simplify drawing in js and add workbuffers

This commit is contained in:
Magnus Ulimoen 2019-07-22 21:45:45 +02:00
parent deafbeb415
commit 5bd6d0d487
2 changed files with 95 additions and 80 deletions

134
main.js
View File

@ -1,22 +1,25 @@
import { Universe, set_panic_hook, default as init } from "./webgl.js";
import { Universe, WorkBuffers, set_panic_hook, default as init } from "./webgl.js";
async function run() {
let wasm = await init("./webgl_bg.wasm");
set_panic_hook();
const canvas = document.getElementById("glCanvas");
const gl = canvas.getContext("webgl");
const float_in_image = gl.getExtension("OES_texture_float");
if (!float_in_image) {
console.warn("Floats are not supported in images for your device, please warn the author about this incompatability");
}
if (gl === null) {
alert("Unable to initialise WebGL");
console.error("Unable to initialise WebGL");
return;
}
const vsSource = `
const supports_floats_in_textures = gl.getExtension("OES_texture_float");
if (!supports_floats_in_textures) {
console.error("Floats are not supported in textures for your device, please warn the author about this incompatability");
return;
}
const vsSource = String.raw`
attribute vec2 aVertexPosition;
varying lowp vec2 vVertexPosition;
@ -26,7 +29,7 @@ async function run() {
}
`;
const fsSource = `
const fsSource = String.raw`
varying lowp vec2 vVertexPosition;
uniform sampler2D uSampler;
@ -41,7 +44,7 @@ async function run() {
gl.shaderSource(vsShader, vsSource);
gl.compileShader(vsShader);
if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
alert('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
console.error('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
return;
}
@ -49,7 +52,7 @@ async function run() {
gl.shaderSource(fsShader, fsSource);
gl.compileShader(fsShader);
if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
alert('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
console.error('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
return;
}
@ -57,21 +60,13 @@ async function run() {
gl.attachShader(shaderProgram, vsShader);
gl.attachShader(shaderProgram, fsShader);
gl.linkProgram(shaderProgram);
gl.validateProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
console.error('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
return;
}
gl.useProgram(shaderProgram);
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
},
uniformLocation: {
sampler: gl.getUniformLocation(shaderProgram, 'uShader'),
},
};
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
@ -81,72 +76,61 @@ async function run() {
-1.0, -1.0,
1.0, -1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
set_panic_hook();
const width = 40;
const height = 50;
let universes = [Universe.new(width, height), Universe.new(width, height)];
let t = performance.now()/1000.0;
universes[0].set_initial(t, "sin+cos");
const field = new Float32Array(wasm.memory.buffer,
universes[0].get_ptr(),
width*height);
const texture = gl.createTexture();
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const internalFormat = gl.ALPHA;
const border = 0;
const srcFormat = gl.ALPHA;
const srcType = gl.FLOAT;
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
const numComponents = 2;
const type = gl.FLOAT;
const normalise = false;
const stride = 0;
const offset = 0;
const attrib_vertex_location = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
gl.vertexAttribPointer(attrib_vertex_location, numComponents, type, normalise, stride, offset);
gl.enableVertexAttribArray(attrib_vertex_location);
}
// GL state functions, must be moved to loop if changing
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
const uniform_sampler = gl.getUniformLocation(shaderProgram, 'uSampler');
gl.uniform1i(uniform_sampler, 0);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
console.info("Successfully set OpenGL state");
gl.useProgram(programInfo.program);
{ // Binding vertices
const numComponents = 2;
const type = gl.FLOAT;
const normalise = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
}
{ // Binding uniforms
gl.uniform1i(programInfo.uniformLocation.sampler, 0);
}
const width = 40;
const height = 50;
let universes = [Universe.new(width, height), Universe.new(width, height)];
const workbuffer = WorkBuffers.new(width, height);
const TIMEFACTOR = 1.0/7000;
let t = performance.now()*TIMEFACTOR;
universes[0].set_initial(t, "sin+cos");
function drawMe(t_draw) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
let dt = t_draw/1000.0 - t;
dt = Math.min(t_draw, 0.01)
t += dt;
universes[0].advance(universes[1], dt);
let dt = t_draw*TIMEFACTOR - t;
if (dt >= 0.01) {
console.warn("Can not keep up with framerate");
t = t_draw*TIMEFACTOR;
dt = 0.01;
} else {
t += dt;
}
universes[0].advance(universes[1], dt, workbuffer);
const field = new Float32Array(wasm.memory.buffer,
universes[0].get_ptr(),
@ -160,9 +144,11 @@ async function run() {
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
}
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
universes = [universes[1], universes[0]];
window.requestAnimationFrame(drawMe);

View File

@ -68,37 +68,46 @@ impl Universe {
}
}
}
pub fn advance(&self, fut: &mut Universe, dt: f32) {
pub fn advance(&self, fut: &mut Universe, dt: f32, work_buffers: Option<WorkBuffers>) {
assert_eq!(self.e_x.shape(), fut.e_x.shape());
let mut y = self.e_x.clone();
let mut buffers = work_buffers
.unwrap_or_else(|| WorkBuffers::new(self.e_x.shape()[1], self.e_x.shape()[0]));
// y.assign(&self.e_x)
let mut k0 = Array2::zeros(self.e_x.dim());
let mut k0 = &mut buffers.k1; // Only need k0 for first step in RK
k0.fill(0.0);
diffx(y.view(), k0.view_mut());
diffy(y.view(), k0.view_mut());
// y.assign(&self.e_x);
y.scaled_add(-1.0 / 2.0 * dt, &k0);
let mut k1 = Array2::zeros(self.e_x.dim());
let mut k1 = buffers.k1;
k1.fill(0.0);
diffx(y.view(), k1.view_mut());
diffy(y.view(), k1.view_mut());
y.assign(&self.e_x);
y.scaled_add(-1.0 / 2.0 * dt, &k1);
let mut k2 = Array2::zeros(self.e_x.dim());
let mut k2 = buffers.k2;
k2.fill(0.0);
diffx(y.view(), k2.view_mut());
diffy(y.view(), k2.view_mut());
y.assign(&self.e_x);
y.scaled_add(-1.0 / 2.0 * dt, &k2);
let mut k3 = Array2::zeros(self.e_x.dim());
let mut k3 = buffers.k3;
k3.fill(0.0);
diffx(y.view(), k3.view_mut());
diffy(y.view(), k3.view_mut());
y.assign(&self.e_x);
y.scaled_add(-dt, &k2);
let mut k4 = Array2::zeros(self.e_x.dim());
let mut k4 = buffers.k4;
k4.fill(0.0);
diffx(y.view(), k4.view_mut());
diffy(y.view(), k4.view_mut());
@ -402,3 +411,23 @@ fn upwind4_diss(prev: ArrayView1<f32>, mut fut: ArrayViewMut1<f32>) {
+ diag[6] * prev[(2)];
fut[(nx - 1)] += diff / dx;
}
#[wasm_bindgen]
pub struct WorkBuffers {
k1: Array2<f32>,
k2: Array2<f32>,
k3: Array2<f32>,
k4: Array2<f32>,
}
#[wasm_bindgen]
impl WorkBuffers {
pub fn new(nx: usize, ny: usize) -> Self {
Self {
k1: Array2::zeros((ny, nx)),
k2: Array2::zeros((ny, nx)),
k3: Array2::zeros((ny, nx)),
k4: Array2::zeros((ny, nx)),
}
}
}