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surface.js
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surface.js
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/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/** @class
* This class encapsulates the surface primitive.
*
* It requires the OpenGL context to be passed in, though
* this is an incredibly ugly interface, and hopefully I
* will find a clean way to work around it at some point.
*
* It also accepts a string version of the function to be
* plotted. It must be GLSL 1.0-compliant string version
* of the function. Parameters available are x, y, and t
* representing the x and y coordinates, as well as a time
* parameter.
*
* Currently options is not used, but eventually it will
* include support for what coordinate space this function
* is defined in, and so forth.
*
* @constructor
* @param {String} string the function we should render
* @param {int} options to specify the coordinate system to use
* @param {String} source the path to an image to use as the texture
*
* @requires primitive
* @requires screen
*/
function surface(string, options, source) {
/** The WebGLContext we'll be using throughout */
this.gl = null;
/** The function we should be rendering */
this.f = string;
/** The VBO that stores the coordinate information */
this.vertexVBO = null;
/** The VBO that stores texture coordinate information */
this.textureVBO = null;
/** The VBO that stores indices */
this.indexVBO = null;
/** The number of elements in indexVBO */
this.index_ct = 0;
/** A more apt name might be "resolution," as count is the number
* of samples along each axis (x and y) samples are taken. Being
* set to 100 means that it will produce 2 * 100 * 100 triangles.
*/
this.count = 250;
/** The texture we should apply to the surface */
this.texture = null;
/** The path to the image we should use as texture. Defaults to kaust's logo */
this.source = source || "textures/kaust.png";
/** This function is called by the grapher class so that the surface
* has access to relevant information, but it is only initialized
* when grapher deems appropriates
*
* @param {WebGLContext} gl a WebGL context, provided by grapher
* @param {screen} scr is a reference to the screen object, provided by grapher
* @param {Array(String)} parameters array of strings that will be used as parameters to the function
*
* @see grapher
*/
this.initialize = function(gl, scr, parameters) {
this.gl = gl;
this.parameters = parameters;
this.refresh(scr);
this.gen_program();
}
/** Refresh is a way for the grapher instance to notify surface
* of changes to the viewing environment.
*
* This method is meant to only be called by the grapher class. It
* just makes a call to generate the vertex buffer object to draw
*
* @param {screen} scr required for information about the viewable screen
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
this.texture = new texture(this.gl, this.source);
}
/** All primitives are responsible for knowing how to construct
* themselves and so this is the function that constructs the VBO for
* the objects.
*
* This class generates a dense triangular mesh, and evaluates the
* function at each of those points
*
* @param {screen} src information about the viewable screen
*/
this.gen_vbo = function(scr) {
var vertices = [];
var texture = [];
var indices = [];
var texrepeat = 3;
var x = scr.minx;
var y = scr.miny;
var dx = (scr.maxx - scr.minx) / this.count;
var dy = (scr.maxy - scr.miny) / this.count;
var tx = 0.0;
var ty = texrepeat;
var dt = texrepeat / this.count;
var i = 0;
var j = 0;
/* This could probably still be optimized, but at least it's now
* using a single triangle strip to render the mesh. Much better
* than the alternative.
*/
for (i = 0; i <= this.count; ++i) {
y = scr.miny;
ty = texrepeat;
for (j = 0; j <= this.count; ++j) {
vertices.push(x);
vertices.push(y);
texture.push(tx);
texture.push(ty);
y += dy;
ty -= dt;
}
x += dx;
tx += dt;
}
var c = 0;
indices.push(c)
var inc = this.count + 1;
var dec = inc - 1;
for (i = 0; i < this.count; ++i) {
for (j = 0; j < this.count; ++j) {
c += inc;
indices.push(c);
c -= dec;
indices.push(c);
}
c += inc;
indices.push(c);
indices.push(c);
if (dec < inc) {
dec = inc + 1;
} else {
dec = inc - 1;
}
}
/* Again, I'm not an expert in JavaScript, and I'm currently not
* sure how exactly garbage collection works. Either way, when
* generating the VBO, it's a good idea to delete the previously-
* declared VBO so that it frees up some space on the GPU. This
* will be added soon, when I can find a tool that helps me track
* and make sure that this memory is getting cleaned up.
*/
/*
if (this.vertexVBO) {
this.gl.console.log("deleting");
this.gl.deleteBuffer(this.vertexVBO);
}
*/
this.vertexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(vertices), this.gl.STATIC_DRAW);
this.textureVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(texture), this.gl.STATIC_DRAW);
this.indexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indices), this.gl.STATIC_DRAW);
this.index_ct = indices.length;
}
/** Every primitive is also responsible for knowing how to draw itself,
* and that behavior is encapsulated in this function. It should be
* completely self-contained, returning the context state to what it
* was before it's called.
*/
this.draw = function(scr) {
this.setUniforms(scr);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "sampler"), 0);
this.gl.enableVertexAttribArray(0);
this.gl.enableVertexAttribArray(1);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.vertexAttribPointer(0, 2, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.vertexAttribPointer(1, 2, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.texture.bind();
this.gl.drawElements(this.gl.TRIANGLE_STRIP, this.index_ct, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
}
/** Generates the shader programs necessary to render this
* primitive. Generates the shader program, and replaces
* the code blocks (if necessary) to do coordinate conversions
* in the shader.
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/surface.vert").replace("USER_FUNCTION", this.f);
var frag_source = this.read("shaders/surface.frag");
vertex_source = vertex_source.replace("/* CYLINDRICAL", "//* Cylindrical")
this.compile_program(vertex_source, frag_source);
}
}
surface.prototype = new primitive();