import { Universe, set_panic_hook, default as init } from "./maxwell.js"; async function run() { let wasm = await init("./maxwell_bg.wasm"); set_panic_hook(); const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); if (gl === null) { console.error("Unable to initialise WebGL"); 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` attribute vec2 aVertexPosition; varying lowp vec2 vVertexPosition; void main() { vVertexPosition = (aVertexPosition + 1.0)/2.0; gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0); } `; const fsSource = String.raw` varying lowp vec2 vVertexPosition; uniform sampler2D uSamplerEX; uniform sampler2D uSamplerEY; uniform sampler2D uSamplerHZ; uniform int uChosenField; void main() { mediump float r = 0.0; mediump float g = 0.0; mediump float b = 0.0; if (uChosenField == 1) { r = texture2D(uSamplerEX, vVertexPosition).a; r += 0.5; } else if (uChosenField == 3) { b = texture2D(uSamplerEY, vVertexPosition).a; b += 0.5; } else if (uChosenField == 2) { g = texture2D(uSamplerHZ, vVertexPosition).a; g = (g + 1.0)/2.0; } gl_FragColor = vec4(r, g, b, 1.0); } `; const vsShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vsShader, vsSource); gl.compileShader(vsShader); if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) { console.error('Could not compile shader: ' + gl.getShaderInfoLog(vsShader)); return; } const fsShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fsShader, fsSource); gl.compileShader(fsShader); if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) { console.error('Could not compile shader: ' + gl.getShaderInfoLog(fsShader)); return; } const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vsShader); gl.attachShader(shaderProgram, fsShader); gl.linkProgram(shaderProgram); gl.validateProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram)) return; } gl.useProgram(shaderProgram); 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.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.disable(gl.CULL_FACE); console.info("Successfully set OpenGL state"); const width = 40; const height = 50; const universe = new Universe(width, height); const TIMEFACTOR = 10000.0; const MAX_DT = 2.0/Math.max(width, height); let t = 0; let first_draw = true; let warn_time = -1; universe.init(0.5, 0.5); function drawMe(t_draw) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); let dt = (t_draw - t) / TIMEFACTOR; t = t_draw; if (first_draw || dt <= 0.0) { first_draw = false; dt = MAX_DT; } else { if (dt >= MAX_DT) { warn_time += 1; if (warn_time != -2) { console.warn("Can not keep up with framerate"); } dt = MAX_DT; } } universe.advance(dt/2); universe.advance(dt/2); const field_ex = new Float32Array(wasm.memory.buffer, universe.get_ex_ptr(), width*height); const field_ey = new Float32Array(wasm.memory.buffer, universe.get_ey_ptr(), width*height); const field_hz = new Float32Array(wasm.memory.buffer, 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 offset = 0; const vertexCount = 4; gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); } window.requestAnimationFrame(drawMe); } // https://stackoverflow.com/questions/4288253/html5-canvas-100-width-height-of-viewport#8486324 function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); } window.addEventListener('resize', resizeCanvas, false); window.addEventListener('keyup', event => { if (event.key == 'c') { chosen_field.cycle(); } }, {passive: true}); window.addEventListener('click', event => { const mousex = event.clientX / window.innerWidth; const mousey = event.clientY / window.innerHeight; universe.init(mousex, 1.0 - mousey); }, {passive: true}); resizeCanvas(); window.requestAnimationFrame(drawMe); } run();