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pde.js
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pde.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.
*/
/** This class encapsulates the 2D PDE surface primitive.
*
* @class
* Test class - everything is hard-coded in the shader at this
* point, and works with the poisson equation. It then visual-
* izes this result as a color-coded surface. Currently it is
* having some problems with numerical stability. Currently
* the solver is a Jacobi kernel, but we'll be exploring other
* algorithms to use in its place.
*
* @constructor
* @param {String} string WARNING not used in this version
* @param {int} options WARNING not used in this version
* @requires primitive
* @requires texture has a member instance
* @requires screen
*/
function pde(string, options) {
/** The WebGLContext we'll be using for all this */
this.gl = null;
/** @deprecated */
this.f = string;
/** The VBO that stores coordinate information */
this.vertexVBO = null;
/** The VBO that stores texture coordinates */
this.textureVBO = null;
/** The indices of the VBO elements to render */
this.indexVBO = null;
/** The number of elements in indexVBO */
this.index_ct = 0;
/** @deprecated */
this.count = 150;
/** Used for swapping back and forth in ping-pong rendering */
this.tmp = null;
/** One of the textures used in ping-pong rendering */
this.ping = null;
/** The other texture used in ping-pong rendering */
this.pong = null;
/** The FBO into which we render */
this.fbo = null;
/** @deprecated */
this.rb = null;
/** The parameters that should appear in the shader */
this.parameters = null;
/** The width of the grid of the PDE. This is the number of texels,
* though, the simulation has four times as many cells as texels
* (twice in each direction).
*/
this.width = 0;
/** The height of the grid of the PDE. This is the number of texels,
* though, the simulation has four times as many cells as texels
* (twice in each direction).
*/
this.height = 0;
/** @private */
this.level = 0;
/** The shader program used for calculation */
this.calc_program = null;
/** This function is called by the grapher class so that the
* primitive has access to relevant information, but it is only
* initialized when grapher deems appropriate
*
* In the particular case of pde, it copies the dimensions of the
* canvas screen, which it uses to determine the resolution at which
* to run the iterative solver. This is the size of the ping and
* pong framebuffer objects.
*
* @param {WebGLContext} gl is an WebGL context, provided by grapher
* @param {screen} scr is a reference to the screen object, provided by grapher
* @param {Array(String)} parameters is an array of strings that will be used as parameters to the function
*
* @see grapher
*/
this.initialize = function(gl, scr, parameters) {
this.width = scr.width ;
this.height = scr.height;
this.parameters = parameters;
this.gl = gl;
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
* initializes the ping-pong textures (used for storing intermediate
* states in the Jacobi kernel). Additionally, it ensures that a
* framebuff object is instantiated.
*
* @param {screen} scr is required for information about the viewable screen
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
if (this.ping) {
// Delete texture
}
if (this.pong) {
// Delete texture
}
this.ping = new emptytexture(this.gl, this.width, this.height);
this.pong = new emptytexture(this.gl, this.width, this.height);
this.fbo = this.gl.createFramebuffer();
}
/** All primitives are responsible for knowing how to construct
* themselves and so this is the function that constructs the VBO for
* the objects.
*
* This method is meant to be private, and it generates a triangle
* strip representation of a mesh of the resolucation this.count. For
* JavaScript in particular, it's important to use triangle strips
* INSTEAD OF just triangles, because of the limits of array sizes.
* You can obtain a much-higher resolution mesh by using strips.
*
* In the 2D implementation, it's just a screen-filling quad, but
* as we are trying to visualize the result as a surface, it becomes
* important to have sufficient sampling.
*
* @param {screen} src is information about the viewable screen
*/
this.gen_vbo = function(scr) {
/*
var vertices = [scr.minx, scr.miny, 0,
scr.minx, scr.maxy, 0,
scr.maxx, scr.miny, 0,
scr.maxx, scr.maxy, 0];
var texture = [0, 0, 0, 1, 1, 0, 1, 1];
var indices = [0, 1, 2, 3];
*/
var vertices = [];
var texture = [];
var indices = [];
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 = 1.0;
var dt = 1.0 / 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 = 1.0;
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;
}
/** Calculate the next iteration of the Jacobi kernel
*
* As this primitive involves a two-pass process, the first (or in
* some cases, the first few) are to calculate iterations of the Jacobi
* kernel. The essential idea is that it uses a finite-difference
* approximation to adjust a texel's value based on the value of its
* neighbors. The calculate method can be called any time after
* initialization.
*
* Another interesting feature about this arrangement is that it
* makes use of all four channels of the texture, in full 32-bit
* floating-point precision. The implicit cell topology is that
* {r | g} are on top, and {b | a} are on bottom. In this way,
* with the same number of texture fetches as the one-texel-per-cell
* method, we can evaluate a much higher-order stencil. This stencil
* is extremely sensitive to high-frequency portions of the solution
* and so multigrid will be essential to its usability and success.
*
* It uses ping-pong rendering to accomplish the calculations.
*
* @param {screen} scr is the current screen object, passed in from draw
*/
this.calculate = function(scr) {
this.setUniforms(scr, this.calc_program);
//this.gl.viewport(0, 0, this.ping.width, this.ping.height);
this.gl.uniform1i(this.gl.getUniformLocation(this.calc_program, "uSampler"), 0);
this.gl.uniform1f(this.gl.getUniformLocation(this.calc_program, "width") , this.width );
this.gl.uniform1f(this.gl.getUniformLocation(this.calc_program, "height"), this.height);
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);
// More texture support
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.tmp = this.ping;
this.ping = this.pong;
this.pong = this.tmp;
// First, set up Framebuffer we'll render into
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.fbo);
this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, this.gl.TEXTURE_2D, this.ping, 0);
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.pong);
this.checkFramebuffer();
// Then drawing the triangle strip using the calc program
this.gl.drawElements(this.gl.TRIANGLE_STRIP, this.index_ct, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
}
/** Every primitive is also responsible for knowing how to draw
* itself, and that behavior is encapsulated in this function.
*
* This method can be called at any time after initialization to draw
* the box to the screen. Though, it is meant to be primarily called by
* grapher.
*
* It makes four calls to the calculate function, which does ping-pong
* rendering to calculate an approximation to the PDE solution. Then it
* interprets this result as a height-field surface.
*
* @param {screen} scr the current screen
*/
this.draw = function(scr) {
scr.sfq();
this.calculate(scr);
this.calculate(scr);
this.calculate(scr);
this.calculate(scr);
scr.perspective();
this.setUniforms(scr, this.program);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "uSampler"), 0);
this.gl.viewport(0, 0, scr.width, scr.height);
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);
// More texture support
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);
// Now, render into the normal render buffer, referencing
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
// the recently-drawn texture
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.ping);
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
*
* This is a two-pass algorithm, and each pass requires a different
* shader program. Most other primitives need only a single one,
* but this stores the calculate (calculation of the Jacobi kernel)
* program in this.calc_program, and the rendering shader in this.
* program.
*/
this.gen_program = function() {
//*
var vertex_source = this.read("shaders/pde.calc.vert");//.replace("USER_FUNCTION", this.f);
var frag_source = this.read("shaders/pde.calc.frag");//.replace("USER_FUNCTION", this.f);
//*/
this.calc_program = this.compile_program(vertex_source, frag_source);
var vertex_source = this.read("shaders/pde.vert");
var frag_source = this.read("shaders/pde.frag");
this.program = this.compile_program(vertex_source, frag_source);
}
}
pde.prototype = new primitive();