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flow.js
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flow.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 flow primitive.
*/
function flow(string, options) {
this.gl = null;
this.f = string;
/* This is one way in which the WebGL implementation of OpenGLot
* differs greatly from the C++ implementatiln. WebGL (OpenGL
* ES 2.0) does not support display lists, and instead I've moved
* the implementation to use vertex-buffer objects. These are
* those.
*/
this.vertexVBO = null;
this.textureVBO = null;
this.indexVBO = null;
/* 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;
this.index_ct = 0;
this.source = null;
this.ping = null;
this.pong = null;
this.fbo = null;
this.texture = null;
/* This will likely be depricated, but it currently is hidden from
* the end programmer.
*/
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. All the new information is
* contained in the screen object passed in, including the minimum
* and maximum x and y values for the surface. In the 3D implemen-
* tation, it's not commonly-used.
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
if (this.ping) {
// Delete texture
}
if (this.pong) {
// Delete texture
}
if ((!this.source) || scr.width > (this.source.width * 2 + 100) || scr.height > (this.source.height * 2 + 100)) {
console.log("Creating texture of size " + scr.width + " x " + scr.height);
this.ping = new emptytexture(this.gl, scr.width, scr.height);
//this.ping = new texture(this.gl, "textures/kaust.png").texture;
this.pong = new emptytexture(this.gl, scr.width, scr.height);
//this.pong = new texture(this.gl, "textures/kaust.png").texture;
//this.source = new noisetexture(this.gl, scr.width / 2, scr.height / 2);
//this.source = new texture(this.gl, "textures/kaust.png").texture;
f = function(pixels) {
var count = scr.width * scr.height * 4;
for (var i = 0; i < count; i += 4) {
pixels[i] = Math.random() * 3.0;
}
return pixels;
}
this.source = new ftexture(this.gl, scr.width / 2, scr.height / 2, f, this.gl.RGBA);
this.gl.bindTexture(this.gl.TEXTURE_2D, null);
}
if (!this.fbo) {
this.fbo = this.gl.createFramebuffer();
}
}
/* All primitives are responsible for knowing how to construct them-
* selves and so this is the function that constructs the VBO for
* the objects.
*/
this.gen_vbo = function(scr) {
var vertices = [];
var texture = [];
var indices = [];
var x = scr.minx;
var y = scr.miny;
var tx = 0.0;
var ty = 0.0;
var dx = (scr.maxx - scr.minx) / this.count;
var dy = (scr.maxy - scr.miny) / this.count;
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 = 0.0;
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);
/* One of the options (currently anticipated from this version) is
* to color the surface with a normal map or a regular texture and
* lighting information for the perception of depth on the object.
*/
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;
}
this.calculate = function(scr) {
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "accumulation"), 0);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "source"), 1);
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);
var tmp = this.ping;
this.ping = this.pong;
this.pong = 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.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.pong);
this.gl.activeTexture(this.gl.TEXTURE1);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.source);
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);
/*
scr.set_uniforms(this.gl, this.program);
// Then, on top of that, draw the current line set
this.gl.useProgram(this.program);
this.gl.drawElements(this.gl.LINE_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. 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.calculate(scr);
this.calculate(scr);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "accumulation"), 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);
// 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.activeTexture(this.gl.TEXTURE0);
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);
}
/* Any class who inherits from the primitive class gets free access
* to shader compilation and program linking, but only must provide
* the fragment and vertex shader sources. The primitive class also
* provides free access to functionality for reading files.
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/flow.vert").replace("USER_FUNCTION", this.f);
var frag_source = this.read("shaders/flow.frag").replace("USER_FUNCTION", this.f);
this.program = this.compile_program(vertex_source, frag_source);
}
}
flow.prototype = new primitive();