btn">配置面板</button>
<!-- 配置面板 -->
<div id="config">
<textarea name="" id="kernel" cols="50" rows="15"></textarea>
<div class="button-group">
<button id="apply">应用修改</button>
<button id="cancle">取消修改</button>
</div>
</div>
<script>
alert("⚠️注意:请注意,此性能测试是专为PC端显卡性能压力测试而设计的。如果您想在移动端使用,请确保您的设备性能足够强大。如果在测试过程中出现意外情况,作者概不负责,因为这可能是由于您的设备性能不足造成的。\n毒蘑菇3D分形渲染是一个令人着迷的项目,您可以在原版地址 https://cznull.github.io/vsbm 上体验到其独特之处。这个项目经过AD的二次开发,AD的QQ是3897069329,如果您有任何疑问或建议,欢迎联系他。\n此外,iOS越狱交流群号码为1030152896,如果您对iOS设备的越狱有兴趣或者想要了解更多信息,可以加入这个群进行交流。\n感谢以下技术提供者:ChatGPT-3.5-turbo和DeepSeek,他们为这个项目的实现提供了宝贵的技术支持。\n最后,特别感谢AD(3897069329)作为代码测试和实现者,他的辛勤工作使得这个项目得以顺利进行。希望您能享受毒蘑菇3D分形渲染带来的视觉盛宴!")
// 毒蘑菇分形渲染核心代码
var cx, cy;
var glposition;
var glright;
var glforward;
var glup;
var glorigin;
var glx;
var gly;
var gllen;
var canvas;
var gl;
var date = new Date();
var md = 0,mx,my;
var t2,t1 = date.getTime();
var mx = 0, my = 0, mx1 = 0, my1 = 0, lasttimen = 0;
var ml = 0, mr = 0, mm = 0;
var len = 1.6;
var ang1 = 2.8;
var ang2 = 0.4;
var cenx = 0.0;
var ceny = 0.0;
var cenz = 0.0;
// 性能监控
var frameCount = 0;
var lastFpsUpdate = 0;
var fps = 0;
var isFullVersion = true;
var lastDrawTime = 0;
var gpuLoad = "计算中...";
// 核心着色器代码
var FULL_KERNEL = `float kernal(vec3 ver){
vec3 a;
float b,c,d,e;
a=ver;
for(int i=0;i<5;i++){
b=length(a);
c=atan(a.y,a.x)*8.0;
e=1.0/b;
d=acos(a.z/b)*8.0;
b=pow(b,8.0);
a=vec3(b*sin(d)*cos(c),b*sin(d)*sin(c),b*cos(d))+ver;
if(b>6.0){
break;
}
}
return 4.0-a.x*a.x-a.y*a.y-a.z*a.z;
}`;
var LITE_KERNEL = `float kernal(vec3 ver){
vec3 a;
float b,c,d,e;
a=ver;
for(int i=0;i<3;i++){
b=length(a);
c=atan(a.y,a.x)*6.0;
e=1.0/b;
d=acos(a.z/b)*6.0;
b=pow(b,6.0);
a=vec3(b*sin(d)*cos(c),b*sin(d)*sin(c),b*cos(d))+ver;
if(b>4.0){
break;
}
}
return 4.0-a.x*a.x-a.y*a.y-a.z*a.z;
}`;
var KERNEL = FULL_KERNEL;
var vertshade;
var fragshader;
var shaderProgram;
function updateStats() {
frameCount++;
var now = performance.now();
if (now - lastFpsUpdate >= 1000) {
fps = Math.round(frameCount * 1000 / (now - lastFpsUpdate));
frameCount = 0;
lastFpsUpdate = now;
// 基于绘制时间估算GPU负载
if (lastDrawTime > 0) {
var load = Math.min(99, Math.round(lastDrawTime * fps / 10));
gpuLoad = load + "%";
if (load > 80) gpuLoad += " (高负载)";
else if (load > 50) gpuLoad += " (中负载)";
else gpuLoad += " (低负载)";
}
document.getElementById("stats").textContent = `帧率: ${fps} | GPU负载: ${gpuLoad}`;
}
}
function ontimer() {
var startTime = performance.now();
ang1 += 0.01;
draw();
lastDrawTime = performance.now() - startTime;
updateStats();
window.requestAnimationFrame(ontimer);
}
function toggleVersion() {
isFullVersion = !isFullVersion;
KERNEL = isFullVersion ? FULL_KERNEL : LITE_KERNEL;
document.getElementById("toggle").textContent = isFullVersion ? "切换至精简版" : "切换至完整版";
// 重新编译着色器
gl.shaderSource(fragshader, FSHADER_SOURCE + KERNEL);
gl.compileShader(fragshader);
var infof = gl.getShaderInfoLog(fragshader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("着色器编译错误:\n" + infof + gl.getProgramInfoLog(shaderProgram));
}
// 更新uniform位置
glposition = gl.getAttribLocation(shaderProgram, 'position');
glright = gl.getUniformLocation(shaderProgram, 'right');
glforward = gl.getUniformLocation(shaderProgram, 'forward');
glup = gl.getUniformLocation(shaderProgram, 'up');
glorigin = gl.getUniformLocation(shaderProgram, 'origin');
glx = gl.getUniformLocation(shaderProgram, 'x');
gly = gl.getUniformLocation(shaderProgram, 'y');
gllen = gl.getUniformLocation(shaderProgram, 'len');
}
// 鼠标/触摸事件处理
document.addEventListener("mousedown", function(ev) {
var oEvent = ev || event;
if (oEvent.button == 0) ml = 1;
if (oEvent.button == 2) mr = 1;
mx = oEvent.clientX;
my = oEvent.clientY;
}, false);
document.addEventListener("mouseup", function(ev) {
var oEvent = ev || event;
if (oEvent.button == 0) ml = 0;
if (oEvent.button == 2) mr = 0;
}, false);
document.addEventListener("mousemove", function(ev) {
var oEvent = ev || event;
if (ml == 1) {
ang1 += (oEvent.clientX - mx) * 0.002;
ang2 += (oEvent.clientY - my) * 0.002;
if (oEvent.clientX != mx || oEvent.clientY != my) mm = 1;
}
if (mr == 1) {
var l = len * 4.0 / (cx + cy);
cenx += l * (-(oEvent.clientX - mx) * Math.sin(ang1) - (oEvent.clientY - my) * Math.sin(ang2) * Math.cos(ang1));
ceny += l * ((oEvent.clientY - my) * Math.cos(ang2));
cenz += l * ((oEvent.clientX - mx) * Math.cos(ang1) - (oEvent.clientY - my) * Math.sin(ang2) * Math.sin(ang1));
if (oEvent.clientX != mx || oEvent.clientY != my) mm = 1;
}
mx = oEvent.clientX;
my = oEvent.clientY;
}, false);
document.addEventListener("wheel", function(ev) {
ev.preventDefault();
len *= Math.exp(-0.001 * (ev || event).deltaY);
}, false);
// 触摸事件处理
document.addEventListener("touchstart", function(ev) {
var n = ev.touches.length;
if (n == 1) {
var oEvent = ev.touches[0];
mx = oEvent.clientX;
my = oEvent.clientY;
}
else if (n == 2) {
mx = ev.touches[0].clientX;
my = ev.touches[0].clientY;
mx1 = ev.touches[1].clientX;
my1 = ev.touches[1].clientY;
}
lasttimen = n;
}, false);
document.addEventListener("touchend", function(ev) {
var n = ev.touches.length;
if (n == 1) {
mx = ev.touches[0].clientX;
my = ev.touches[0].clientY;
}
else if (n == 2) {
mx = ev.touches[0].clientX;
my = ev.touches[0].clientY;
mx1 = ev.touches[1].clientX;
my1 = ev.touches[1].clientY;
}
lasttimen = n;
}, false);
document.addEventListener("touchmove", function(ev) {
ev.preventDefault();
var n = ev.touches.length;
if (n == 1 && lasttimen==1) {
var oEvent = ev.touches[0];
ang1 += (oEvent.clientX - mx) * 0.002;
ang2 += (oEvent.clientY - my) * 0.002;
mx = oEvent.clientX;
my = oEvent.clientY;
}
else if (n == 2) {
var oEvent = ev.touches[0];
var oEvent1 = ev.touches[1];
var l = len * 2.0 / (cx + cy), l1;
cenx += l * (-(oEvent.clientX + oEvent1.clientX - mx - mx1) * Math.sin(ang1) - (oEvent.clientY + oEvent1.clientY - my - my1) * Math.sin(ang2) * Math.cos(ang1));
ceny += l * ((oEvent.clientY + oEvent1.clientY - my - my1) * Math.cos(ang2));
cenz += l * ((oEvent.clientX + oEvent1.clientX - mx - mx1) * Math.cos(ang1) - (oEvent.clientY + oEvent1.clientY - my - my1) * Math.sin(ang2) * Math.sin(ang1));
l1 = Math.sqrt((mx - mx1) * (mx - mx1) + (my - my1) * (my - my1)+1.0);
mx = oEvent.clientX;
my = oEvent.clientY;
mx1 = oEvent1.clientX;
my1 = oEvent1.clientY;
l = Math.sqrt((mx - mx1) * (mx - mx1) + (my - my1) * (my - my1) + 1.0);
len *= l1 / l;
}
lasttimen = n;
}, false);
document.oncontextmenu = function(event) {
if (mm == 1) event.preventDefault();
};
function draw() {
date = new Date();
t1 = date.getTime();
gl.uniform1f(glx, cx * 2.0 / (cx + cy));
gl.uniform1f(gly, cy * 2.0 / (cx + cy));
gl.uniform1f(gllen, len);
gl.uniform3f(glorigin, len * Math.cos(ang1) * Math.cos(ang2) + cenx, len * Math.sin(ang2) + ceny, len * Math.sin(ang1) * Math.cos(ang2) + cenz);
gl.uniform3f(glright, Math.sin(ang1), 0, -Math.cos(ang1));
gl.uniform3f(glup, -Math.sin(ang2) * Math.cos(ang1), Math.cos(ang2), -Math.sin(ang2) * Math.sin(ang1));
gl.uniform3f(glforward, -Math.cos(ang1) * Math.cos(ang2), -Math.sin(ang2), -Math.sin(ang1) * Math.cos(ang2));
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.finish();
}
window.onresize = function() {
cx = document.body.clientWidth;
cy = document.body.clientHeight;
if(cx>cy) cx=cy; else cy=cx;
document.getElementById("main").style.width = "1024px";
document.getElementById("main").style.height = "1024px";
document.getElementById("main").style.transform = `scale(${cx/1024},${cy/1024})`;
}
// WebGL着色器代码
var VSHADER_SOURCE = `#version 100
precision highp float;
attribute vec4 position;
varying vec3 dir, localdir;
uniform vec3 right, forward, up, origin;
uniform float x,y;
void main() {
gl_Position = position;
dir = forward + right * position.x*x + up * position.y*y;
localdir.x = position.x*x;
localdir.y = position.y*y;
localdir.z = -1.0;
}`;
var FSHADER_SOURCE = `#version 100
#define PI 3.14159265358979324
#define M_L 0.3819660113
#define M_R 0.6180339887
#define MAXR 8
#define SOLVER 8
precision highp float;
float kernal(vec3 ver);
uniform vec3 right, forward, up, origin;
varying vec3 dir, localdir;
uniform float len;
vec3 ver;
int sign;
float v, v1, v2;
float r1, r2, r3, r4, m1, m2, m3, m4;
vec3 n, reflect;
const float step = 0.002;
vec3 color;
void main() {
color.r=0.0;
color.g=0.0;
color.b=0.0;
sign=0;
v1 = kernal(origin + dir * (step*len));
v2 = kernal(origin);
for (int k = 2; k < 1002; k++) {
ver = origin + dir * (step*len*float(k));
v = kernal(ver);
if (v > 0.0 && v1 < 0.0) {
r1 = step * len*float(k - 1);
r2 = step * len*float(k);
m1 = kernal(origin + dir * r1);
m2 = kernal(origin + dir * r2);
for (int l = 0; l < SOLVER; l++) {
r3 = r1 * 0.5 + r2 * 0.5;
m3 = kernal(origin + dir * r3);
if (m3 > 0.0) {
r2 = r3;
m2 = m3;
} else {
r1 = r3;
m1 = m3;
}
}
if (r3 < 2.0 * len) {
sign=1;
break;
}
}
if (v < v1&&v1>v2&&v1 < 0.0 && (v1*2.0 > v || v1 * 2.0 > v2)) {
r1 = step * len*float(k - 2);
r2 = step * len*(float(k) - 2.0 + 2.0*M_L);
r3 = step * len*(float(k) - 2.0 + 2.0*M_R);
r4 = step * len*float(k);
m2 = kernal(origin + dir * r2);
m3 = kernal(origin + dir * r3);
for (int l = 0; l < MAXR; l++) {
if (m2 > m3) {
r4 = r3;
r3 = r2;
r2 = r4 * M_L + r1 * M_R;
m3 = m2;
m2 = kernal(origin + dir * r2);
} else {
r1 = r2;
r2 = r3;
r3 = r4 * M_R + r1 * M_L;
m2 = m3;
m3 = kernal(origin + dir * r3);
}
}
if (m2 > 0.0) {
r1 = step * len*float(k - 2);
r2 = r2;
m1 = kernal(origin + dir * r1);
m2 = kernal(origin + dir * r2);
for (int l = 0; l < SOLVER; l++) {
r3 = r1 * 0.5 + r2 * 0.5;
m3 = kernal(origin + dir * r3);
if (m3 > 0.0) {
r2 = r3;
m2 = m3;
} else {
r1 = r3;
m1 = m3;
}
}
if (r3 < 2.0 * len&&r3> step*len) {
sign=1;
break;
}
} else if (m3 > 0.0) {
r1 = step * len*float(k - 2);
r2 = r3;
m1 = kernal(origin + dir * r1);
m2 = kernal(origin + dir * r2);
for (int l = 0; l < SOLVER; l++) {
r3 = r1 * 0.5 + r2 * 0.5;
m3 = kernal(origin + dir * r3);
if (m3 > 0.0) {
r2 = r3;
m2 = m3;
} else {
r1 = r3;
m1 = m3;
}
}
if (r3 < 2.0 * len&&r3> step*len) {
sign=1;
break;
}
}
}
v2 = v1;
v1 = v;
}
if (sign==1) {
ver = origin + dir*r3 ;
r1=ver.x*ver.x+ver.y*ver.y+ver.z*ver.z;
n.x = kernal(ver - right * (r3*0.00025)) - kernal(ver + right * (r3*0.00025));
n.y = kernal(ver - up * (r3*0.00025)) - kernal(ver + up * (r3*0.00025));
n.z = kernal(ver + forward * (r3*0.00025)) - kernal(ver - forward * (r3*0.00025));
r3 = n.x*n.x+n.y*n.y+n.z*n.z;
n = n * (1.0 / sqrt(r3));
ver = localdir;
r3 = ver.x*ver.x+ver.y*ver.y+ver.z*ver.z;
ver = ver * (1.0 / sqrt(r3));
reflect = n * (-2.0*dot(ver, n)) + ver;
r3 = reflect.x*0.276+reflect.y*0.920+reflect.z*0.276;
r4 = n.x*0.276+n.y*0.920+n.z*0.276;
r3 = max(0.0,r3);
r3 = r3 * r3*r3*r3;
r3 = r3 * 0.45 + r4 * 0.25 + 0.3;
n.x = sin(r1*10.0)*0.5+0.5;
n.y = sin(r1*10.0+2.05)*0.5+0.5;
n.z = sin(r1*10.0-2.05)*0.5+0.5;
color = n*r3;
}
gl_FragColor = vec4(color.x, color.y, color.z, 1.0);
}`;
window.onload = function() {
cx = document.body.clientWidth;
cy = document.body.clientHeight;
if(cx>cy) cx=cy; else cy=cx;
document.getElementById("main").style.width = "1024px";
document.getElementById("main").style.height = "1024px";
document.getElementById("main").style.transform = `scale(${cx/1024},${cy/1024})`;
var positions = new Float32Array([
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0
]);
canvas = document.getElementById('c1');
gl = canvas.getContext('webgl');
if (!gl) {
alert("无法初始化WebGL,您的浏览器或设备可能不支持");
return;
}
// 创建着色器程序
vertshader = gl.createShader(gl.VERTEX_SHADER);
fragshader = gl.createShader(gl.FRAGMENT_SHADER);
shaderProgram = gl.createProgram();
gl.shaderSource(vertshader, VSHADER_SOURCE);
gl.compileShader(vertshader);
gl.shaderSource(fragshader, FSHADER_SOURCE + KERNEL);
gl.compileShader(fragshader);
gl.attachShader(shaderProgram, vertshader);
gl.attachShader(shaderProgram, fragshader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("WebGL程序编译错误:\n" +
gl.getShaderInfoLog(vertshader) +
gl.getShaderInfoLog(fragshader) +
gl.getProgramInfoLog(shaderProgram));
}
// 获取uniform和attribute位置
glposition = gl.getAttribLocation(shaderProgram, 'position');
glright = gl.getUniformLocation(shaderProgram, 'right');
glforward = gl.getUniformLocation(shaderProgram, 'forward');
glup = gl.getUniformLocation(shaderProgram, 'up');
glorigin = gl.getUniformLocation(shaderProgram, 'origin');
glx = gl.getUniformLocation(shaderProgram, 'x');
gly = gl.getUniformLocation(shaderProgram, 'y');
gllen = gl.getUniformLocation(shaderProgram, 'len');
// 创建缓冲区
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.vertexAttribPointer(glposition, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(glposition);
gl.viewport(0, 0, 1024, 1024);
draw();
// 设置UI交互
document.getElementById("kernel").value = KERNEL;
document.getElementById("btn").addEventListener("click", function() {
var state = this.innerText == "配置面板";
this.innerText = state ? "隐藏面板" : "配置面板";
document.getElementById("config").style.display = state ? "block" : "none";
});
document.getElementById("toggle").addEventListener("click", toggleVersion);
document.getElementById("apply").addEventListener("click", function() {
KERNEL = document.getElementById("kernel").value;
gl.shaderSource(fragshader, FSHADER_SOURCE + KERNEL);
gl.compileShader(fragshader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
});
document.getElementById("cancle").addEventListener("click", function() {
document.getElementById("kernel").value = KERNEL;
});
// 开始动画循环
window.requestAnimationFrame(ontimer);
};
</script>
</body>
</html>