js linting

This commit is contained in:
Magnus Ulimoen 2019-12-10 18:53:14 +01:00
parent 5f22286402
commit 18969babb5
1 changed files with 61 additions and 54 deletions

115
main.js
View File

@ -1,8 +1,12 @@
import { Universe, set_panic_hook, default as init } from "./maxwell.js";
import { Universe, default as init, set_panic_hook as setPanicHook } from "./maxwell.js";
async function run() {
let wasm = await init("./maxwell_bg.wasm");
set_panic_hook();
/**
* Initialises and runs the Maxwell solver,
* plotting the solution to a canvas using webgl
*/
(async function run() {
const wasm = await init("./maxwell_bg.wasm");
setPanicHook();
const canvas = document.getElementById("glCanvas");
@ -56,7 +60,7 @@ async function run() {
gl.shaderSource(vsShader, vsSource);
gl.compileShader(vsShader);
if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
console.error('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
console.error(`Could not compile shader: ${gl.getShaderInfoLog(vsShader)}`);
return;
}
@ -64,7 +68,7 @@ async function run() {
gl.shaderSource(fsShader, fsSource);
gl.compileShader(fsShader);
if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
console.error('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
console.error(`Could not compile shader: ${gl.getShaderInfoLog(fsShader)}`);
return;
}
@ -74,12 +78,13 @@ async function run() {
gl.linkProgram(shaderProgram);
gl.validateProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
console.error(`Unable to link shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
return;
}
gl.useProgram(shaderProgram);
gl.clearColor(1.0, 0.753, 0.796, 1.0); // A nice pink to show missing values
// A nice pink to show missing values
gl.clearColor(1.0, 0.753, 0.796, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
@ -92,17 +97,17 @@ async function run() {
const height = 50;
let x = new Float32Array(width*height);
let y = new Float32Array(width*height);
for (let j = 0; j < height; j++) {
for (let i = 0; i < width; i++) {
const x = new Float32Array(width * height);
const y = new Float32Array(width * height);
for (let j = 0; j < height; j += 1) {
for (let i = 0; i < width; i += 1) {
const n = width*j + i;
x[n] = i / (width - 1.0);
y[n] = j / (height - 1.0);
}
}
const universe = new Universe(width, height);
const universe = new Universe(width, height, x, y);
// Transfer x, y to cpu, prepare fBuffer
@ -116,28 +121,28 @@ async function run() {
const stride = 0;
const offset = 0;
let loc = gl.getAttribLocation(shaderProgram, 'aX');
let loc = gl.getAttribLocation(shaderProgram, "aX");
gl.bindBuffer(gl.ARRAY_BUFFER, xBuffer);
gl.vertexAttribPointer(loc, numcomp, type, normalise, stride, offset);
gl.enableVertexAttribArray(loc);
gl.bufferData(gl.ARRAY_BUFFER, x, gl.STATIC_DRAW);
loc = gl.getAttribLocation(shaderProgram, 'aY');
loc = gl.getAttribLocation(shaderProgram, "aY");
gl.bindBuffer(gl.ARRAY_BUFFER, yBuffer);
gl.vertexAttribPointer(loc, numcomp, type, normalise, stride, offset);
gl.enableVertexAttribArray(loc);
gl.bufferData(gl.ARRAY_BUFFER, y, gl.STATIC_DRAW);
loc = gl.getAttribLocation(shaderProgram, 'aField');
loc = gl.getAttribLocation(shaderProgram, "aField");
gl.bindBuffer(gl.ARRAY_BUFFER, fBuffer);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, numcomp, type, normalise, stride, offset);
gl.enableVertexAttribArray(loc);
}
// Create triangles covering the domain
let positions = new Int16Array((width-1)*(height-1)*2*3);
for (let j = 0; j < height - 1; j++) {
for (let i = 0; i < width - 1; i++) {
const positions = new Int16Array((width-1)*(height-1)*2*3);
for (let j = 0; j < height - 1; j += 1) {
for (let i = 0; i < width - 1; i += 1) {
const n = 2*3*((width-1)*j + i);
positions[n+0] = width*j + i;
positions[n+1] = width*j + i+1;
@ -152,8 +157,8 @@ async function run() {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, positions, gl.STATIC_DRAW);
let bbox = [+Infinity, -Infinity, +Infinity, -Infinity];
for (let i = 0; i < width*height; i++) {
const bbox = [+Number(Infinity), -Number(Infinity), +Number(Infinity), -Number(Infinity)];
for (let i = 0; i < width*height; i += 1) {
bbox[0] = Math.min(bbox[0], x[i]);
bbox[1] = Math.max(bbox[1], x[i]);
bbox[2] = Math.min(bbox[2], y[i]);
@ -161,7 +166,7 @@ async function run() {
}
{
const loc = gl.getUniformLocation(shaderProgram, 'uBbox');
const loc = gl.getUniformLocation(shaderProgram, "uBbox");
gl.uniform4f(loc, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
}
@ -169,38 +174,42 @@ async function run() {
const MAX_DT = 2.0/Math.max(width, height);
let t = 0;
let first_draw = true;
let warn_time = -1;
let firstDraw = true;
let warnTime = -1;
const chosenField = {
uLocation: gl.getUniformLocation(shaderProgram, 'uChosenField'),
value: 0,
cycle: function() {
if (this.value == 0) {
"uLocation": gl.getUniformLocation(shaderProgram, "uChosenField"),
"value": 0,
"cycle": function cycle() {
if (this.value === 0) {
this.value = 1;
} else if (this.value == 1) {
} else if (this.value === 1) {
this.value = 2;
} else {
this.value = 0;
}
gl.uniform1i(this.uLocation, this.value);
},
}
};
chosenField.cycle();
universe.init(0.5, 0.5);
function drawMe(t_draw) {
/**
* Integrates and draws the next iteration
* @param {Time} timeOfDraw Time of drawing
*/
function drawMe(timeOfDraw) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
let dt = (t_draw - t) / TIMEFACTOR;
t = t_draw;
if (first_draw || dt <= 0.0) {
first_draw = false;
let dt = (timeOfDraw - t) / TIMEFACTOR;
t = timeOfDraw;
if (firstDraw || dt <= 0.0) {
firstDraw = false;
dt = MAX_DT;
} else {
if (dt >= MAX_DT) {
warn_time += 1;
if (warn_time != -2) {
warnTime += 1;
if (warnTime !== -2) {
console.warn("Can not keep up with framerate");
}
dt = MAX_DT;
@ -209,15 +218,15 @@ async function run() {
universe.advance(dt/2);
universe.advance(dt/2);
let field_ptr;
if (chosenField.value == 0) {
field_ptr = universe.get_ex_ptr();
} else if (chosenField.value == 1) {
field_ptr = universe.get_hz_ptr();
let fieldPtr;
if (chosenField.value === 0) {
fieldPtr = universe.get_ex_ptr();
} else if (chosenField.value === 1) {
fieldPtr = universe.get_hz_ptr();
} else {
field_ptr = universe.get_ey_ptr();
fieldPtr = universe.get_ey_ptr();
}
const field = new Float32Array(wasm.memory.buffer, field_ptr, width*height);
const field = new Float32Array(wasm.memory.buffer, fieldPtr, width*height);
gl.bufferData(gl.ARRAY_BUFFER, field, gl.DYNAMIC_DRAW);
{
@ -238,21 +247,19 @@ async function run() {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
}
window.addEventListener('keyup', event => {
if (event.key == 'c') {
window.addEventListener("keyup", event => {
if (event.key === "c") {
chosenField.cycle();
}
}, {passive: true});
window.addEventListener('resize', resizeCanvas, false);
window.addEventListener('click', event => {
}, {"passive": true});
window.addEventListener("resize", resizeCanvas, false);
window.addEventListener("click", event => {
// Must adjust for bbox and transformations for x/y
const mousex = event.clientX / window.innerWidth;
const mousey = event.clientY / window.innerHeight;
universe.init(mousex, 1.0 - mousey);
}, {passive: true});
}, {"passive": true});
resizeCanvas();
window.requestAnimationFrame(drawMe);
}
run();
}());