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dongho
2024-12-11 02:07:36 +09:00
commit c309cd3f0d
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{% extends "base.html" %}
{% block title %}Browser Random Generation{% endblock %}
{% block content %}
<div class="max-w-scree grid grid-cols-1 items-center divide-y">
<div class="flex justify-center pt-6">
<p class="text-2xl" id="browser-name">Detected Browser: Something</p>
</div>
<div class="flex justify-center pt-6">
<canvas id="randNumCanvas" width="1000" height="1000"></canvas>
</div>
</div>
{% endblock %}
{% block js %}
<script>
"use strict";
var vertexShaderSource = `#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec2 a_position;
// Used to pass in the resolution of the canvas
uniform vec2 u_resolution;
// all shaders have a main function
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}
`;
var fragmentShaderSource = `#version 300 es
precision highp float;
uniform vec4 u_color;
// we need to declare an output for the fragment shader
out vec4 outColor;
void main() {
outColor = u_color;
}
`;
function main() {
// Get A WebGL context
var canvas = document.querySelector("#randNumCanvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
// Use our boilerplate utils to compile the shaders and link into a program
var program = webglUtils.createProgramFromSources(gl,
[vertexShaderSource, fragmentShaderSource]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
var resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution");
var colorLocation = gl.getUniformLocation(program, "u_color");
// Create a buffer
var positionBuffer = gl.createBuffer();
// Create a vertex array object (attribute state)
var vao = gl.createVertexArray();
// and make it the one we're currently working with
gl.bindVertexArray(vao);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Bind the attribute/buffer set we want.
gl.bindVertexArray(vao);
// Pass in the canvas resolution so we can convert from
// pixels to clipspace in the shader
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);
//const array = new Uint16Array(30_000);
//const randNum = self.crypto.getRandomValues(array);
// draw 50 random rectangles in random colors
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
var counter = 0;
var array2D = [];
var y_cnt = 0;
var x_cnt = 0;
for (var size = 0; size < 1000; ++size) {
array2D[size] = self.crypto.getRandomValues(new Uint16Array(1000));
}
for (var y = 0; y < 2000; y = y + 2) {
for (var x = 0; x < 2000; x = x + 2) {
setRectangle(gl, x, y, 2, 2);
gl.uniform4f(colorLocation, 0.0, 0.0, 0.0, normalizeUint16(array2D[y/2][x/2]));
gl.drawArrays(primitiveType, offset, count);
counter++;
}
}
}
// Returns a random integer from 0 to range - 1.
function randomInt(range) {
return Math.floor(Math.random() * range);
}
function normalizeUint16(val) {
return val/65535;
}
// Fill the buffer with the values that define a rectangle.
function setRectangle(gl, x, y, width, height) {
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1,
x2, y1,
x1, y2,
x1, y2,
x2, y1,
x2, y2,
]), gl.STATIC_DRAW);
}
main();
</script>
<script>
// Function to detect the browser name
function detectBrowser() {
var userAgent = navigator.userAgent;
if (userAgent.indexOf("Edg") > -1) {
return "Microsoft Edge";
} else if (userAgent.indexOf("Chrome") > -1) {
return "Chrome";
} else if (userAgent.indexOf("Firefox") > -1) {
return "Firefox";
} else if (userAgent.indexOf("Safari") > -1) {
return "Safari";
} else if (userAgent.indexOf("Opera") > -1) {
return "Opera";
} else if (userAgent.indexOf("Trident") > -1 || userAgent.indexOf("MSIE") > -1) {
return "Internet Explorer";
}
return "Unknown";
}
// Get the browser name and display it
var browserName = detectBrowser();
document.getElementById("browser-name").innerText = "Detected Browser: " + browserName;
</script>
{% endblock %}