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SurfacePlot.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Hello WebGL</title>
<meta name="generator" content="BBEdit 10.5" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<!-- load matrix manipulation helper methods -->
<script type="text/javascript" src="glMatrix_util.js"></script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="ReadClawAscii.js"></script>
<script type="text/javascript" src="MeshGeometry.js"></script>
<script type="text/javascript" src="Mesh.js"></script>
<!-- define our shaders -->
<script id="shader-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform float uColormapSize;
uniform float uColormapLength;
uniform float uColorMin;
uniform float uColorMax;
uniform int uContourType;
uniform float uContourOrigin;
uniform float uContourInterval;
uniform float uContourWidth;
varying float vZ;
uniform sampler2D uSampler;
float cubicPulse( float c, float w, float x ){
x = abs(x - c);
if( x>w ) return 0.0;
x /= w;
return 1.0 - x*x*(3.0-2.0*x);
}
float contourFactor(){
float zShift = (vZ-uContourOrigin+0.5*uContourInterval)/uContourInterval;
float zFract = fract(zShift);
float zWidth = fwidth(zShift);
//return smoothstep(0.5-2.0*dz, 0.5+dz*2.0, diff);
if(uContourType==0){
return 0.0;
}
if(uContourType==1){
if(zFract > 0.5-uContourWidth*zWidth/2.0
&& zFract < 0.5+uContourWidth*zWidth/2.0){
return 1.0;
}else{
return 0.0;
}
}
if(uContourType==2){
return cubicPulse(0.5, zWidth*uContourWidth, zFract);
}
}
void main(void) {
vec4 color;
if(vZ<uColorMin){
color = texture2D(uSampler, vec2(0.0, 0.5));
}else if(vZ>uColorMax){
color = texture2D(uSampler, vec2((0.5+uColormapSize-1.0)/uColormapLength, 0.5));
}else{
float float_index = (vZ-uColorMin)*(uColormapSize-1.0)/(uColorMax-uColorMin);
float index = floor(float_index);
float t = float_index-index;
vec4 low_color = texture2D(uSampler, vec2((0.5+index)/uColormapLength, 0.5));
vec4 high_color = texture2D(uSampler, vec2((0.5+index+1.0)/uColormapLength, 0.5));
color = mix(low_color, high_color, t);
}
gl_FragColor = vec4(mix(color.rgb,vec3(0.0), contourFactor()),1.0);
//gl_FragColor = color;
}
</script>
<script id="shader-wire-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision mediump float;
void main(void) {
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uRotMatrix;
uniform mat4 uPMatrix;
varying float vZ;
void main(void) {
vZ = aVertexPosition.z;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script>
<!-- define Javascript functions for drawing WebGL items -->
var gl;
var patches = new Array();
var geometry;
var mesh;
function initWebGLContext(aname) {
gl = null;
var canvas = document.getElementById(aname);
try {
// Try to grab the standard context. If it fails, fallback to experimental.
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
}
catch(e) {}
// If we don't have a GL context, give up now
if (!gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
gl = null;
}
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
return gl;
}
// define the function to initial WebGL and Setup Geometry Objects
function initGLScene()
{
// Initialize the WebGL Context - the gl engine for drawing things.
var gl = initWebGLContext("hellowebgl"); // The id of the Canvas Element
if (!gl) // if fails simply return
{
return;
}
// succeeded in initializing WebGL system
gl.getExtension('OES_standard_derivatives');
return gl;
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
var wireShaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var wireFragmentShader = getShader(gl, "shader-wire-fs");
var vertexShader = getShader(gl, "shader-vs");
// main shader
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
// box shader
wireShaderProgram = gl.createProgram();
gl.attachShader(wireShaderProgram, vertexShader);
gl.attachShader(wireShaderProgram, wireFragmentShader);
gl.linkProgram(wireShaderProgram);
if (!gl.getProgramParameter(wireShaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
//main shader
gl.useProgram(shaderProgram)
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.rotMatrixUniform = gl.getUniformLocation(shaderProgram, "uRotMatrix");
shaderProgram.colormapUniform = gl.getUniformLocation(shaderProgram, "uColormap");
shaderProgram.colormapSizeUniform = gl.getUniformLocation(shaderProgram, "uColormapSize");
shaderProgram.colormapLengthUniform = gl.getUniformLocation(shaderProgram, "uColormapLength");
shaderProgram.colorMinUniform = gl.getUniformLocation(shaderProgram, "uColorMin");
shaderProgram.colorMaxUniform = gl.getUniformLocation(shaderProgram, "uColorMax");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.contourTypeUniform = gl.getUniformLocation(shaderProgram, "uContourType");
shaderProgram.contourIntervalUniform = gl.getUniformLocation(shaderProgram, "uContourInterval");
shaderProgram.contourWidthUniform = gl.getUniformLocation(shaderProgram, "uContourWidth");
shaderProgram.contourOriginUniform = gl.getUniformLocation(shaderProgram, "uContourOrigin");
//wiremesh shader
gl.useProgram(wireShaderProgram)
wireShaderProgram.vertexPositionAttribute = gl.getAttribLocation(wireShaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(wireShaderProgram.vertexPositionAttribute);
wireShaderProgram.pMatrixUniform = gl.getUniformLocation(wireShaderProgram, "uPMatrix");
wireShaderProgram.mvMatrixUniform = gl.getUniformLocation(wireShaderProgram, "uMVMatrix");
wireShaderProgram.samplerUniform = gl.getUniformLocation(wireShaderProgram, "uSampler");
}
var jet = [
0.000000,0.000000,0.562500,
0.000000,0.000000,0.625000,
0.000000,0.000000,0.687500,
0.000000,0.000000,0.750000,
0.000000,0.000000,0.812500,
0.000000,0.000000,0.875000,
0.000000,0.000000,0.937500,
0.000000,0.000000,1.000000,
0.000000,0.062500,1.000000,
0.000000,0.125000,1.000000,
0.000000,0.187500,1.000000,
0.000000,0.250000,1.000000,
0.000000,0.312500,1.000000,
0.000000,0.375000,1.000000,
0.000000,0.437500,1.000000,
0.000000,0.500000,1.000000,
0.000000,0.562500,1.000000,
0.000000,0.625000,1.000000,
0.000000,0.687500,1.000000,
0.000000,0.750000,1.000000,
0.000000,0.812500,1.000000,
0.000000,0.875000,1.000000,
0.000000,0.937500,1.000000,
0.000000,1.000000,1.000000,
0.062500,1.000000,0.937500,
0.125000,1.000000,0.875000,
0.187500,1.000000,0.812500,
0.250000,1.000000,0.750000,
0.312500,1.000000,0.687500,
0.375000,1.000000,0.625000,
0.437500,1.000000,0.562500,
0.500000,1.000000,0.500000,
0.562500,1.000000,0.437500,
0.625000,1.000000,0.375000,
0.687500,1.000000,0.312500,
0.750000,1.000000,0.250000,
0.812500,1.000000,0.187500,
0.875000,1.000000,0.125000,
0.937500,1.000000,0.062500,
1.000000,1.000000,0.000000,
1.000000,0.937500,0.000000,
1.000000,0.875000,0.000000,
1.000000,0.812500,0.000000,
1.000000,0.750000,0.000000,
1.000000,0.687500,0.000000,
1.000000,0.625000,0.000000,
1.000000,0.562500,0.000000,
1.000000,0.500000,0.000000,
1.000000,0.437500,0.000000,
1.000000,0.375000,0.000000,
1.000000,0.312500,0.000000,
1.000000,0.250000,0.000000,
1.000000,0.187500,0.000000,
1.000000,0.125000,0.000000,
1.000000,0.062500,0.000000,
1.000000,0.000000,0.000000,
0.937500,0.000000,0.000000,
0.875000,0.000000,0.000000,
0.812500,0.000000,0.000000,
0.750000,0.000000,0.000000,
0.687500,0.000000,0.000000,
0.625000,0.000000,0.000000,
0.562500,0.000000,0.000000,
0.500000,0.000000,0.000000];
// create our basic model and view matrix
var mvMatrix = mat4.create();
var rotMatrix = mat4.create();
var mvMatrixStack = [];
// create our projection matrix for projecting from 3D to 2D.
var pMatrix = mat4.create();
//other unifomrs
var dirLight = [0.0, -1.0, 0.0];
var shaderType = 0;
var textureType = 0;
var ni=32;
var nj=16;
var ambientWeight=0.5;
var diffuseWeight=0.5;
var phongWeight=0.5;
var useBumpMap=false;
var nShiny=10;
var colormap = [0.0,1.0,0.0,
0.0,0.0,1.0];
var colorMin=0.0;
var colorMax=1.0;
var colormapTexture;
var contourInterval=0.2;
var contourOrigin=0.0;
var contourType=0;
var contourWidth=1.0;
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms()
{
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
gl.uniformMatrix4fv(shaderProgram.rotMatrixUniform, false, rotMatrix);
gl.uniform1f(shaderProgram.colormapSizeUniform, colormapTexture.length);
gl.uniform1f(shaderProgram.colormapLengthUniform, colormapTexture.data.length/4);
gl.uniform1f(shaderProgram.colorMaxUniform, colorMax);
gl.uniform1f(shaderProgram.colorMinUniform, colorMin);
gl.uniform1f(shaderProgram.contourIntervalUniform, contourInterval);
gl.uniform1f(shaderProgram.contourOriginUniform, contourOrigin);
gl.uniform1f(shaderProgram.contourWidthUniform, contourWidth);
gl.uniform1i(shaderProgram.contourTypeUniform, contourType);
}
function setWireMatrixUniforms()
{
gl.uniformMatrix4fv(wireShaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(wireShaderProgram.mvMatrixUniform, false, mvMatrix);
gl.uniformMatrix4fv(wireShaderProgram.rotMatrixUniform, false, rotMatrix);
}
// create and initialize our geometry objects
var gridVertexPositionBuffer;
var gridVertexTextureCoordBuffer;
var gridVertexIndexBuffer;
var gridVertexNormalBuffer;
var radius = 1.27374; //1000 km
function reloadGeometry(in_patches)
{
patches = in_patches;
mesh = new Mesh(patches);
geometry = new MeshGeometry(gl,mesh);
colorMax = mesh.max_value;
colorMin = mesh.min_value;
contourInterval=(colorMax-colorMin)/5.0;
contourOrigin=contourInterval/2.0;
}
// Initialize our texture data and prepare it for rendering
function initTextures()
{
colormapTexture = gl.createTexture();
updateColormap(colormap);
}
function updateColormap(colormap){
colormapTexture.data = new Uint8Array(4*Math.pow(2,Math.ceil(Math.log2(colormap.length/3))));
colormapTexture.length = colormap.length/3;
for(var i=0;i<colormap.length/3;i++){
colormapTexture.data[4*i+0] = Math.round(255*colormap[3*i+0]);
colormapTexture.data[4*i+1] = Math.round(255*colormap[3*i+1]);
colormapTexture.data[4*i+2] = Math.round(255*colormap[3*i+2]);
colormapTexture.data[4*i+3] = 255;
}
gl.bindTexture(gl.TEXTURE_2D, colormapTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, colormapTexture.data.length/4, 1, 0,
gl.RGBA, gl.UNSIGNED_BYTE, colormapTexture.data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function handleLoadedTexture(texture)
{
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var xRot = 0;
var yRot = 0;
var zRot = 0;
var scroll = 0;
var drawConnecting = true;
var drawWireframe = false;
function initListeners(){
var canvas = document.getElementById("hellowebgl");
var xPrev, yPrev;
var rotating = false;
var panning = false;
canvas.addEventListener("mousedown",function(e){
xPrev = e.pageX;
yPrev = e.pageY;
rotating = e.button==0;
panning = e.button==2;
},false);
canvas.addEventListener("mouseup",function(e){
rotating=false;
panning=false;
},false);
canvas.addEventListener("mouseleave",function(e){
rotating=false;
panning=false;
},false);
canvas.addEventListener("mousemove",function(e){
if(rotating){
var xDelta = e.pageX-xPrev;
var yDelta = e.pageY-yPrev;
xPrev = e.pageX;
yPrev = e.pageY;
xRot += yDelta*360/canvas.height;
yRot += xDelta*360/canvas.width;
//limit rotation
if(xRot>90){
xRot = 90;
}else if(xRot<-90){
xRot = -90;
}
}
if(panning){
}
},false);
canvas.addEventListener("wheel",function(e){
scroll += e.deltaY/1000;
},false)
document.getElementById('file').addEventListener('change',function(evt){
var file = evt.target.files[0];
ReadClawAscii.readFile(file,reloadGeometry);
},false)
document.getElementById("wireframeEnable").addEventListener("change",function(evt){
drawWireframe = evt.target.checked;
},false);
document.getElementById("connectingEnable").addEventListener("change",function(evt){
drawConnecting = evt.target.checked;
},false);
document.getElementById("contourSelect").addEventListener("change",function(evt){
contourType = parseInt(evt.target.value);
})
document.getElementById("cmapSelect").addEventListener("change",function(evt){
var cmap_int = parseInt(evt.target.value);
if(cmap_int==0){
updateColormap([0,1,0,0,0,1]);
}else{
updateColormap(jet);
}
})
document.getElementById("contourWidth").addEventListener("change",function(evt){
contourWidth = evt.target.value;
})
}
//Initialize everything for starting up a simple webGL application
function startHelloWebGL()
{
// attach 'Handler' functions to handle events generated by the canvas.
// for when the browser is resized or closed.
// first initialize webgl components
var gl = initGLScene();
// now build basic geometry objects.
initShaders();
reloadGeometry(patches);
initTextures(colormap);
gl.clearColor(0.4,0.4,0.4,1.0);
gl.enable(gl.DEPTH_TEST);
// Draw the Scene
Frames();
// If doing an animation need to add code to rotate our geometry
initListeners();
}
// This function draws a basic webGL scene
// first it clears the framebuffer.
// then we define our View positions for our camera using WebGL matrices.
// OpenGL has convenience methods for this such as glPerspective().
// finally we call the gl draw methods to draw our defined geometry objects.
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if(!geometry.empty) {
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, -5.0]);
var scale = 1.0*Math.pow(10,-scroll);
mat4.scale(mvMatrix, [scale,scale,scale]);
mat4.identity(rotMatrix);
mat4.rotate(rotMatrix, xRot/180.0*3.1415, [1, 0, 0]);
mat4.rotate(rotMatrix, yRot/180.0*3.1415, [0, 1, 0]);
//rotate to graphics coords
mat4.rotate(rotMatrix, -90/180.0*3.1415, [1, 0, 0]);
mat4.multiply(mvMatrix,rotMatrix,mvMatrix);
//move to center
mat4.translate(mvMatrix, [-(mesh.tree.xmin+mesh.tree.xmax)/2.0, -(mesh.tree.ymin+mesh.tree.ymax)/2.0, 0.0]);
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.positionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, geometry.positionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, colormapTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.vertexIndexBuffer);
setMatrixUniforms();
var ext = gl.getExtension('OES_element_index_uint');
if(drawConnecting){
gl.drawElements(gl.TRIANGLES, geometry.vertexIndexBuffer.numItems, gl.UNSIGNED_INT, 0);
}else{
gl.drawElements(gl.TRIANGLES, geometry.vertexIndexBuffer.numPatchItems, gl.UNSIGNED_INT, 0);
}
if(drawWireframe){
gl.useProgram(wireShaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.positionBuffer);
gl.vertexAttribPointer(wireShaderProgram.vertexPositionAttribute, geometry.positionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.lineIndexBuffer);
setWireMatrixUniforms();
var ext = gl.getExtension('OES_element_index_uint');
if(drawConnecting){
gl.drawElements(gl.LINES, geometry.lineIndexBuffer.numItems, gl.UNSIGNED_INT, 0);
}else{
gl.drawElements(gl.LINES, geometry.lineIndexBuffer.numPatchItems, gl.UNSIGNED_INT, 0);
}
}
}
}
var lastTime = 0;
var sun_pos = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
//xRot=50;
var rate = 8; //rpm
sun_pos+=360*rate*elapsed/(60*1000);
sun_pos=sun_pos%360;
var sun_rads = sun_pos/180.0*3.1415;
dirLight = [-Math.sin(sun_rads),0,-Math.cos(sun_rads)];
}
lastTime = timeNow;
}
function Frames() {
requestAnimFrame(Frames);
drawScene();
animate();
}
</script>
</head>
<!-- declare the "body" of the HTML document-->
<!-- the onload attribute specifies a javascript function to execute when the body tag is loaded into the browser -->
<body onload="startHelloWebGL()">
<h1>Surface Plot!</h1>
<!-- embed the HTML5 Canvas Drawing object on the page.-->
<!-- Name the canvas 'hellowebgl' for the javascript code. -->
<canvas id="hellowebgl" width="640" height="480">
If you're seeing this your web browser doesn't support the <canvas>>
element. Ouch!
</canvas>
<br />
<input type="file" id="file" />
<input type="checkbox" id="wireframeEnable" /> Enable Wireframe
<input type="checkbox" id="connectingEnable" checked /> Draw Connecting
<br />
Color Map:
<select id="cmapSelect">
<option value="0">Blue Green</option>
<option value="1">Jet</option>
</select>
<br />
Contour line type:
<select id="contourSelect">
<option value="0">None</option>
<option value="1">Step</option>
<option value="2">Cubic Pulse</option>
</select>
Contour Line Width:
<input type="number" id="contourWidth" min="0" value="1" />
</body>
</html>