simplify drawing in js and add workbuffers
This commit is contained in:
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deafbeb415
commit
5bd6d0d487
134
main.js
134
main.js
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@ -1,22 +1,25 @@
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import { Universe, set_panic_hook, default as init } from "./webgl.js";
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import { Universe, WorkBuffers, set_panic_hook, default as init } from "./webgl.js";
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async function run() {
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let wasm = await init("./webgl_bg.wasm");
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set_panic_hook();
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const canvas = document.getElementById("glCanvas");
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const gl = canvas.getContext("webgl");
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const float_in_image = gl.getExtension("OES_texture_float");
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if (!float_in_image) {
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console.warn("Floats are not supported in images for your device, please warn the author about this incompatability");
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}
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if (gl === null) {
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alert("Unable to initialise WebGL");
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console.error("Unable to initialise WebGL");
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return;
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}
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const vsSource = `
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const supports_floats_in_textures = gl.getExtension("OES_texture_float");
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if (!supports_floats_in_textures) {
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console.error("Floats are not supported in textures for your device, please warn the author about this incompatability");
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return;
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}
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const vsSource = String.raw`
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attribute vec2 aVertexPosition;
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varying lowp vec2 vVertexPosition;
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@ -26,7 +29,7 @@ async function run() {
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}
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`;
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const fsSource = `
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const fsSource = String.raw`
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varying lowp vec2 vVertexPosition;
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uniform sampler2D uSampler;
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@ -41,7 +44,7 @@ async function run() {
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gl.shaderSource(vsShader, vsSource);
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gl.compileShader(vsShader);
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if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
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alert('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
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console.error('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
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return;
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}
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@ -49,7 +52,7 @@ async function run() {
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gl.shaderSource(fsShader, fsSource);
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gl.compileShader(fsShader);
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if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
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alert('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
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console.error('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
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return;
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}
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@ -57,21 +60,13 @@ async function run() {
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gl.attachShader(shaderProgram, vsShader);
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gl.attachShader(shaderProgram, fsShader);
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gl.linkProgram(shaderProgram);
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gl.validateProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
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console.error('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
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return;
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}
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gl.useProgram(shaderProgram);
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
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},
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uniformLocation: {
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sampler: gl.getUniformLocation(shaderProgram, 'uShader'),
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},
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};
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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@ -81,72 +76,61 @@ async function run() {
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-1.0, -1.0,
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1.0, -1.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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set_panic_hook();
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const width = 40;
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const height = 50;
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let universes = [Universe.new(width, height), Universe.new(width, height)];
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let t = performance.now()/1000.0;
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universes[0].set_initial(t, "sin+cos");
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const field = new Float32Array(wasm.memory.buffer,
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universes[0].get_ptr(),
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width*height);
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const texture = gl.createTexture();
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{
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const level = 0;
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const internalFormat = gl.ALPHA;
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const border = 0;
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const srcFormat = gl.ALPHA;
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const srcType = gl.FLOAT;
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalise = false;
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const stride = 0;
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const offset = 0;
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const attrib_vertex_location = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
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gl.vertexAttribPointer(attrib_vertex_location, numComponents, type, normalise, stride, offset);
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gl.enableVertexAttribArray(attrib_vertex_location);
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}
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// GL state functions, must be moved to loop if changing
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const texture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const uniform_sampler = gl.getUniformLocation(shaderProgram, 'uSampler');
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gl.uniform1i(uniform_sampler, 0);
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gl.clearColor(1.0, 0.753, 0.796, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.disable(gl.CULL_FACE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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console.info("Successfully set OpenGL state");
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gl.useProgram(programInfo.program);
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{ // Binding vertices
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalise = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
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}
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{ // Binding uniforms
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gl.uniform1i(programInfo.uniformLocation.sampler, 0);
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}
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const width = 40;
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const height = 50;
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let universes = [Universe.new(width, height), Universe.new(width, height)];
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const workbuffer = WorkBuffers.new(width, height);
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const TIMEFACTOR = 1.0/7000;
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let t = performance.now()*TIMEFACTOR;
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universes[0].set_initial(t, "sin+cos");
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function drawMe(t_draw) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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let dt = t_draw/1000.0 - t;
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dt = Math.min(t_draw, 0.01)
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t += dt;
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universes[0].advance(universes[1], dt);
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let dt = t_draw*TIMEFACTOR - t;
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if (dt >= 0.01) {
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console.warn("Can not keep up with framerate");
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t = t_draw*TIMEFACTOR;
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dt = 0.01;
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} else {
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t += dt;
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}
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universes[0].advance(universes[1], dt, workbuffer);
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const field = new Float32Array(wasm.memory.buffer,
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universes[0].get_ptr(),
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@ -160,9 +144,11 @@ async function run() {
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
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}
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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universes = [universes[1], universes[0]];
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window.requestAnimationFrame(drawMe);
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41
src/lib.rs
41
src/lib.rs
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@ -68,37 +68,46 @@ impl Universe {
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}
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}
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}
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pub fn advance(&self, fut: &mut Universe, dt: f32) {
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pub fn advance(&self, fut: &mut Universe, dt: f32, work_buffers: Option<WorkBuffers>) {
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assert_eq!(self.e_x.shape(), fut.e_x.shape());
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let mut y = self.e_x.clone();
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let mut buffers = work_buffers
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.unwrap_or_else(|| WorkBuffers::new(self.e_x.shape()[1], self.e_x.shape()[0]));
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// y.assign(&self.e_x)
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let mut k0 = Array2::zeros(self.e_x.dim());
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let mut k0 = &mut buffers.k1; // Only need k0 for first step in RK
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k0.fill(0.0);
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diffx(y.view(), k0.view_mut());
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diffy(y.view(), k0.view_mut());
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// y.assign(&self.e_x);
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y.scaled_add(-1.0 / 2.0 * dt, &k0);
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let mut k1 = Array2::zeros(self.e_x.dim());
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let mut k1 = buffers.k1;
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k1.fill(0.0);
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diffx(y.view(), k1.view_mut());
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diffy(y.view(), k1.view_mut());
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y.assign(&self.e_x);
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y.scaled_add(-1.0 / 2.0 * dt, &k1);
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let mut k2 = Array2::zeros(self.e_x.dim());
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let mut k2 = buffers.k2;
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k2.fill(0.0);
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diffx(y.view(), k2.view_mut());
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diffy(y.view(), k2.view_mut());
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y.assign(&self.e_x);
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y.scaled_add(-1.0 / 2.0 * dt, &k2);
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let mut k3 = Array2::zeros(self.e_x.dim());
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let mut k3 = buffers.k3;
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k3.fill(0.0);
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diffx(y.view(), k3.view_mut());
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diffy(y.view(), k3.view_mut());
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y.assign(&self.e_x);
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y.scaled_add(-dt, &k2);
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let mut k4 = Array2::zeros(self.e_x.dim());
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let mut k4 = buffers.k4;
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k4.fill(0.0);
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diffx(y.view(), k4.view_mut());
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diffy(y.view(), k4.view_mut());
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@ -402,3 +411,23 @@ fn upwind4_diss(prev: ArrayView1<f32>, mut fut: ArrayViewMut1<f32>) {
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+ diag[6] * prev[(2)];
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fut[(nx - 1)] += diff / dx;
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}
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#[wasm_bindgen]
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pub struct WorkBuffers {
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k1: Array2<f32>,
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k2: Array2<f32>,
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k3: Array2<f32>,
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k4: Array2<f32>,
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}
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#[wasm_bindgen]
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impl WorkBuffers {
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pub fn new(nx: usize, ny: usize) -> Self {
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Self {
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k1: Array2::zeros((ny, nx)),
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k2: Array2::zeros((ny, nx)),
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k3: Array2::zeros((ny, nx)),
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k4: Array2::zeros((ny, nx)),
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}
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}
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}
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