changed to smooth rendering

This commit is contained in:
Magnus Ulimoen 2019-12-08 23:48:53 +01:00
parent 1ff9ffa7ba
commit 5f22286402
1 changed files with 125 additions and 105 deletions

230
main.js
View File

@ -12,44 +12,41 @@ async function run() {
return; return;
} }
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` const vsSource = String.raw`
attribute vec2 aVertexPosition; #version 100
varying lowp vec2 vVertexPosition; attribute mediump float aX;
attribute mediump float aY;
attribute mediump float aField;
uniform vec4 uBbox;
varying mediump float vField;
void main() { void main() {
vVertexPosition = (aVertexPosition + 1.0)/2.0; vField = aField;
gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0); 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 fsSource = String.raw` const fsSource = String.raw`
varying lowp vec2 vVertexPosition; #version 100
varying mediump float vField;
uniform sampler2D uSamplerEX;
uniform sampler2D uSamplerEY;
uniform sampler2D uSamplerHZ;
uniform int uChosenField; uniform int uChosenField;
void main() { void main() {
mediump float r = 0.0; mediump float r = 0.0;
mediump float g = 0.0; mediump float g = 0.0;
mediump float b = 0.0; mediump float b = 0.0;
if (uChosenField == 1) {
r = texture2D(uSamplerEX, vVertexPosition).a; if (uChosenField == 0) {
r += 0.5; r = vField + 0.5;
} else if (uChosenField == 3) { } else if (uChosenField == 1) {
b = texture2D(uSamplerEY, vVertexPosition).a; g = (vField + 1.0)/2.0;
b += 0.5; } else {
} else if (uChosenField == 2) { b = vField + 0.5;
g = texture2D(uSamplerHZ, vVertexPosition).a;
g = (g + 1.0)/2.0;
} }
gl_FragColor = vec4(r, g, b, 1.0); gl_FragColor = vec4(r, g, b, 1.0);
} }
@ -82,62 +79,7 @@ async function run() {
} }
gl.useProgram(shaderProgram); gl.useProgram(shaderProgram);
gl.clearColor(1.0, 0.753, 0.796, 1.0); // A nice pink to show missing values
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
-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);
{
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);
}
const create_2D_texture = function(loc, name) {
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + loc);
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, name);
gl.uniform1i(uniform_sampler, loc);
return texture;
}
const texture_ex = create_2D_texture(0, 'uSamplerEX');
const texture_ey = create_2D_texture(2, 'uSamplerEY');
const texture_hz = create_2D_texture(1, 'uSamplerHZ');
const chosen_field = {
uLocation: gl.getUniformLocation(shaderProgram, 'uChosenField'),
value: 1,
cycle: function() {
if (this.value == 1) {
this.value = 2;
} else if (this.value == 2) {
this.value = 3;
} else {
this.value = 1;
}
gl.uniform1i(this.uLocation, this.value);
},
};
chosen_field.cycle();
gl.clearColor(1.0, 0.753, 0.796, 1.0); // A nice pink
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);
@ -148,14 +90,102 @@ async function run() {
const width = 40; const width = 40;
const height = 50; 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 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);
// Transfer x, y to cpu, prepare fBuffer
const xBuffer = gl.createBuffer();
const yBuffer = gl.createBuffer();
const fBuffer = gl.createBuffer();
{
const numcomp = 1;
const type = gl.FLOAT;
const normalise = false;
const stride = 0;
const offset = 0;
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');
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');
gl.bindBuffer(gl.ARRAY_BUFFER, fBuffer);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, numcomp, type, normalise, stride, offset);
}
// 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 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;
}
}
const indexBuffer = gl.createBuffer();
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++) {
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]);
}
{
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]));
}
const TIMEFACTOR = 10000.0; const TIMEFACTOR = 10000.0;
const MAX_DT = 2.0/Math.max(width, height); const MAX_DT = 2.0/Math.max(width, height);
let t = 0; let t = 0;
let first_draw = true; let first_draw = true;
let warn_time = -1; let warn_time = -1;
const chosenField = {
uLocation: gl.getUniformLocation(shaderProgram, 'uChosenField'),
value: 0,
cycle: function() {
if (this.value == 0) {
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); universe.init(0.5, 0.5);
@ -179,33 +209,22 @@ async function run() {
universe.advance(dt/2); universe.advance(dt/2);
universe.advance(dt/2); universe.advance(dt/2);
const field_ex = new Float32Array(wasm.memory.buffer, let field_ptr;
universe.get_ex_ptr(), if (chosenField.value == 0) {
width*height); field_ptr = universe.get_ex_ptr();
const field_ey = new Float32Array(wasm.memory.buffer, } else if (chosenField.value == 1) {
universe.get_ey_ptr(), field_ptr = universe.get_hz_ptr();
width*height); } else {
const field_hz = new Float32Array(wasm.memory.buffer, field_ptr = universe.get_ey_ptr();
universe.get_hz_ptr(),
width*height);
{
const level = 0;
const internalFormat = gl.ALPHA;
const border = 0;
const srcFormat = internalFormat;
const srcType = gl.FLOAT;
gl.activeTexture(gl.TEXTURE0);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_ex);
gl.activeTexture(gl.TEXTURE2);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_ey);
gl.activeTexture(gl.TEXTURE1);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field_hz);
} }
const field = new Float32Array(wasm.memory.buffer, field_ptr, width*height);
gl.bufferData(gl.ARRAY_BUFFER, field, gl.DYNAMIC_DRAW);
{ {
const offset = 0; const offset = 0;
const vertexCount = 4; const type = gl.UNSIGNED_SHORT;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); const vertexCount = positions.length;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
} }
window.requestAnimationFrame(drawMe); window.requestAnimationFrame(drawMe);
@ -219,13 +238,14 @@ async function run() {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
} }
window.addEventListener('resize', resizeCanvas, false);
window.addEventListener('keyup', event => { window.addEventListener('keyup', event => {
if (event.key == 'c') { if (event.key == 'c') {
chosen_field.cycle(); chosenField.cycle();
} }
}, {passive: true}); }, {passive: true});
window.addEventListener('resize', resizeCanvas, false);
window.addEventListener('click', event => { window.addEventListener('click', event => {
// Must adjust for bbox and transformations for x/y
const mousex = event.clientX / window.innerWidth; const mousex = event.clientX / window.innerWidth;
const mousey = event.clientY / window.innerHeight; const mousey = event.clientY / window.innerHeight;
universe.init(mousex, 1.0 - mousey); universe.init(mousex, 1.0 - mousey);