move frontend
This commit is contained in:
		
							
								
								
									
										70
									
								
								webfront/frontend/index.html
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										70
									
								
								webfront/frontend/index.html
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,70 @@
 | 
			
		||||
<!doctype html>
 | 
			
		||||
<!--https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context-->
 | 
			
		||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="">
 | 
			
		||||
    <head>
 | 
			
		||||
        <meta charset="utf-8" />
 | 
			
		||||
        <meta name="generator" content="by-hand" />
 | 
			
		||||
        <meta name="viewport" context="width=device-width, inital-scale=1.0, user-scalable=yes" />
 | 
			
		||||
        <title>ΣBP Solver</title>
 | 
			
		||||
        <link rel="stylesheet" type="text/css" href="style.css">
 | 
			
		||||
        <script async type="module" src="main.js"></script>
 | 
			
		||||
    </head>
 | 
			
		||||
    <body>
 | 
			
		||||
        <canvas id="glCanvas"></canvas>
 | 
			
		||||
        <div class="vertical-menu" id="menu">
 | 
			
		||||
            <div class="menu-item">
 | 
			
		||||
                <p class="menu-header">Choose an equation set</p>
 | 
			
		||||
                <select id="eq-set" name="eq-set">
 | 
			
		||||
                    <option value="euler"> Euler</option>
 | 
			
		||||
                    <option value="maxwell"> Maxwell</option>
 | 
			
		||||
                    <option value="shallow"> Shallow Water</option>
 | 
			
		||||
                </select>
 | 
			
		||||
                <div class="eq-set-options" id="euler-options">
 | 
			
		||||
                    The compressible Euler equations
 | 
			
		||||
                </div>
 | 
			
		||||
                <div class="eq-set-options" id="maxwell-options">
 | 
			
		||||
                    The Maxwell equations in 2D
 | 
			
		||||
                </div>
 | 
			
		||||
                <div class="eq-set-options" id="shallow-options">
 | 
			
		||||
                    The Shallow Water Equations describes the surface of a body of water
 | 
			
		||||
                </div>
 | 
			
		||||
            </div>
 | 
			
		||||
            <div class="grid menu-item">
 | 
			
		||||
                <p class="menu-header">Grid</p>
 | 
			
		||||
                <div class="horizontal-flex">
 | 
			
		||||
                    x:
 | 
			
		||||
                    <label for="x0">x0:</label><input type="number" name="x0" id="x0" step="any" placeholder="0.0" value="0.0">
 | 
			
		||||
                    <label for="xn">xn:</label><input type="number" name="xn" id="xn" step="any" placeholder="1.0" value="1.0">
 | 
			
		||||
                    <label for="xN">N:</label><input type="number" name="xN" id="xN" placeholder="25" value="25" min="2">
 | 
			
		||||
                </div>
 | 
			
		||||
                <div class="horizontal-flex">
 | 
			
		||||
                    y:
 | 
			
		||||
                    <label for="y0">y0:</label><input type="number" name="y0" id="y0" step="any" placeholder="0.0" value="0.0">
 | 
			
		||||
                    <label for="yn">yn:</label><input type="number" name="yn" id="yn" step="any" placeholder="1.0" value="1.0">
 | 
			
		||||
                    <label for="yN">N:</label><input type="number" name="yN" id="yN" placeholder="25" value="25" min="2">
 | 
			
		||||
                </div>
 | 
			
		||||
                <div>
 | 
			
		||||
                    <label for="diamond">Tilt grid </label><input type="checkbox" name="diamond" id="diamond">
 | 
			
		||||
                </div>
 | 
			
		||||
                <!--
 | 
			
		||||
                Curvilinear? Inputting some random json?
 | 
			
		||||
                -->
 | 
			
		||||
            </div>
 | 
			
		||||
            <!--
 | 
			
		||||
            <div class="gen_set menu-item">
 | 
			
		||||
                <p class="menu-header">Settings</p>
 | 
			
		||||
            </div>
 | 
			
		||||
            -->
 | 
			
		||||
            <div class="about menu-item">
 | 
			
		||||
                <p class="menu-header">About</p>
 | 
			
		||||
                <p>More information can be found along with the <a href="https://ulimoen.dev/git/mulimoen/SBPonWEB">source code</a>.</p>
 | 
			
		||||
            </div>
 | 
			
		||||
        </div>
 | 
			
		||||
        <div class="controls">
 | 
			
		||||
            <button title="Menu" class="control-item" id="toggle-menu" type="button">☰</button>
 | 
			
		||||
            <button title="Play/pause" class="control-item" id="toggle-playing">▶️/⏸️</button>
 | 
			
		||||
            <button title="Reset" class="control-item" id="reset">🔄️</button>
 | 
			
		||||
            <button title="Change field" class="control-item" id="fieldButton">C</button>
 | 
			
		||||
        </div>
 | 
			
		||||
    </body>
 | 
			
		||||
</html>
 | 
			
		||||
							
								
								
									
										539
									
								
								webfront/frontend/main.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										539
									
								
								webfront/frontend/main.js
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,539 @@
 | 
			
		||||
import { default as init, set_panic_hook as setPanicHook,
 | 
			
		||||
         MaxwellUniverse, EulerUniverse, ShallowWaterUniverse } from "./sbp_web.js";
 | 
			
		||||
 | 
			
		||||
function compile_and_link(ctx, vsource, fsource) {
 | 
			
		||||
    const program = ctx.createProgram();
 | 
			
		||||
    const vsShader = ctx.createShader(ctx.VERTEX_SHADER);
 | 
			
		||||
    ctx.shaderSource(vsShader, vsource);
 | 
			
		||||
    const fsShader = ctx.createShader(ctx.FRAGMENT_SHADER);
 | 
			
		||||
    ctx.shaderSource(fsShader, fsource);
 | 
			
		||||
 | 
			
		||||
    ctx.compileShader(vsShader);
 | 
			
		||||
    ctx.compileShader(fsShader);
 | 
			
		||||
    ctx.attachShader(program, vsShader);
 | 
			
		||||
    ctx.attachShader(program, fsShader);
 | 
			
		||||
    ctx.linkProgram(program);
 | 
			
		||||
    ctx.validateProgram(program);
 | 
			
		||||
 | 
			
		||||
    if (!ctx.getProgramParameter(program, ctx.LINK_STATUS)) {
 | 
			
		||||
        console.error(`Linking of lineProgram failed: ${ctx.getProgramInfoLog(program)}`);
 | 
			
		||||
        console.error(`vertex shader infolog: ${ctx.getShaderInfoLog(vsShader)}`);
 | 
			
		||||
        console.error(`fragment shader infolog: ${ctx.getShaderInfoLog(fsShader)}`);
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    ctx.deleteShader(vsShader);
 | 
			
		||||
    ctx.deleteShader(fsShader);
 | 
			
		||||
 | 
			
		||||
    return program;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
class LineDrawer {
 | 
			
		||||
    constructor(ctx) {
 | 
			
		||||
        function lineProgram(ctx) {
 | 
			
		||||
            const LINE_VERTEX_SHADER = String.raw`
 | 
			
		||||
                #version 100
 | 
			
		||||
                attribute mediump float aX;
 | 
			
		||||
                attribute mediump float aY;
 | 
			
		||||
 | 
			
		||||
                uniform vec4 uBbox;
 | 
			
		||||
 | 
			
		||||
                void main() {
 | 
			
		||||
                    mediump float x = (aX - uBbox.x)*uBbox.y;
 | 
			
		||||
                    mediump float y = (aY - uBbox.z)*uBbox.w;
 | 
			
		||||
                    gl_Position = vec4(2.0*x - 1.0, 2.0*y - 1.0, 1.0, 1.0);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
            `;
 | 
			
		||||
            const LINE_FRAGMENT_SHADER = String.raw`
 | 
			
		||||
                #version 100
 | 
			
		||||
 | 
			
		||||
                void main() {
 | 
			
		||||
                    gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
 | 
			
		||||
                }
 | 
			
		||||
            `;
 | 
			
		||||
            const program = compile_and_link(ctx, LINE_VERTEX_SHADER, LINE_FRAGMENT_SHADER);
 | 
			
		||||
 | 
			
		||||
            const uBbox = ctx.getUniformLocation(program, "uBbox");
 | 
			
		||||
 | 
			
		||||
            return {inner: program, uniforms: {"uBbox": uBbox}};
 | 
			
		||||
        };
 | 
			
		||||
        this.program = lineProgram(ctx);
 | 
			
		||||
        this.ctx = ctx;
 | 
			
		||||
    }
 | 
			
		||||
    set_xy(width, height, xBuffer, yBuffer, bbox) {
 | 
			
		||||
        const ctx = this.ctx;
 | 
			
		||||
        this.xBuffer = xBuffer;
 | 
			
		||||
        this.yBuffer = yBuffer;
 | 
			
		||||
        const lineIdxBuffer = new Uint16Array(2*width*height - 1);
 | 
			
		||||
        {
 | 
			
		||||
            let n = 0;
 | 
			
		||||
            for (let j = 0; j < height; j++) {
 | 
			
		||||
                for (let i = 0; i < width; i++) {
 | 
			
		||||
                    if (j % 2 == 0) {
 | 
			
		||||
                        lineIdxBuffer[n] = width*j + i;
 | 
			
		||||
                    } else {
 | 
			
		||||
                        lineIdxBuffer[n] = width*(j + 1) - i - 1;
 | 
			
		||||
                    }
 | 
			
		||||
                    n += 1;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            let m = lineIdxBuffer[n-1];
 | 
			
		||||
            let updown = "down";
 | 
			
		||||
            let lr;
 | 
			
		||||
            if (height % 2 === 0) {
 | 
			
		||||
                lr = "left";
 | 
			
		||||
            } else {
 | 
			
		||||
                lr = "right";
 | 
			
		||||
            }
 | 
			
		||||
            for (let i = 0; i < width; i++) {
 | 
			
		||||
                for (let j = 0; j < height-1; j++) {
 | 
			
		||||
                    if (updown === "up") {
 | 
			
		||||
                        m += width;
 | 
			
		||||
                    } else {
 | 
			
		||||
                        m -= width;
 | 
			
		||||
                    }
 | 
			
		||||
                    lineIdxBuffer[n] = m;
 | 
			
		||||
                    n += 1;
 | 
			
		||||
                }
 | 
			
		||||
                if (n === 2*width*height - 1) {
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                if (lr === "left") {
 | 
			
		||||
                    m += 1;
 | 
			
		||||
                } else {
 | 
			
		||||
                    m -= 1;
 | 
			
		||||
                }
 | 
			
		||||
                lineIdxBuffer[n] = m;
 | 
			
		||||
                n += 1;
 | 
			
		||||
 | 
			
		||||
                if (updown === "down") {
 | 
			
		||||
                    updown = "up";
 | 
			
		||||
                } else {
 | 
			
		||||
                    updown = "down";
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        this.indexBuffer = ctx.createBuffer();
 | 
			
		||||
        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
 | 
			
		||||
        ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, lineIdxBuffer, ctx.STATIC_DRAW);
 | 
			
		||||
 | 
			
		||||
        ctx.useProgram(this.program.inner);
 | 
			
		||||
        ctx.uniform4f(this.program.uniforms.uBbox, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
 | 
			
		||||
        this.width = width;
 | 
			
		||||
        this.height = height;
 | 
			
		||||
    }
 | 
			
		||||
    draw() {
 | 
			
		||||
        const ctx = this.ctx;
 | 
			
		||||
        ctx.useProgram(this.program.inner);
 | 
			
		||||
        {
 | 
			
		||||
            let loc;
 | 
			
		||||
            loc = ctx.getAttribLocation(this.program.inner, "aX");
 | 
			
		||||
            ctx.bindBuffer(ctx.ARRAY_BUFFER, this.xBuffer);
 | 
			
		||||
            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
            ctx.enableVertexAttribArray(loc);
 | 
			
		||||
 | 
			
		||||
            loc = ctx.getAttribLocation(this.program.inner, "aY");
 | 
			
		||||
            ctx.bindBuffer(ctx.ARRAY_BUFFER, this.yBuffer);
 | 
			
		||||
            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
            ctx.enableVertexAttribArray(loc);
 | 
			
		||||
        }
 | 
			
		||||
        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
 | 
			
		||||
 | 
			
		||||
        ctx.drawElements(ctx.LINE_STRIP, 2*this.width*this.height - 1, ctx.UNSIGNED_SHORT, 0);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
class FieldDrawer {
 | 
			
		||||
    constructor(ctx) {
 | 
			
		||||
        this.ctx = ctx;
 | 
			
		||||
 | 
			
		||||
        const VERT_SHADER = String.raw`
 | 
			
		||||
            #version 100
 | 
			
		||||
            attribute mediump float aX;
 | 
			
		||||
            attribute mediump float aY;
 | 
			
		||||
            attribute mediump float aField;
 | 
			
		||||
 | 
			
		||||
            uniform vec4 uBbox;
 | 
			
		||||
 | 
			
		||||
            varying mediump float vField;
 | 
			
		||||
 | 
			
		||||
            void main() {
 | 
			
		||||
                vField = aField;
 | 
			
		||||
                mediump float x = (aX - uBbox.x)*uBbox.y;
 | 
			
		||||
                mediump float y = (aY - uBbox.z)*uBbox.w;
 | 
			
		||||
                gl_Position = vec4(2.0*x - 1.0, 2.0*y - 1.0, 1.0, 1.0);
 | 
			
		||||
            }
 | 
			
		||||
        `;
 | 
			
		||||
 | 
			
		||||
        const FRAG_SHADER = String.raw`
 | 
			
		||||
            #version 100
 | 
			
		||||
            varying mediump float vField;
 | 
			
		||||
 | 
			
		||||
            uniform mediump vec3 uColor;
 | 
			
		||||
            uniform mediump float uFieldMin;
 | 
			
		||||
            uniform mediump float uFieldMax;
 | 
			
		||||
 | 
			
		||||
            void main() {
 | 
			
		||||
                mediump float v = (vField - uFieldMin) / (uFieldMax - uFieldMin);
 | 
			
		||||
                gl_FragColor = vec4(mix(vec3(0.0), uColor, v), 1.0);
 | 
			
		||||
            }
 | 
			
		||||
        `;
 | 
			
		||||
 | 
			
		||||
        const program = compile_and_link(ctx, VERT_SHADER, FRAG_SHADER);
 | 
			
		||||
        this.fBuffer = ctx.createBuffer();
 | 
			
		||||
 | 
			
		||||
        const uniforms = {
 | 
			
		||||
            uBbox: ctx.getUniformLocation(program, "uBbox"),
 | 
			
		||||
            uColor: ctx.getUniformLocation(program, "uColor"),
 | 
			
		||||
            uFieldMin: ctx.getUniformLocation(program, "uFieldMin"),
 | 
			
		||||
            uFieldMax: ctx.getUniformLocation(program, "uFieldMax"),
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        this.program = {inner: program, uniforms: uniforms};
 | 
			
		||||
    }
 | 
			
		||||
    set_xy(width, height, xBuffer, yBuffer, bbox) {
 | 
			
		||||
        const ctx = this.ctx;
 | 
			
		||||
        this.xBuffer = xBuffer;
 | 
			
		||||
        this.yBuffer = yBuffer;
 | 
			
		||||
        ctx.useProgram(this.program.inner);
 | 
			
		||||
        ctx.uniform4f(this.program.uniforms.uBbox, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
 | 
			
		||||
        this.setColor(0.0, 1.0, 0.0);
 | 
			
		||||
 | 
			
		||||
        const positions = new Uint16Array((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;
 | 
			
		||||
                positions[n+2] = width*(j+1) + i;
 | 
			
		||||
                positions[n+3] = width*j + i+1;
 | 
			
		||||
                positions[n+4] = width*(j+1) + i;
 | 
			
		||||
                positions[n+5] = width*(j+1) + i+1;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        this.positions = positions;
 | 
			
		||||
        this.indexBuffer = ctx.createBuffer();
 | 
			
		||||
        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
 | 
			
		||||
        ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, this.positions, ctx.STATIC_DRAW);
 | 
			
		||||
    }
 | 
			
		||||
    setColor() {
 | 
			
		||||
        this.ctx.uniform3f(this.program.uniforms.uColor, 0.0, 1.0, 0.0);
 | 
			
		||||
    }
 | 
			
		||||
    draw(field) {
 | 
			
		||||
        const ctx = this.ctx;
 | 
			
		||||
        ctx.useProgram(this.program.inner);
 | 
			
		||||
        {
 | 
			
		||||
            let loc;
 | 
			
		||||
            loc = ctx.getAttribLocation(this.program.inner, "aX");
 | 
			
		||||
            ctx.bindBuffer(ctx.ARRAY_BUFFER, this.xBuffer);
 | 
			
		||||
            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
            ctx.enableVertexAttribArray(loc);
 | 
			
		||||
 | 
			
		||||
            loc = ctx.getAttribLocation(this.program.inner, "aY");
 | 
			
		||||
            ctx.bindBuffer(ctx.ARRAY_BUFFER, this.yBuffer);
 | 
			
		||||
            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
            ctx.enableVertexAttribArray(loc);
 | 
			
		||||
 | 
			
		||||
            loc = ctx.getAttribLocation(this.program.inner, "aField");
 | 
			
		||||
            ctx.bindBuffer(ctx.ARRAY_BUFFER, this.fBuffer);
 | 
			
		||||
            ctx.bufferData(ctx.ARRAY_BUFFER, field, ctx.DYNAMIC_DRAW);
 | 
			
		||||
            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
            ctx.enableVertexAttribArray(loc);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
 | 
			
		||||
        ctx.drawElements(ctx.TRIANGLES, this.positions.length, ctx.UNSIGNED_SHORT, 0);
 | 
			
		||||
    }
 | 
			
		||||
    minmax(min, max) {
 | 
			
		||||
        this.ctx.useProgram(this.program.inner);
 | 
			
		||||
        this.ctx.uniform1f(this.program.uniforms.uFieldMin, min);
 | 
			
		||||
        this.ctx.uniform1f(this.program.uniforms.uFieldMax, max);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
(async function run() {
 | 
			
		||||
    let is_setup = false;
 | 
			
		||||
    const eq_sel = document.getElementById("eq-set");
 | 
			
		||||
    display_eqset(eq_sel.value);
 | 
			
		||||
 | 
			
		||||
    const wasm = await init("./sbp_web_bg.wasm");
 | 
			
		||||
    setPanicHook();
 | 
			
		||||
    const canvas = document.getElementById("glCanvas");
 | 
			
		||||
 | 
			
		||||
    const gl = canvas.getContext("webgl");
 | 
			
		||||
    if (gl === null) {
 | 
			
		||||
        console.error("Unable to initialise WebGL");
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    console.info("Successfully opened webgl canvas");
 | 
			
		||||
 | 
			
		||||
    let x;
 | 
			
		||||
    let y;
 | 
			
		||||
    let width;
 | 
			
		||||
    let height;
 | 
			
		||||
    const bbox = [+Number(Infinity), -Number(Infinity), +Number(Infinity), -Number(Infinity)];
 | 
			
		||||
 | 
			
		||||
    // 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);
 | 
			
		||||
    gl.disable(gl.CULL_FACE);
 | 
			
		||||
    gl.lineWidth(1.0);
 | 
			
		||||
 | 
			
		||||
    const xBuffer = gl.createBuffer();
 | 
			
		||||
    const yBuffer = gl.createBuffer();
 | 
			
		||||
    const lineDrawer = new LineDrawer(gl);
 | 
			
		||||
    const fieldDrawer = new FieldDrawer(gl);
 | 
			
		||||
    let universe;
 | 
			
		||||
 | 
			
		||||
    let eq_set;
 | 
			
		||||
 | 
			
		||||
    function setup() {
 | 
			
		||||
        width = parseInt(document.getElementById("xN").value);
 | 
			
		||||
        height = parseInt(document.getElementById("yN").value);
 | 
			
		||||
 | 
			
		||||
        const x0 = parseFloat(document.getElementById("x0").value);
 | 
			
		||||
        const xn = parseFloat(document.getElementById("xn").value);
 | 
			
		||||
        const y0 = parseFloat(document.getElementById("y0").value);
 | 
			
		||||
        const yn = parseFloat(document.getElementById("yn").value);
 | 
			
		||||
 | 
			
		||||
        const diamond = document.getElementById("diamond").checked;
 | 
			
		||||
 | 
			
		||||
        x = new Float32Array(width * height);
 | 
			
		||||
        y = new Float32Array(width * height);
 | 
			
		||||
        const dx = (xn - x0) / (width - 1)
 | 
			
		||||
        const dy = (yn - y0) / (height - 1)
 | 
			
		||||
        for (let j = 0; j < height; j += 1) {
 | 
			
		||||
            for (let i = 0; i < width; i += 1) {
 | 
			
		||||
                const n = width*j + i;
 | 
			
		||||
                x[n] = x0 + dx*i;
 | 
			
		||||
                y[n] = y0 + dy*j;
 | 
			
		||||
 | 
			
		||||
                if (diamond) {
 | 
			
		||||
                    const xn = x[n];
 | 
			
		||||
                    const yn = y[n];
 | 
			
		||||
 | 
			
		||||
                    x[n] = xn - yn;
 | 
			
		||||
                    y[n] = xn + yn;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        eq_set = eq_sel.value;
 | 
			
		||||
        switch (eq_set) {
 | 
			
		||||
            case "maxwell":
 | 
			
		||||
                universe = new MaxwellUniverse(height, width, x, y);
 | 
			
		||||
                universe.init(0.0, 0.0);
 | 
			
		||||
                break;
 | 
			
		||||
            case "euler":
 | 
			
		||||
                universe = new EulerUniverse(height, width, x, y);
 | 
			
		||||
                universe.init(0.0, 0.0);
 | 
			
		||||
                break;
 | 
			
		||||
            case "shallow":
 | 
			
		||||
                universe = new ShallowWaterUniverse(height, width);
 | 
			
		||||
                universe.init(0.0, 0.0);
 | 
			
		||||
                break;
 | 
			
		||||
            default:
 | 
			
		||||
                console.error(`Unknown case ${eq_set}`);
 | 
			
		||||
                return null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        bbox[0] = +Number(Infinity);
 | 
			
		||||
        bbox[1] = -Number(Infinity);
 | 
			
		||||
        bbox[2] = +Number(Infinity);
 | 
			
		||||
        bbox[3] = -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]);
 | 
			
		||||
            bbox[3] = Math.max(bbox[3], y[i]);
 | 
			
		||||
        }
 | 
			
		||||
        gl.bindBuffer(gl.ARRAY_BUFFER, xBuffer);
 | 
			
		||||
        gl.bufferData(gl.ARRAY_BUFFER, x, gl.STATIC_DRAW);
 | 
			
		||||
        gl.bindBuffer(gl.ARRAY_BUFFER, yBuffer);
 | 
			
		||||
        gl.bufferData(gl.ARRAY_BUFFER, y, gl.STATIC_DRAW);
 | 
			
		||||
 | 
			
		||||
        lineDrawer.set_xy(width, height, xBuffer, yBuffer, bbox);
 | 
			
		||||
        fieldDrawer.set_xy(width, height, xBuffer, yBuffer, bbox);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    function draw() {
 | 
			
		||||
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
        const w = canvas.clientWidth;
 | 
			
		||||
        const h = canvas.clientHeight;
 | 
			
		||||
        canvas.width = w;
 | 
			
		||||
        canvas.height = h;
 | 
			
		||||
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
 | 
			
		||||
 | 
			
		||||
        let fieldPtr;
 | 
			
		||||
        switch (eq_set) {
 | 
			
		||||
            case "maxwell":
 | 
			
		||||
                chosenField %= 3;
 | 
			
		||||
                switch (chosenField) {
 | 
			
		||||
                    case 0:
 | 
			
		||||
                        fieldPtr = universe.get_ex_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-1.0, 1.0);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 1:
 | 
			
		||||
                        fieldPtr = universe.get_hz_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-1.0, 1.0);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 2:
 | 
			
		||||
                        fieldPtr = universe.get_ey_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-1.0, 1.0);
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            case "euler":
 | 
			
		||||
                chosenField %= 4;
 | 
			
		||||
                switch (chosenField) {
 | 
			
		||||
                    case 0:
 | 
			
		||||
                        fieldPtr = universe.get_rho_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(0.95, 1.05);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 1:
 | 
			
		||||
                        fieldPtr = universe.get_rhou_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(0.90, 1.10);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 2:
 | 
			
		||||
                        fieldPtr = universe.get_rhov_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-1.10, 1.10);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 3:
 | 
			
		||||
                        fieldPtr = universe.get_e_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(7.0, 10.0);
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            case "shallow":
 | 
			
		||||
                chosenField %= 3;
 | 
			
		||||
                switch (chosenField) {
 | 
			
		||||
                    case 0:
 | 
			
		||||
                        fieldPtr = universe.get_eta_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(0.8, 1.1);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 1:
 | 
			
		||||
                        fieldPtr = universe.get_etau_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-0.5, 0.5);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case 2:
 | 
			
		||||
                        fieldPtr = universe.get_etav_ptr();
 | 
			
		||||
                        fieldDrawer.minmax(-0.5, 0.5);
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            default:
 | 
			
		||||
                console.error("Not implemented");
 | 
			
		||||
        }
 | 
			
		||||
        let field = new Float32Array(wasm.memory.buffer, fieldPtr, width*height);
 | 
			
		||||
        fieldDrawer.draw(field);
 | 
			
		||||
        lineDrawer.draw();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    async function drawLoop() {
 | 
			
		||||
        draw();
 | 
			
		||||
        switch (eq_set) {
 | 
			
		||||
            case "maxwell":
 | 
			
		||||
                // universe.advance(0.2*Math.min(1/width, 1/height));
 | 
			
		||||
                universe.advance_with_matrix(0.2*Math.min(1/width, 1/height));
 | 
			
		||||
                break;
 | 
			
		||||
            case "euler":
 | 
			
		||||
                universe.advance_upwind(0.2*Math.min(1/width, 1/height));
 | 
			
		||||
                break;
 | 
			
		||||
            case "shallow":
 | 
			
		||||
                universe.advance();
 | 
			
		||||
                break;
 | 
			
		||||
            default:
 | 
			
		||||
                console.error(`Not implemented: ${eq_set}`);
 | 
			
		||||
        }
 | 
			
		||||
        animation = window.requestAnimationFrame(drawLoop);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const menu = document.getElementById("menu");
 | 
			
		||||
    const menu_toggle = document.getElementById("toggle-menu");
 | 
			
		||||
    menu_toggle.addEventListener("click", () => {
 | 
			
		||||
        if (menu.style.visibility === "") {
 | 
			
		||||
            menu.style.visibility = "hidden";
 | 
			
		||||
        } else {
 | 
			
		||||
            menu.style.visibility = "";
 | 
			
		||||
        }
 | 
			
		||||
    }, {"passive": false});
 | 
			
		||||
 | 
			
		||||
    eq_sel.addEventListener("change", (e) => {
 | 
			
		||||
        display_eqset(eq_sel.value);
 | 
			
		||||
    }, {"passive": true});
 | 
			
		||||
    function display_eqset(value) {
 | 
			
		||||
        const euler_options = document.getElementById("euler-options");
 | 
			
		||||
        euler_options.style.display = "none";
 | 
			
		||||
        const maxwell_options = document.getElementById("maxwell-options");
 | 
			
		||||
        maxwell_options.style.display = "none";
 | 
			
		||||
        const shallow_options = document.getElementById("shallow-options");
 | 
			
		||||
        shallow_options.style.display = "none";
 | 
			
		||||
        function default_axes(x0, xn, y0, yn) {
 | 
			
		||||
            document.getElementById("x0").value = x0;
 | 
			
		||||
            document.getElementById("xn").value = xn;
 | 
			
		||||
            document.getElementById("y0").value = y0;
 | 
			
		||||
            document.getElementById("yn").value = yn;
 | 
			
		||||
        }
 | 
			
		||||
        if (value === "euler") {
 | 
			
		||||
            euler_options.style.display = "block";
 | 
			
		||||
            default_axes(-5.0, 5.0, -5.0, 5.0);
 | 
			
		||||
        } else if (value === "maxwell") {
 | 
			
		||||
            maxwell_options.style.display = "block";
 | 
			
		||||
            default_axes(-1.0, 1.0, -1.0, 1.0);
 | 
			
		||||
        } else if (value === "shallow") {
 | 
			
		||||
            shallow_options.style.display = "block";
 | 
			
		||||
            default_axes(-1.0, 1.0, -1.0, 1.0);
 | 
			
		||||
        } else {
 | 
			
		||||
            console.error(`Unknown value ${value}`);
 | 
			
		||||
        }
 | 
			
		||||
        is_setup = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    let animation = null;
 | 
			
		||||
    const play_button = document.getElementById("toggle-playing");
 | 
			
		||||
    play_button.addEventListener("click", (_e) => {
 | 
			
		||||
        if (!animation) {
 | 
			
		||||
            if (!is_setup) {
 | 
			
		||||
                setup();
 | 
			
		||||
                is_setup = true;
 | 
			
		||||
            }
 | 
			
		||||
            animation = window.requestAnimationFrame(drawLoop);
 | 
			
		||||
        } else {
 | 
			
		||||
            if (is_setup) {
 | 
			
		||||
                window.cancelAnimationFrame(animation);
 | 
			
		||||
                animation = null;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }, {"passive": true});
 | 
			
		||||
    const reset_button = document.getElementById("reset");
 | 
			
		||||
    reset_button.addEventListener("click", (_e) => {
 | 
			
		||||
        if (is_setup) {
 | 
			
		||||
            window.cancelAnimationFrame(animation);
 | 
			
		||||
            animation = null;
 | 
			
		||||
        }
 | 
			
		||||
        setup();
 | 
			
		||||
        is_setup = true;
 | 
			
		||||
        draw();
 | 
			
		||||
    }, {"passive": true});
 | 
			
		||||
    let chosenField = 0;
 | 
			
		||||
    const chosenFieldButton = document.getElementById("fieldButton");
 | 
			
		||||
    chosenFieldButton.addEventListener("click", (_e) => {
 | 
			
		||||
        chosenField += 1;
 | 
			
		||||
        if (is_setup) {
 | 
			
		||||
            draw();
 | 
			
		||||
        }
 | 
			
		||||
    }, {"passive": true});
 | 
			
		||||
    canvas.addEventListener("click", (e) => {
 | 
			
		||||
        if (is_setup) {
 | 
			
		||||
            const mousex = (e.clientX / canvas.clientWidth)*(bbox[1] - bbox[0]) + bbox[0];
 | 
			
		||||
            const mousey = (1.0 - e.clientY / canvas.clientHeight)*(bbox[3] - bbox[2]) + bbox[2];
 | 
			
		||||
            universe.init(mousex, mousey);
 | 
			
		||||
            draw();
 | 
			
		||||
        }
 | 
			
		||||
    }, {"passive": false});
 | 
			
		||||
}());
 | 
			
		||||
							
								
								
									
										11
									
								
								webfront/frontend/style.css
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								webfront/frontend/style.css
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
 | 
			
		||||
* { margin: 0; padding: 0; overflow: hidden; }
 | 
			
		||||
html, body { width:100%; height:100%; }
 | 
			
		||||
canvas { display:block; position: fixed; width: 100vw; height: 100vh; }
 | 
			
		||||
select#eq-set { width: 100%; }
 | 
			
		||||
.vertical-menu { position: fixed; width: 30%; min-width: 200px; top: 0; bottom: 30px; z-index: 2; background-color: #eee; display: flex; flex-direction: column; justify-content: space-between; padding: 0.5em; overflow-y: auto; }
 | 
			
		||||
.menu-header { font-weight: bold; }
 | 
			
		||||
.controls { position: relative; z-index: 3; top: calc(100% - 30px); height: 30px; display: flex; align-items: center; width: 100%; justify-content: flex-start; opacity: 0.5; }
 | 
			
		||||
.controls:hover { opacity: 1.0; }
 | 
			
		||||
.menu-item { flex-shrink: 0; }
 | 
			
		||||
.horizontal-flex { display: flex; flex-direction: row; align-items: center; justify-content: space-between; }
 | 
			
		||||
.eq-set-options { display: none; }
 | 
			
		||||
		Reference in New Issue
	
	Block a user