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fermisurfer Git


Commit MetaInfo

修訂6adc22a061bd7706669eb1f7e5a2c0bbbdc98f36 (tree)
時間2020-11-10 17:32:38
作者Mitsuaki Kawamura <kawamitsuaki@gmai...>
CommiterMitsuaki Kawamura

Log Message

Backup. It works.

Change Summary

差異

--- a/javascript/fermisurfer.html
+++ b/javascript/fermisurfer.html
@@ -1,15 +1,19 @@
11 <!DOCTYPE html>
22 <html>
3- <head>
4- <title>FermiSurfer on Web</title>
5- </head>
3+<head>
4+ <title>FermiSurfer on Web</title>
5+ <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"
6+ integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
7+ crossorigin="anonymous" defer>
8+ </script>
9+ <script type="text/javascript" src="./fermisurfer.js" defer></script>
10+</head>
611 <body>
7- <script type="text/javascript" src="./fermisurfer.js"></script>
812 File: <input type="file" id="inputfile" name="inputfile">
913 <input type="button" value="read" onclick="read_file();">
1014 <table border="0">
1115 <tr align="left">
12- <td><canvas id="canvas" width="600" height="600" style="border:solid black 1px;"></canvas></td>
16+ <td><canvas id="glcanvas" width="600" height="600" style="border:solid black 1px;"></canvas></td>
1317 <td>
1418 <table border="0">
1519 <tr align="left">
@@ -157,141 +161,5 @@
157161 </table>
158162
159163 <pre id="log" style="border: 1px solid #ccc; max-width: 80em; overflow: auto; max-height: 10em;"></pre>
160- <script type="text/javascript">
161- function startup() {
162- var el = document.getElementById("canvas");
163- el.addEventListener("touchstart", handleStart, false);
164- el.addEventListener("touchend", handleEnd, false);
165- el.addEventListener("touchcancel", handleCancel, false);
166- el.addEventListener("touchmove", handleMove, false);
167- }
168-
169- document.addEventListener("DOMContentLoaded", startup);
170- var ongoingTouches = [];
171-
172- function handleStart(evt) {
173- evt.preventDefault();
174- var el = document.getElementById("canvas");
175- var ctx = el.getContext("2d");
176- var touches = evt.changedTouches;
177-
178- for (var i = 0; i < touches.length; i++) {
179- ongoingTouches.push(copyTouch(touches[i]));
180- }
181- }
182-
183- function handleMove(evt) {
184- evt.preventDefault();
185- var el = document.getElementById("canvas");
186- var ctx = el.getContext("2d");
187- var rect = el.getBoundingClientRect()
188- var touches = evt.changedTouches;
189- var linecolor = document.getElementById('linecolor').color.value;
190-
191- for (var i = 0; i < touches.length; i++) {
192- var idx = ongoingTouchIndexById(touches[i].identifier);
193-
194- if (idx == 0) {
195- ctx.beginPath();
196- ctx.moveTo(ongoingTouches[idx].clientX - rect.left, ongoingTouches[idx].clientY - rect.top);
197- ctx.lineTo(touches[i].clientX - rect.left, touches[i].clientY - rect.top);
198- ctx.lineWidth = 4;
199- ctx.strokeStyle = linecolor;
200- ctx.stroke();
201-
202- ongoingTouches.splice(idx, 1, copyTouch(touches[i])); // swap in the new touch record
203- }
204- }
205- }
206- function handleEnd(evt) {
207- evt.preventDefault();
208- var el = document.getElementById("canvas");
209- var ctx = el.getContext("2d");
210- var touches = evt.changedTouches;
211-
212- //log("touchend");
213- for (var i = 0; i < touches.length; i++) {
214- var idx = ongoingTouchIndexById(touches[i].identifier);
215-
216- if (idx >= 0) {
217- ongoingTouches.splice(idx, 1); // remove it; we're done
218- }
219- }
220- }
221- function handleCancel(evt) {
222- evt.preventDefault();
223- var touches = evt.changedTouches;
224-
225- for (var i = 0; i < touches.length; i++) {
226- var idx = ongoingTouchIndexById(touches[i].identifier);
227- ongoingTouches.splice(idx, 1); // remove it; we're done
228- }
229- }
230- function copyTouch({ identifier, clientX, clientY }) {
231- return { identifier, clientX, clientY };
232- }
233-
234- function ongoingTouchIndexById(idToFind) {
235- for (var i = 0; i < ongoingTouches.length; i++) {
236- var id = ongoingTouches[i].identifier;
237-
238- if (id == idToFind) {
239- return i;
240- }
241- }
242- return -1; // not found
243- }
244- function clearCanvas() {
245- var el = document.getElementById("canvas");
246- var ctx = el.getContext("2d");
247-
248- ctx.clearRect(0, 0, el.width, el.height);
249- }
250- function resizeCanvas() {
251- var el = document.getElementById("canvas");
252- var width = document.getElementById('width').value;
253- var height = document.getElementById('height').value;
254-
255- el.setAttribute("width", width);
256- el.setAttribute("height", height);
257- }
258- function log(msg) {
259- var p = document.getElementById('log');
260- p.innerHTML = msg + "\n" + p.innerHTML;
261- }
262-
263- function post() {
264- var fd = new FormData();
265-
266- var submittype = document.getElementById('submittype').subtype.value;
267- fd.append('submittype', submittype);
268-
269- var name = document.getElementById('submitname').value;
270- fd.append('name', name);
271-
272- if (submittype == "text") {
273- var comment = document.getElementById('comment').value;
274- fd.append('comment', comment);
275- }
276- else if (submittype == "image" || submittype == "file") {
277- const file = document.getElementById("file").files[0];
278- fd.append('avatar', file);
279- }
280- else if (submittype == "freehand") {
281- img_url = canvas.toDataURL("image/png").replace(new RegExp("data:image/png;base64,"), "");
282- fd.append('comment', img_url);
283- }
284-
285- const param = {
286- method: "POST",
287- body: fd
288- }
289- fetch("./index.php", param).then((res) => {
290- if (res.ok) {
291- window.location.reload();
292- }
293- });
294- }
295- </script>
296164 </body>
297165 </html>
--- a/javascript/fermisurfer.js
+++ b/javascript/fermisurfer.js
@@ -21,6 +21,456 @@ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
2121 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
2222 THE SOFTWARE.
2323 */
24+let gl; //test
25+let programInfo;
26+let rotatex = 0.0, rotatey = 0.0;
27+
28+//
29+// Start here
30+//
31+function main() {
32+ let canvas = document.querySelector('#glcanvas');
33+
34+ gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
35+
36+ // If we don't have a GL context, give up now
37+
38+ if (!gl) {
39+ alert('Unable to initialize WebGL. Your browser or machine may not support it.');
40+ return;
41+ }
42+
43+ // Vertex shader program
44+
45+ let vsSource = `
46+ attribute vec4 aVertexPosition;
47+ attribute vec3 aVertexNormal;
48+ attribute vec4 aVertexColor;
49+
50+ uniform mat4 uNormalMatrix;
51+ uniform mat4 uModelViewMatrix;
52+ uniform mat4 uProjectionMatrix;
53+
54+ varying lowp vec4 vColor;
55+ varying highp vec3 vLighting;
56+
57+ void main(void) {
58+ gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
59+ vColor = aVertexColor;
60+
61+ // Apply lighting effect
62+
63+ highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);
64+ highp vec3 directionalLightColor = vec3(1, 1, 1);
65+ highp vec3 directionalVector = normalize(vec3(0.8, 0.8, 0.8));
66+
67+ highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
68+
69+ highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
70+ vLighting = ambientLight + (directionalLightColor * directional);
71+ }
72+ `;
73+
74+ // Fragment shader program
75+
76+ let fsSource = `
77+ varying lowp vec4 vColor;
78+ varying highp vec3 vLighting;
79+
80+ void main(void) {
81+ gl_FragColor = vec4(vColor.rgb * vLighting, vColor.a);
82+ }
83+ `;
84+
85+ // Initialize a shader program; this is where all the lighting
86+ // for the vertices and so forth is established.
87+ let shaderProgram = initShaderProgram(gl, vsSource, fsSource);
88+
89+ // Collect all the info needed to use the shader program.
90+ // Look up which attributes our shader program is using
91+ // for aVertexPosition, aVevrtexColor and also
92+ // look up uniform locations.
93+ programInfo = {
94+ program: shaderProgram,
95+ attribLocations: {
96+ vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
97+ vertexNormal: gl.getAttribLocation(shaderProgram, 'aVertexNormal'),
98+ vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
99+ },
100+ uniformLocations: {
101+ projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
102+ modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
103+ normalMatrix: gl.getUniformLocation(shaderProgram, 'uNormalMatrix'),
104+ }
105+ };
106+
107+ // Here's where we call the routine that builds all the
108+ // objects we'll be drawing.
109+
110+ drawScene(programInfo, 0.5, 1.8);
111+
112+ var el = document.getElementById("glcanvas");
113+ el.addEventListener("touchstart", handleStart, false);
114+ el.addEventListener("touchend", handleEnd, false);
115+ el.addEventListener("touchcancel", handleCancel, false);
116+ el.addEventListener("touchmove", handleMove, false);
117+ el.addEventListener("mousemove", mouseMove, false);
118+
119+}
120+
121+//
122+// initBuffers
123+//
124+// Initialize the buffers we'll need. For this demo, we just
125+// have one object -- a simple three-dimensional cube.
126+//
127+function initBuffers() {
128+ let itri = 0;
129+
130+ // Create a buffer for the cube's vertex positions.
131+ // Select the positionBuffer as the one to apply buffer
132+ // operations to from here out.
133+ // Now create an array of positions for the cube.
134+
135+ let nkvp = ntri[0] * 3 * 3;
136+ let positions = new Float32Array(nkvp);
137+ icount = 0;
138+ for (itri = 0; itri < ntri[0]; itri++) {
139+ for (ii = 0; ii < 3; ii++) {
140+ for (jj = 0; jj < 3; jj++) {
141+ positions[icount] = kvp[0][itri][ii][jj];
142+ icount += 1;
143+ }
144+ }
145+ }
146+
147+ // Now pass the list of positions into WebGL to build the
148+ // shape. We do this by creating a Float32Array from the
149+ // JavaScript array, then use it to fill the current buffer.
150+
151+ let positionBuffer = gl.createBuffer();
152+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
153+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
154+
155+ // Set up the normals for the vertices, so that we can compute lighting.
156+
157+ let nnmlp = ntri[0] * 3 * 3;
158+ let vertexNormals = new Float32Array(nnmlp);
159+ icount = 0;
160+ for (itri = 0; itri < ntri[0]; itri++) {
161+ for (ii = 0; ii < 3; ii++) {
162+ for (jj = 0; jj < 3; jj++) {
163+ vertexNormals[icount] = nmlp[0][itri][ii][jj];
164+ icount += 1;
165+ }
166+ }
167+ }
168+
169+ let normalBuffer = gl.createBuffer();
170+ gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
171+ gl.bufferData(gl.ARRAY_BUFFER, vertexNormals, gl.STATIC_DRAW);
172+
173+ // Now set up the colors for the faces. We'll use solid colors
174+ // for each face.
175+
176+ let nclr = ntri[0] * 3 * 4;
177+ let colors = new Float32Array(nclr);
178+ icount = 0;
179+ for (itri = 0; itri < ntri[0]; itri++) {
180+ for (ii = 0; ii < 3; ii++) {
181+ for (jj = 0; jj < 4; jj++) {
182+ colors[icount] = clr[0][jj + 4 * ii + 12 * itri];
183+ icount += 1;
184+ }
185+ }
186+ }
187+
188+ let colorBuffer = gl.createBuffer();
189+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
190+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
191+
192+ return {
193+ position: positionBuffer,
194+ normal: normalBuffer,
195+ color: colorBuffer,
196+ };
197+}
198+
199+//
200+// Draw the scene.
201+//
202+function drawScene(programInfo, rotatex, rotatey) {
203+ gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
204+ gl.clearDepth(1.0); // Clear everything
205+ gl.enable(gl.DEPTH_TEST); // Enable depth testing
206+ gl.depthFunc(gl.LEQUAL); // Near things obscure far things
207+
208+ // Clear the canvas before we start drawing on it.
209+
210+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
211+
212+ // Create a perspective matrix, a special matrix that is
213+ // used to simulate the distortion of perspective in a camera.
214+ // Our field of view is 45 degrees, with a width/height
215+ // ratio that matches the display size of the canvas
216+ // and we only want to see objects between 0.1 units
217+ // and 100 units away from the camera.
218+
219+ let fieldOfView = 45 * Math.PI / 180; // in radians
220+ let aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
221+ let zNear = 0.1;
222+ let zFar = 100.0;
223+ let projectionMatrix = mat4.create();
224+
225+ // note: glmatrix.js always has the first argument
226+ // as the destination to receive the result.
227+ mat4.perspective(projectionMatrix,
228+ fieldOfView,
229+ aspect,
230+ zNear,
231+ zFar);
232+
233+ // Set the drawing position to the "identity" point, which is
234+ // the center of the scene.
235+ let modelViewMatrix = mat4.create();
236+
237+ // Now move the drawing position a bit to where we want to
238+ // start drawing the square.
239+
240+ mat4.translate(modelViewMatrix, // destination matrix
241+ modelViewMatrix, // matrix to translate
242+ [-0.0, 0.0, -6.0]); // amount to translate
243+ mat4.rotate(modelViewMatrix, // destination matrix
244+ modelViewMatrix, // matrix to rotate
245+ rotatey, // amount to rotate in radians
246+ [0, 0, 1]); // axis to rotate around (Z)
247+ mat4.rotate(modelViewMatrix, // destination matrix
248+ modelViewMatrix, // matrix to rotate
249+ rotatex * .7,// amount to rotate in radians
250+ [0, 1, 0]); // axis to rotate around (X)
251+ let normalMatrix = mat4.create();
252+ mat4.invert(normalMatrix, modelViewMatrix);
253+ mat4.transpose(normalMatrix, normalMatrix);
254+
255+ buffers = initBuffers();
256+
257+ // Tell WebGL how to pull out the positions from the position
258+ // buffer into the vertexPosition attribute
259+ {
260+ let numComponents = 3;
261+ let type = gl.FLOAT;
262+ let normalize = false;
263+ let stride = 0;
264+ let offset = 0;
265+ gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
266+ gl.vertexAttribPointer(
267+ programInfo.attribLocations.vertexPosition,
268+ numComponents,
269+ type,
270+ normalize,
271+ stride,
272+ offset);
273+ gl.enableVertexAttribArray(
274+ programInfo.attribLocations.vertexPosition);
275+ }
276+
277+ // Tell WebGL how to pull out the colors from the color buffer
278+ // into the vertexColor attribute.
279+ {
280+ let numComponents = 4;
281+ let type = gl.FLOAT;
282+ let normalize = false;
283+ let stride = 0;
284+ let offset = 0;
285+ gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
286+ gl.vertexAttribPointer(
287+ programInfo.attribLocations.vertexColor,
288+ numComponents,
289+ type,
290+ normalize,
291+ stride,
292+ offset);
293+ gl.enableVertexAttribArray(
294+ programInfo.attribLocations.vertexColor);
295+ }
296+
297+ // Tell WebGL how to pull out the normals from
298+ // the normal buffer into the vertexNormal attribute.
299+ {
300+ let numComponents = 3;
301+ let type = gl.FLOAT;
302+ let normalize = false;
303+ let stride = 0;
304+ let offset = 0;
305+ gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
306+ gl.vertexAttribPointer(
307+ programInfo.attribLocations.vertexNormal,
308+ numComponents,
309+ type,
310+ normalize,
311+ stride,
312+ offset);
313+ gl.enableVertexAttribArray(
314+ programInfo.attribLocations.vertexNormal);
315+ }
316+
317+ // Tell WebGL to use our program when drawing
318+
319+ gl.useProgram(programInfo.program);
320+
321+ // Set the shader uniforms
322+
323+ gl.uniformMatrix4fv(
324+ programInfo.uniformLocations.projectionMatrix,
325+ false,
326+ projectionMatrix);
327+ gl.uniformMatrix4fv(
328+ programInfo.uniformLocations.modelViewMatrix,
329+ false,
330+ modelViewMatrix);
331+ gl.uniformMatrix4fv(
332+ programInfo.uniformLocations.normalMatrix,
333+ false,
334+ normalMatrix);
335+
336+ {
337+ let vertexCount = ntri[0]*3;
338+ let offset = 0;
339+ gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
340+ }
341+}
342+
343+//
344+// Initialize a shader program, so WebGL knows how to draw our data
345+//
346+function initShaderProgram(gl, vsSource, fsSource) {
347+ let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
348+ let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
349+
350+ // Create the shader program
351+
352+ let shaderProgram = gl.createProgram();
353+ gl.attachShader(shaderProgram, vertexShader);
354+ gl.attachShader(shaderProgram, fragmentShader);
355+ gl.linkProgram(shaderProgram);
356+
357+ // If creating the shader program failed, alert
358+
359+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
360+ alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
361+ return null;
362+ }
363+
364+ return shaderProgram;
365+}
366+
367+//
368+// creates a shader of the given type, uploads the source and
369+// compiles it.
370+//
371+function loadShader(gl, type, source) {
372+ let shader = gl.createShader(type);
373+
374+ // Send the source to the shader object
375+
376+ gl.shaderSource(shader, source);
377+
378+ // Compile the shader program
379+
380+ gl.compileShader(shader);
381+
382+ // See if it compiled successfully
383+
384+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
385+ alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
386+ gl.deleteShader(shader);
387+ return null;
388+ }
389+
390+ return shader;
391+}
392+
393+var ongoingTouches = [];
394+
395+function handleStart(evt) {
396+ evt.preventDefault();
397+ var touches = evt.changedTouches;
398+
399+ for (var i = 0; i < touches.length; i++) {
400+ ongoingTouches.push(copyTouch(touches[i]));
401+ }
402+}
403+
404+function handleMove(evt) {
405+ evt.preventDefault();
406+ var touches = evt.changedTouches;
407+
408+ for (var i = 0; i < touches.length; i++) {
409+ var idx = ongoingTouchIndexById(touches[i].identifier);
410+
411+ if (idx == 0) {
412+ rotatex += -0.01 * (touches[i].clientX - ongoingTouches[idx].clientX);
413+ rotatey += 0.01 * (touches[i].clientY - ongoingTouches[idx].clientY);
414+ drawScene(programInfo, rotatex, rotatey);
415+ ongoingTouches.splice(idx, 1, copyTouch(touches[i])); // swap in the new touch record
416+ }
417+ }
418+}
419+function handleEnd(evt) {
420+ evt.preventDefault();
421+ var touches = evt.changedTouches;
422+
423+ //log("touchend");
424+ for (var i = 0; i < touches.length; i++) {
425+ var idx = ongoingTouchIndexById(touches[i].identifier);
426+
427+ if (idx >= 0) {
428+ ongoingTouches.splice(idx, 1); // remove it; we're done
429+ }
430+ }
431+}
432+function handleCancel(evt) {
433+ evt.preventDefault();
434+ var touches = evt.changedTouches;
435+
436+ for (var i = 0; i < touches.length; i++) {
437+ var idx = ongoingTouchIndexById(touches[i].identifier);
438+ ongoingTouches.splice(idx, 1); // remove it; we're done
439+ }
440+}
441+function copyTouch({ identifier, clientX, clientY }) {
442+ return { identifier, clientX, clientY };
443+}
444+
445+function ongoingTouchIndexById(idToFind) {
446+ for (var i = 0; i < ongoingTouches.length; i++) {
447+ var id = ongoingTouches[i].identifier;
448+
449+ if (id == idToFind) {
450+ return i;
451+ }
452+ }
453+ return -1; // not found
454+}
455+
456+function mouseMove(evt) {
457+ rotatex += -0.01 * evt.movementX;
458+ rotatey += 0.01 * evt.movementY;
459+ drawScene(programInfo, rotatex, rotatey);
460+}
461+
462+
463+
464+
465+
466+
467+
468+
469+
470+
471+
472+
473+
24474 function test() {
25475 terminal("test");
26476 }
@@ -3041,6 +3491,9 @@ function read_file()
30413491 max_and_min_bz();
30423492 //
30433493 compute_patch_segment();
3494+
3495+ main();
3496+
30443497 };
30453498 reader.onerror = function () {
30463499 terminal("File can not be loaded.");