move all functionality to common js
This commit is contained in:
		@@ -1,69 +0,0 @@
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<!doctype html>
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<!--https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context-->
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<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="">
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    <head>
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        <meta charset="utf-8" />
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        <meta name="generator" content="by-hand" />
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        <meta name="viewport" context="width=device-width, inital-scale=1.0, user-scalable=yes" />
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        <title>ΣBP Solver</title>
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        <link rel="stylesheet" type="text/css" href="style.css">
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        <script async type="module" src="main.js"></script>
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    </head>
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    <body>
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        <div class="canvas">
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            <canvas id="glCanvas"></canvas>
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        </div>
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        <div class="vertical-menu" id="menu">
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            <div class="menu-item">
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                <p class="menu-header">Choose an equation set</p>
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                <select id="eq-set" name="eq-set">
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                    <option value="euler"> Euler</option>
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                    <option value="maxwell"> Maxwell</option>
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                    <option value="shallow"> Shallow Water</option>
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                </select>
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                <div class="eq-set-options" id="euler-options">
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                    The compressible Euler equations
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                </div>
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                <div class="eq-set-options" id="maxwell-options">
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                    The Maxwell equations in 2D
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                </div>
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                <div class="eq-set-options" id="shallow-options">
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                    The Shallow Water Equations describes the surface of a body of water
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                </div>
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            </div>
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            <div class="grid menu-item">
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                <p class="menu-header">Grid</p>
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                <div class="horizontal-flex">
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                    x:
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                    <label for="x0">x0:</label><input type="number" name="x0" id="x0" step="any" placeholder="0.0" value="0.0">
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                    <label for="xn">xn:</label><input type="number" name="xn" id="xn" step="any" placeholder="1.0" value="1.0">
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                    <label for="xN">N:</label><input type="number" name="xN" id="xN" placeholder="25" value="25" min="2">
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                </div>
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                <div class="horizontal-flex">
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                    y:
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                    <label for="y0">y0:</label><input type="number" name="y0" id="y0" step="any" placeholder="0.0" value="0.0">
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                    <label for="yn">yn:</label><input type="number" name="yn" id="yn" step="any" placeholder="1.0" value="1.0">
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                    <label for="yN">N:</label><input type="number" name="yN" id="yN" placeholder="25" value="25" min="2">
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                </div>
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                <div>
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                    <label for="diamond">Tilt grid </label><input type="checkbox" name="diamond" id="diamond">
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                </div>
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                <!--
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                Curvilinear? Inputting some random json?
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                -->
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            </div>
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            <div class="gen_set menu-item">
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                <p class="menu-header">Settings</p>
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            </div>
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            <div class="about menu-item">
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                <p class="menu-header">About</p>
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                <p>More information can be found along with the <a href="https://ulimoen.dev/git/mulimoen/SBPonWEB">source code</a>.</p>
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            </div>
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        </div>
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        <div class="controls">
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            <button title="Menu" class="control-item" id="toggle-menu" type="button">☰</button>
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            <button title="Play/pause" class="control-item" id="toggle-playing">▶️/⏸️</button>
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            <button title="Reset" class="control-item" id="reset">🔄️</button>
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        </div>
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    </body>
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</html>
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@@ -1,301 +0,0 @@
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import { default as init, set_panic_hook as setPanicHook,
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         MaxwellUniverse, EulerUniverse, ShallowWaterUniverse } from "./sbp_web.js";
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function compile_and_link(ctx, vsource, fsource) {
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    const program = ctx.createProgram();
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    const vsShader = ctx.createShader(ctx.VERTEX_SHADER);
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    ctx.shaderSource(vsShader, vsource);
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    const fsShader = ctx.createShader(ctx.FRAGMENT_SHADER);
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    ctx.shaderSource(fsShader, fsource);
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    ctx.compileShader(vsShader);
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    ctx.compileShader(fsShader);
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    ctx.attachShader(program, vsShader);
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    ctx.attachShader(program, fsShader);
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    ctx.linkProgram(program);
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    ctx.validateProgram(program);
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    if (!ctx.getProgramParameter(program, ctx.LINK_STATUS)) {
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        console.error(`Linking of lineProgram failed: ${ctx.getProgramInfoLog(program)}`);
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        console.error(`vertex shader infolog: ${ctx.getShaderInfoLog(vsShader)}`);
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        console.error(`fragment shader infolog: ${ctx.getShaderInfoLog(fsShader)}`);
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        return null;
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    }
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    ctx.deleteShader(vsShader);
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    ctx.deleteShader(fsShader);
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    return program;
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}
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class LineDrawer {
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    constructor(ctx) {
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        function lineProgram(ctx) {
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            const LINE_VERTEX_SHADER = String.raw`
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                #version 100
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                attribute mediump float aX;
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                attribute mediump float aY;
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                uniform vec4 uBbox;
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                void main() {
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                    mediump float x = (aX - uBbox.x)*uBbox.y;
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                    mediump float y = (aY - uBbox.z)*uBbox.w;
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                    gl_Position = vec4(2.0*x - 1.0, 2.0*y - 1.0, 1.0, 1.0);
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                }
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            `;
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            const LINE_FRAGMENT_SHADER = String.raw`
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                #version 100
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                void main() {
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                    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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                }
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            `;
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            const program = compile_and_link(ctx, LINE_VERTEX_SHADER, LINE_FRAGMENT_SHADER);
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            const uBbox = ctx.getUniformLocation(program, "uBbox");
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            return {inner: program, uniforms: {"uBbox": uBbox}};
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        };
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        this.program = lineProgram(ctx);
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        this.ctx = ctx;
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    }
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    set_xy(width, height, xBuffer, yBuffer, bbox) {
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        const ctx = this.ctx;
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        ctx.useProgram(this.program.inner);
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        {
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            let loc = ctx.getAttribLocation(this.program.inner, "aX");
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            ctx.bindBuffer(ctx.ARRAY_BUFFER, xBuffer);
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            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
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            ctx.enableVertexAttribArray(loc);
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            loc = ctx.getAttribLocation(this.program.inner, "aY");
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            ctx.bindBuffer(ctx.ARRAY_BUFFER, yBuffer);
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            ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
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            ctx.enableVertexAttribArray(loc);
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        }
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        const lineIdxBuffer = new Uint16Array(2*width*height - 1);
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        {
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            let n = 0;
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            for (let j = 0; j < height; j++) {
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                for (let i = 0; i < width; i++) {
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                    if (j % 2 == 0) {
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                        lineIdxBuffer[n] = width*j + i;
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                    } else {
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                        lineIdxBuffer[n] = width*(j + 1) - i - 1;
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                    }
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                    n += 1;
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                }
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            }
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            let m = lineIdxBuffer[n-1];
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            let updown = "down";
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            let lr;
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            if (height % 2 === 0) {
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                lr = "left";
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            } else {
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                lr = "right";
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            }
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            for (let i = 0; i < width; i++) {
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                for (let j = 0; j < height-1; j++) {
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                    if (updown === "up") {
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                        m += width;
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                    } else {
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                        m -= width;
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                    }
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                    lineIdxBuffer[n] = m;
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                    n += 1;
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                }
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                if (n === 2*width*height - 1) {
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                    continue;
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                }
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                if (lr === "left") {
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                    m += 1;
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                } else {
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                    m -= 1;
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                }
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                lineIdxBuffer[n] = m;
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                n += 1;
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                if (updown === "down") {
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                    updown = "up";
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                } else {
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                    updown = "down";
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                }
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            }
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        }
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        this.indexBuffer = ctx.createBuffer();
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        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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        ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, lineIdxBuffer, ctx.STATIC_DRAW);
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        ctx.uniform4f(this.program.uniforms.uBbox, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
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        this.width = width;
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        this.height = height;
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    }
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    draw() {
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        const ctx = this.ctx;
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        ctx.useProgram(this.program.inner);
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        ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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        ctx.drawElements(ctx.LINE_STRIP, 2*this.width*this.height - 1, ctx.UNSIGNED_SHORT, 0);
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    }
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}
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(async function run() {
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    const eq_sel = document.getElementById("eq-set");
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    display_eqset(eq_sel.value);
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    const wasm = await init("./sbp_web_bg.wasm");
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    setPanicHook();
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    const canvas = document.getElementById("glCanvas");
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    const gl = canvas.getContext("webgl");
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    if (gl === null) {
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        console.error("Unable to initialise WebGL");
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        return;
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    }
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    console.info("Successfully opened webgl canvas");
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    let x;
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    let y;
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    let width;
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    let height;
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    // A nice pink to show missing values
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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.lineWidth(1.0);
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    const xBuffer = gl.createBuffer();
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    const yBuffer = gl.createBuffer();
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    const lineDrawer = new LineDrawer(gl);
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    function setup() {
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        width = parseInt(document.getElementById("xN").value);
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        height = parseInt(document.getElementById("yN").value);
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        const x0 = parseFloat(document.getElementById("x0").value);
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        const xn = parseFloat(document.getElementById("xn").value);
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        const y0 = parseFloat(document.getElementById("y0").value);
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        const yn = parseFloat(document.getElementById("yn").value);
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        const diamond = document.getElementById("diamond").checked;
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        console.log(diamond);
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        x = new Float32Array(width * height);
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        y = new Float32Array(width * height);
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        const dx = (xn - x0) / (width - 1)
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        const dy = (yn - y0) / (height - 1)
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        for (let j = 0; j < height; j += 1) {
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            for (let i = 0; i < width; i += 1) {
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		||||
                const n = width*j + i;
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		||||
                x[n] = dx*i;
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		||||
                y[n] = dy*j;
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		||||
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		||||
                if (diamond) {
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		||||
                    const xn = x[n];
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		||||
                    const yn = y[n];
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		||||
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		||||
                    x[n] = xn - yn;
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		||||
                    y[n] = xn + yn;
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		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const bbox = [+Number(Infinity), -Number(Infinity), +Number(Infinity), -Number(Infinity)];
 | 
			
		||||
        for (let i = 0; i < width*height; i += 1) {
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		||||
            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]);
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		||||
        }
 | 
			
		||||
        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);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    function draw() {
 | 
			
		||||
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
        lineDrawer.draw();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    function drawMe() {
 | 
			
		||||
        draw();
 | 
			
		||||
        animation = window.requestAnimationFrame(drawMe);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    function resizeCanvas() {
 | 
			
		||||
        canvas.width = window.innerWidth;
 | 
			
		||||
        canvas.height = window.innerHeight;
 | 
			
		||||
 | 
			
		||||
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    resizeCanvas();
 | 
			
		||||
    window.addEventListener("resize", resizeCanvas, false);
 | 
			
		||||
 | 
			
		||||
    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 = "";
 | 
			
		||||
        }
 | 
			
		||||
    });
 | 
			
		||||
 | 
			
		||||
    eq_sel.addEventListener("change", (e) => {
 | 
			
		||||
        console.log("equation changed, wants: ", e.target.value);
 | 
			
		||||
        display_eqset(eq_sel.value);
 | 
			
		||||
    });
 | 
			
		||||
    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";
 | 
			
		||||
        if (value === "euler") {
 | 
			
		||||
            euler_options.style.display = "block";
 | 
			
		||||
        } else if (value === "maxwell") {
 | 
			
		||||
            maxwell_options.style.display = "block";
 | 
			
		||||
        } else if (value === "shallow") {
 | 
			
		||||
            shallow_options.style.display = "block";
 | 
			
		||||
        } else {
 | 
			
		||||
            console.error(`Unknown value ${value}`);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    let animation = null;
 | 
			
		||||
    let is_setup = false;
 | 
			
		||||
    const play_button = document.getElementById("toggle-playing");
 | 
			
		||||
    play_button.addEventListener("click", (_e) => {
 | 
			
		||||
        console.log("play/pause pressed");
 | 
			
		||||
        if (!animation) {
 | 
			
		||||
            if (!is_setup) {
 | 
			
		||||
                setup();
 | 
			
		||||
            }
 | 
			
		||||
            animation = window.requestAnimationFrame(drawMe);
 | 
			
		||||
        } else {
 | 
			
		||||
            window.cancelAnimationFrame(animation);
 | 
			
		||||
            animation = null;
 | 
			
		||||
        }
 | 
			
		||||
    });
 | 
			
		||||
    const reset_button = document.getElementById("reset");
 | 
			
		||||
    reset_button.addEventListener("click", (_e) => {
 | 
			
		||||
        window.cancelAnimationFrame(animation);
 | 
			
		||||
        animation = null;
 | 
			
		||||
        is_setup = false;
 | 
			
		||||
        setup();
 | 
			
		||||
        draw();
 | 
			
		||||
    });
 | 
			
		||||
}());
 | 
			
		||||
		Reference in New Issue
	
	Block a user