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index.js
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// Get canvas
let canvas = document.getElementById("myCanvas");
let renderTime = document.getElementById("render-time");
/* == Control handlers == */
// Resolution
let res = document.querySelector("#resolution");
res.output = res.querySelector(".output");
res.control = res.querySelector(".control");
res.sendButton = res.querySelector(".send");
res.sendButton.onclick = function() {
res.output.innerHTML = res.control.value + "x" + res.control.value;
canvas.height = res.control.value;
canvas.width = res.control.value;
if (!rendering){
render();
} else {
needsLastPass = true;
}
}
// Initial resolution
let initRes = Math.min(canvas.clientHeight, canvas.clientWidth);
canvas.width = initRes;
canvas.height = initRes;
res.control.value = initRes;
res.output.innerHTML = initRes + "x" + initRes;
// Iterations
let itt = document.querySelector("#iterations");
itt.output = itt.querySelector(".output");
itt.control = itt.querySelector(".control");
itt.control.oninput = function() {
itt.output.innerHTML = itt.control.value;
if (!rendering){
render();
} else {
needsLastPass = true;
}
}
// Center
let cent = document.querySelector("#center");
cent.output = cent.querySelector(".output");
cent.real = cent.querySelector(".control.real");
cent.imag = cent.querySelector(".control.imag");
cent.sendButton = cent.querySelector(".send");
cent.sendButton.onclick = function() {
let sign = cent.imag.value >= 0 ? "+" : "-";
cent.output.innerHTML = cent.real.value + " " + sign + " " + Math.abs(cent.imag.value) + "i";
if (!rendering){
render();
} else {
needsLastPass = true;
}
}
// Zoom
let zoom = document.querySelector("#zoom");
zoom.output = zoom.querySelector(".output");
zoom.control = zoom.querySelector(".control");
zoom.control.oninput = function () {
zoom.output.innerHTML = zoom.control.value;
if (!rendering){
render();
} else {
needsLastPass = true;
}
}
// Panning
let fix_x;
let fix_y;
let mouse_x;
let mouse_y;
let panning = false
canvas.onpointerdown = function(e) {
console.log("Pointer down");
fix_x = e.offsetX;
fix_y = e.offsetY;
panning = true;
}
canvas.onpointermove = function(e) {
if (panning) {
if (e.buttons != 1) {
console.log("Pointer up");
panning = false;
return;
}
mouse_x = e.offsetX;
mouse_y = e.offsetY;
let canv_dim = Math.min(canvas.clientHeight, canvas.clientWidth);
// Update center value
zoomm = Math.pow(1.2, zoom.control.value - 6);
cent.real.value = Number(cent.real.value) -
(mouse_x - fix_x)/canv_dim/zoomm;
cent.imag.value = Number(cent.imag.value) +
(mouse_y - fix_y)/canv_dim/zoomm;
// Render and update label
cent.sendButton.onclick();
// New pivot
fix_x = mouse_x;
fix_y = mouse_y;
}
}
/* == Rendering == */
let rendering = false;
let needsLastPass = false;
// Get contex
let gl = canvas.getContext("webgl");
if (!gl) {
alert("Doesn't support WebGL!");
}
async function setup() {
let vertexShaderSource = await fetch("vertex-shader.vert").then(x => x.text());
let fragmentShaderSource = await fetch("fragment-shader.frag").then(x => x.text());
// Make program
let program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
// Attributes and uniforms
program.a_position = gl.getAttribLocation(program, "a_position");
program.u_center = gl.getUniformLocation(program, "u_center");
program.u_zoom = gl.getUniformLocation(program, "u_zoom");
program.u_resolution = gl.getUniformLocation(program, "u_resolution");
program.u_iterations = gl.getUniformLocation(program, "u_iterations");
program.u_palette = gl.getUniformLocation(program, "u_palette");
window.positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
let positions = [
-1, -1,
1, 1,
-1, 1,
-1, -1,
1, -1,
1, 1,
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
window.program = program;
render();
}
function render(lastPass = false) {
window.rendering = true;
let t1 = new Date();
// Get controls
let center = [cent.real.value, cent.imag.value];
let zoomm = Math.pow(1.2, zoom.control.value - 6);
let itts = itt.control.value;
// TODO: Customizable palettes
let palette = [
0.5, 0.5, 0.5, 1,
0.8, 0.8, 0.8, 1,
]
// Set up viewport
gl.viewport(0, 0, canvas.width, canvas.height);
// Clear canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Set program
gl.useProgram(program);
// Set uniforms
gl.uniform2fv(program.u_center, center);
gl.uniform1f(program.u_zoom, zoomm);
gl.uniform2f(program.u_resolution, canvas.width, canvas.height);
gl.uniform1i(program.u_iterations, itts);
gl.uniform4fv(program.u_palette, palette);
// Set attributes
gl.enableVertexAttribArray(program.a_position);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
let size = 2; // 2 components per iteration
let type = gl.FLOAT;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertexAttribPointer(
program.a_position,
size, type, normalize, stride, offset);
// Execute program
let primitiveType = gl.TRIANGLES;
offset = 0;
let count = 2 * 3;
gl.drawArrays(primitiveType, offset, count);
// So that the benchmark works
let pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
let t2 = new Date();
let dt = t2.getTime() - t1.getTime();
renderTime.innerHTML = "Last frame rendered in " + dt + "ms";
window.rendering = false;
if (needsLastPass) {
window.needsLastPass = false;
render(lastPass = true);
}
}
setup();