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var buffer;
var gl;
var canvas;
var glCanvas;
var program;
var tex;
function add_2d_ctrl(parent,variable,label,min_x,max_x,min_y,max_y) {
var container = document.createElement('div'); //Create the slider container
$(container).data('complex',variable)
container.id = label;
container.className ="slider-container";
parent.append(container);
var slider = document.createElement('div');//Create the actual slider handle
slider.className = "sliderHandle";
$(slider).draggable({
containment: "parent",
//update value based on location, rounded to thrid decimal
drag: function(event, ui){//When it's dragged, call this function
variable.setVals(remap(ui.position.left,0,80,min_x,max_x),remap(ui.position.top,0,80,min_y,max_y));
$(container).data('complex',variable)
imNum.nodeValue = 'im: ' +variable['im'].toFixed(3)
reNum.nodeValue = 're: ' +variable['re'].toFixed(3)
//method that updates current canvas
render();
}
});
slider.addEventListener("drag",function(){console.log('hello')})
container.append(slider);
var caption = document.createElement('p');
caption.className = "slider-caption";
$(caption).text(label);
container.append(caption);
var value = document.createElement('div');
var br = document.createElement('br');
var imNum = document.createTextNode('im: '+variable['im']);
var reNum = document.createTextNode('re: '+variable['re']);
//value.id = label
value.append(imNum);
value.append(br)
value.append(reNum);
parent.append(value);
}
function add_vector_field(){
canvas = document.createElement('canvas');
canvas.style.border = "1px solid";
canvas.id = 'canvas'
canvas.height = 500;
canvas.width = 500;
ctx = canvas.getContext('2d');
document.body.appendChild(canvas);
height = canvas.height;
width = canvas.width;
}
//update based on id
function update_vector_field(a,b,c,d){
ctx = canvas.getContext('2d');
ctx.moveTo(0,0);
ctx.clearRect(0,0,600,600);
for(var i = 0;i<10;i++){
for(var j = 0;j<10;j++){
x = remap(i,0,10,-2,2);
y = remap(j,0,10,-2,2);
res = mobius(a,b,c,d,new Complex(x,y));
pxx = remap(i,0,10,0,600);
pyy = remap(j,0,10,600,0); //flip y
rx = remap(res.re,-2,2,0,600);
ry = remap(res.im,-2,2,600,0); //flip y
ctx.beginPath();
ctx.moveTo(pxx,pyy);
ctx.lineTo(rx,ry);
ctx.stroke();
}
}
}
function render(a,b,c,d){
a = $(document.getElementById('a')).data('complex');
b = $(document.getElementById('b')).data('complex');
c = $(document.getElementById('c')).data('complex');
d = $(document.getElementById('d')).data('complex');
update_vector_field(a,b,c,d);
}
function renderGL(texture) {
window.requestAnimationFrame(renderGL, canvas);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
positionLocation = gl.getAttribLocation(program, "a_position");
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(gl.getUniformLocation(program, "a"),a.re,a.im);
gl.uniform2f(gl.getUniformLocation(program, "b"),b.re,b.im);
gl.uniform2f(gl.getUniformLocation(program, "c"),c.re,c.im);
gl.uniform2f(gl.getUniformLocation(program, "d"),d.re,d.im);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
//Load Texture function from MDN
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Because images have to be download over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn of mips and set
// wrapping to clamp to edge
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.LINEAR);
}
};
image.src = url;
return texture;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
var Complex = function(_re,_im){
this.im = _im;
this.re = _re;
this.setVals = function(re,im){
this.re = re;
this.im = im;
}
this.add = function(cpx){
return new Complex(this.re+cpx.re,this.im+cpx.im)
};
this.multiply = function(cpx){
return new Complex(this.re*cpx.re - this.im*cpx.im,this.re*cpx.im + this.im*cpx.re);
};
this.reciprocal = function(cpx){
var _re = this.re / (this.re*this.re + this.im*this.im);
var _im = -this.im / (this.re*this.re + this.im*this.im);
return new Complex(_re,_im)
}
}
var mobius = function(a,b,c,d,z){
return d.add(c.multiply(z)).reciprocal().multiply(b.add(a.multiply(z)));
}
var mobius_inv = function(a,b,c,d,z){
return c.multiply(Complex(-1,0)).multiply(z).add(a).reciprocal().multiply(b.multiply(Complex(-1,0)).add(z.multiply(d)));
}
remap = function(x,a,b,c,d){
//maps x from [a,b] to [c,d]
return (x - a) * (d - c) / (b - a) + c;
}
var a = new Complex(0,0);
var b = new Complex(0,0);
var c = new Complex(0,0);
var d = new Complex(0,0);
$(function () {//document is ready, setup everything
//Create GUI div
guibox = document.createElement('div');
guibox.id = "gui-box";
document.body.appendChild(guibox);
add_2d_ctrl($(guibox),a,"a",-1,1,-1,1);
add_2d_ctrl($(guibox),b,"b",-1,1,-1,1);
add_2d_ctrl($(guibox),c,"c",-1,1,-1,1);
add_2d_ctrl($(guibox),d,"d",-1,1,-1,1);
add_vector_field();
glCanvas = document.createElement("canvas");
glCanvas.id = 'glcanvas';
glCanvas.width = 500;
glCanvas.height = 500;
document.body.appendChild(glCanvas);
gl = glCanvas.getContext('experimental-webgl');
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]),
gl.STATIC_DRAW
);
tex = loadTexture(gl,"img/uvgrid.png");
var shaderScript;
var shaderSource;
var vertexShader;
var fragmentShader;
shaderScript = document.getElementById("2d-vertex-shader");
shaderSource = shaderScript.text;
vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, shaderSource);
gl.compileShader(vertexShader);
shaderScript = document.getElementById("2d-fragment-shader");
shaderSource = shaderScript.text;
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, shaderSource);
gl.compileShader(fragmentShader);
console.log(gl.getShaderInfoLog(fragmentShader));
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(gl.getUniformLocation(program, 'sampler'), 0);
renderGL(program,tex);
});