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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if (diamond) {
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const xn = x[n];
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const yn = y[n];
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x[n] = xn - yn;
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y[n] = xn + yn;
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}
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}
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}
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const bbox = [+Number(Infinity), -Number(Infinity), +Number(Infinity), -Number(Infinity)];
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for (let i = 0; i < width*height; i += 1) {
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bbox[0] = Math.min(bbox[0], x[i]);
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bbox[1] = Math.max(bbox[1], x[i]);
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bbox[2] = Math.min(bbox[2], y[i]);
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bbox[3] = Math.max(bbox[3], y[i]);
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, xBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, x, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, yBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, y, gl.STATIC_DRAW);
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lineDrawer.set_xy(width, height, xBuffer, yBuffer, bbox);
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}
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function draw() {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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lineDrawer.draw();
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}
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function drawMe() {
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draw();
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animation = window.requestAnimationFrame(drawMe);
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}
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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}
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resizeCanvas();
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window.addEventListener("resize", resizeCanvas, false);
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const menu = document.getElementById("menu");
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const menu_toggle = document.getElementById("toggle-menu");
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menu_toggle.addEventListener("click", () => {
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if (menu.style.visibility === "") {
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menu.style.visibility = "hidden";
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} else {
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menu.style.visibility = "";
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}
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});
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eq_sel.addEventListener("change", (e) => {
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console.log("equation changed, wants: ", e.target.value);
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display_eqset(eq_sel.value);
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});
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function display_eqset(value) {
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const euler_options = document.getElementById("euler-options");
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euler_options.style.display = "none";
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const maxwell_options = document.getElementById("maxwell-options");
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maxwell_options.style.display = "none";
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const shallow_options = document.getElementById("shallow-options");
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shallow_options.style.display = "none";
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if (value === "euler") {
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euler_options.style.display = "block";
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} else if (value === "maxwell") {
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maxwell_options.style.display = "block";
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} else if (value === "shallow") {
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shallow_options.style.display = "block";
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} else {
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console.error(`Unknown value ${value}`);
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}
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}
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let animation = null;
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let is_setup = false;
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const play_button = document.getElementById("toggle-playing");
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play_button.addEventListener("click", (_e) => {
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console.log("play/pause pressed");
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if (!animation) {
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if (!is_setup) {
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setup();
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}
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animation = window.requestAnimationFrame(drawMe);
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} else {
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window.cancelAnimationFrame(animation);
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animation = null;
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}
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});
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const reset_button = document.getElementById("reset");
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reset_button.addEventListener("click", (_e) => {
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window.cancelAnimationFrame(animation);
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animation = null;
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is_setup = false;
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setup();
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draw();
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});
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}());
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Reference in New Issue
Block a user