simplify drawing in js and add workbuffers
This commit is contained in:
parent
deafbeb415
commit
5bd6d0d487
126
main.js
126
main.js
|
@ -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() {
|
async function run() {
|
||||||
let wasm = await init("./webgl_bg.wasm");
|
let wasm = await init("./webgl_bg.wasm");
|
||||||
|
set_panic_hook();
|
||||||
|
|
||||||
const canvas = document.getElementById("glCanvas");
|
const canvas = document.getElementById("glCanvas");
|
||||||
|
|
||||||
const gl = canvas.getContext("webgl");
|
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) {
|
if (gl === null) {
|
||||||
alert("Unable to initialise WebGL");
|
console.error("Unable to initialise WebGL");
|
||||||
return;
|
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;
|
attribute vec2 aVertexPosition;
|
||||||
varying lowp vec2 vVertexPosition;
|
varying lowp vec2 vVertexPosition;
|
||||||
|
|
||||||
|
@ -26,7 +29,7 @@ async function run() {
|
||||||
}
|
}
|
||||||
`;
|
`;
|
||||||
|
|
||||||
const fsSource = `
|
const fsSource = String.raw`
|
||||||
varying lowp vec2 vVertexPosition;
|
varying lowp vec2 vVertexPosition;
|
||||||
|
|
||||||
uniform sampler2D uSampler;
|
uniform sampler2D uSampler;
|
||||||
|
@ -41,7 +44,7 @@ async function run() {
|
||||||
gl.shaderSource(vsShader, vsSource);
|
gl.shaderSource(vsShader, vsSource);
|
||||||
gl.compileShader(vsShader);
|
gl.compileShader(vsShader);
|
||||||
if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -49,7 +52,7 @@ async function run() {
|
||||||
gl.shaderSource(fsShader, fsSource);
|
gl.shaderSource(fsShader, fsSource);
|
||||||
gl.compileShader(fsShader);
|
gl.compileShader(fsShader);
|
||||||
if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -57,21 +60,13 @@ async function run() {
|
||||||
gl.attachShader(shaderProgram, vsShader);
|
gl.attachShader(shaderProgram, vsShader);
|
||||||
gl.attachShader(shaderProgram, fsShader);
|
gl.attachShader(shaderProgram, fsShader);
|
||||||
gl.linkProgram(shaderProgram);
|
gl.linkProgram(shaderProgram);
|
||||||
|
gl.validateProgram(shaderProgram);
|
||||||
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
gl.useProgram(shaderProgram);
|
||||||
|
|
||||||
const programInfo = {
|
|
||||||
program: shaderProgram,
|
|
||||||
attribLocations: {
|
|
||||||
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
|
|
||||||
},
|
|
||||||
uniformLocation: {
|
|
||||||
sampler: gl.getUniformLocation(shaderProgram, 'uShader'),
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
const positionBuffer = gl.createBuffer();
|
const positionBuffer = gl.createBuffer();
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||||
|
@ -81,72 +76,61 @@ async function run() {
|
||||||
-1.0, -1.0,
|
-1.0, -1.0,
|
||||||
1.0, -1.0,
|
1.0, -1.0,
|
||||||
];
|
];
|
||||||
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
|
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);
|
const numComponents = 2;
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
const type = gl.FLOAT;
|
||||||
const level = 0;
|
const normalise = false;
|
||||||
const internalFormat = gl.ALPHA;
|
const stride = 0;
|
||||||
const border = 0;
|
const offset = 0;
|
||||||
const srcFormat = gl.ALPHA;
|
const attrib_vertex_location = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
|
||||||
const srcType = gl.FLOAT;
|
gl.vertexAttribPointer(attrib_vertex_location, numComponents, type, normalise, stride, offset);
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
|
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.clearColor(1.0, 0.753, 0.796, 1.0);
|
||||||
gl.clearDepth(1.0);
|
gl.clearDepth(1.0);
|
||||||
gl.enable(gl.DEPTH_TEST);
|
gl.enable(gl.DEPTH_TEST);
|
||||||
gl.depthFunc(gl.LEQUAL);
|
gl.depthFunc(gl.LEQUAL);
|
||||||
gl.disable(gl.CULL_FACE);
|
gl.disable(gl.CULL_FACE);
|
||||||
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
console.info("Successfully set OpenGL state");
|
||||||
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);
|
|
||||||
|
|
||||||
gl.useProgram(programInfo.program);
|
|
||||||
|
|
||||||
{ // Binding vertices
|
const width = 40;
|
||||||
const numComponents = 2;
|
const height = 50;
|
||||||
const type = gl.FLOAT;
|
let universes = [Universe.new(width, height), Universe.new(width, height)];
|
||||||
const normalise = false;
|
const workbuffer = WorkBuffers.new(width, height);
|
||||||
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 TIMEFACTOR = 1.0/7000;
|
||||||
|
let t = performance.now()*TIMEFACTOR;
|
||||||
|
universes[0].set_initial(t, "sin+cos");
|
||||||
|
|
||||||
function drawMe(t_draw) {
|
function drawMe(t_draw) {
|
||||||
|
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
let dt = t_draw/1000.0 - t;
|
let dt = t_draw*TIMEFACTOR - t;
|
||||||
dt = Math.min(t_draw, 0.01)
|
if (dt >= 0.01) {
|
||||||
|
console.warn("Can not keep up with framerate");
|
||||||
|
t = t_draw*TIMEFACTOR;
|
||||||
|
dt = 0.01;
|
||||||
|
} else {
|
||||||
t += dt;
|
t += dt;
|
||||||
universes[0].advance(universes[1], dt);
|
}
|
||||||
|
universes[0].advance(universes[1], dt, workbuffer);
|
||||||
|
|
||||||
const field = new Float32Array(wasm.memory.buffer,
|
const field = new Float32Array(wasm.memory.buffer,
|
||||||
universes[0].get_ptr(),
|
universes[0].get_ptr(),
|
||||||
|
@ -160,9 +144,11 @@ async function run() {
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
|
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
const offset = 0;
|
const offset = 0;
|
||||||
const vertexCount = 4;
|
const vertexCount = 4;
|
||||||
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
|
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
|
||||||
|
}
|
||||||
|
|
||||||
universes = [universes[1], universes[0]];
|
universes = [universes[1], universes[0]];
|
||||||
window.requestAnimationFrame(drawMe);
|
window.requestAnimationFrame(drawMe);
|
||||||
|
|
41
src/lib.rs
41
src/lib.rs
|
@ -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());
|
assert_eq!(self.e_x.shape(), fut.e_x.shape());
|
||||||
|
|
||||||
let mut y = self.e_x.clone();
|
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)
|
// 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());
|
diffx(y.view(), k0.view_mut());
|
||||||
diffy(y.view(), k0.view_mut());
|
diffy(y.view(), k0.view_mut());
|
||||||
|
|
||||||
// y.assign(&self.e_x);
|
// y.assign(&self.e_x);
|
||||||
y.scaled_add(-1.0 / 2.0 * dt, &k0);
|
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());
|
diffx(y.view(), k1.view_mut());
|
||||||
diffy(y.view(), k1.view_mut());
|
diffy(y.view(), k1.view_mut());
|
||||||
|
|
||||||
y.assign(&self.e_x);
|
y.assign(&self.e_x);
|
||||||
y.scaled_add(-1.0 / 2.0 * dt, &k1);
|
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());
|
diffx(y.view(), k2.view_mut());
|
||||||
diffy(y.view(), k2.view_mut());
|
diffy(y.view(), k2.view_mut());
|
||||||
|
|
||||||
y.assign(&self.e_x);
|
y.assign(&self.e_x);
|
||||||
y.scaled_add(-1.0 / 2.0 * dt, &k2);
|
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());
|
diffx(y.view(), k3.view_mut());
|
||||||
diffy(y.view(), k3.view_mut());
|
diffy(y.view(), k3.view_mut());
|
||||||
|
|
||||||
y.assign(&self.e_x);
|
y.assign(&self.e_x);
|
||||||
y.scaled_add(-dt, &k2);
|
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());
|
diffx(y.view(), k4.view_mut());
|
||||||
diffy(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)];
|
+ diag[6] * prev[(2)];
|
||||||
fut[(nx - 1)] += diff / dx;
|
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)),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue