171 lines
5.4 KiB
JavaScript
171 lines
5.4 KiB
JavaScript
import { Universe, WorkBuffers, set_panic_hook, default as init } from "./webgl.js";
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async function run() {
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let wasm = await init("./webgl_bg.wasm");
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set_panic_hook();
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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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const supports_floats_in_textures = gl.getExtension("OES_texture_float");
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if (!supports_floats_in_textures) {
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console.error("Floats are not supported in textures for your device, please warn the author about this incompatability");
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return;
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}
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const vsSource = String.raw`
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attribute vec2 aVertexPosition;
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varying lowp vec2 vVertexPosition;
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void main() {
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vVertexPosition = (aVertexPosition + 1.0)/2.0;
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gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);
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}
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`;
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const fsSource = String.raw`
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varying lowp vec2 vVertexPosition;
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uniform sampler2D uSampler;
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void main() {
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mediump float c = texture2D(uSampler, vVertexPosition).a;
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gl_FragColor = vec4((c + 1.0)/2.0, 0.0, 0.0, 1.0);
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}
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`;
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const vsShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vsShader, vsSource);
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gl.compileShader(vsShader);
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if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
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console.error('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
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return;
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}
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const fsShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fsShader, fsSource);
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gl.compileShader(fsShader);
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if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
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console.error('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
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return;
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}
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vsShader);
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gl.attachShader(shaderProgram, fsShader);
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gl.linkProgram(shaderProgram);
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gl.validateProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console.error('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
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return;
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}
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gl.useProgram(shaderProgram);
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [
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-1.0, 1.0,
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1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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{
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalise = false;
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const stride = 0;
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const offset = 0;
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const attrib_vertex_location = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
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gl.vertexAttribPointer(attrib_vertex_location, numComponents, type, normalise, stride, offset);
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gl.enableVertexAttribArray(attrib_vertex_location);
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}
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const texture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const uniform_sampler = gl.getUniformLocation(shaderProgram, 'uSampler');
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gl.uniform1i(uniform_sampler, 0);
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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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console.info("Successfully set OpenGL state");
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const width = 40;
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const height = 50;
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let universes = [Universe.new(width, height), Universe.new(width, height)];
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const workbuffer = WorkBuffers.new(width, height);
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const TIMEFACTOR = 1.0/7000;
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let t = performance.now()*TIMEFACTOR;
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universes[0].set_initial(t, "sin+cos");
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function drawMe(t_draw) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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let dt = t_draw*TIMEFACTOR - t;
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if (dt >= 0.01) {
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console.warn("Can not keep up with framerate");
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t = t_draw*TIMEFACTOR;
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dt = 0.01;
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} else {
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t += dt;
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}
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universes[0].advance(universes[1], dt, workbuffer);
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const field = new Float32Array(wasm.memory.buffer,
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universes[0].get_ptr(),
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width*height);
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{
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const level = 0;
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const internalFormat = gl.ALPHA;
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const border = 0;
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const srcFormat = internalFormat;
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const srcType = gl.FLOAT;
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
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}
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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universes = [universes[1], universes[0]];
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window.requestAnimationFrame(drawMe);
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}
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// https://stackoverflow.com/questions/4288253/html5-canvas-100-width-height-of-viewport#8486324
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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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window.addEventListener('resize', resizeCanvas, false);
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resizeCanvas();
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window.requestAnimationFrame(drawMe);
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}
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run();
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