200 lines
5.8 KiB
HTML
200 lines
5.8 KiB
HTML
{% 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 flex-col justify-center pt-6 text-center">
|
|
<p class="text-2xl" id="browser-name">Detected Browser: Something</p>
|
|
<p class="mt-2 text-gray-600 dark:text-gray-400">This visualization demonstrates the strength and uniformity of your
|
|
browser's random number generator.</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 %} |