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redgpu
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raygpu
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resources/minimal.html
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pusch
20 дек 2024, 20:41
20 дек 2024, 20:41
4cfee6a
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<!doctype html> <html lang="EN-us"> <head> <meta charset="utf-8"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>WebGPU</title> <meta name="title" content="WebGPU Renderer"> <meta name="description" content="New WebGPU web videogame, developed using WebGPU videogames library"> <meta name="keywords" content="WebGPU, programming, examples, html5, C, C++, library, learn, games, videogames"> <meta name="viewport" content="width=device-width"> <style> body { margin: 0px; overflow: hidden; background-color: black; } canvas.emscripten { border: 0px none; background-color: black;} </style> <script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script> <script type='text/javascript'> function saveFileFromMEMFSToDisk(memoryFSname, localFSname) // This can be called by C/C++ code { var isSafari = false; // Not supported, navigator.userAgent access is being restricted //var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent); var data = FS.readFile(memoryFSname); var blob; if (isSafari) blob = new Blob([data.buffer], { type: "application/octet-stream" }); else blob = new Blob([data.buffer], { type: "application/octet-binary" }); // NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome, // in Settings/Advanced/Downloads section you have a setting: // 'Ask where to save each file before downloading' - which you can set true/false. // If you enable this setting it would always ask you and bring the SaveAsDialog saveAs(blob, localFSname); } </script> </head> <body> <canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas> <p id="output" /> <script> var Module = { print: (function() { var element = document.getElementById('output'); if (element) element.value = ''; // clear browser cache return function(text) { if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' '); console.log(text); if (element) { element.value += text + "\n"; element.scrollTop = element.scrollHeight; // focus on bottom } }; })(), canvas: (function() { var canvas = document.getElementById('canvas'); return canvas; })() }; </script> {{{ SCRIPT }}} </body> </html>