2024-03-08 19:00:58 +01:00
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"use strict"
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var gl;
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var program;
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var initialClickPositionX = 0;
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var initialClickPositionY = 0;
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var isMouseDown = false;
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var clickedGridBlockX = 0;
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var clickedGridBlockY = 0;
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var fieldElements;
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var dispositionInformation = new Int32Array(3);
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const blockSize = 64;
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function main(evt){
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window.removeEventListener(evt.type, setupWebGL, false);
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setupControls();
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setupWebGL();
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}
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function setupWebGL () {
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if (!(gl = getRenderingContext()))
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return;
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// setup GLSL program
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var source = document.querySelector("#vertex-shader").innerHTML;
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader,source);
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gl.compileShader(vertexShader);
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source = document.querySelector("#fragment-shader").innerHTML;
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader,source);
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gl.compileShader(fragmentShader);
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program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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gl.detachShader(program, vertexShader);
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gl.detachShader(program, fragmentShader);
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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var linkErrLog = gl.getProgramInfoLog(program);
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cleanup();
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console.log("Shader program did not link successfully. "
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+ "Error log: " + linkErrLog);
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return;
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}
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//const vertexIdLoc = gl.getAttribLocation(program, 'vertexId');
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const resolutionLoc = gl.getUniformLocation(program, 'resolution');
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const fieldLayoutLoc = gl.getUniformLocation(program, 'fieldLayout');
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const dispositionInformationLoc = gl.getUniformLocation(program, 'dispositionInformation');
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// Make a buffer with just a count in it.
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const numVerts = 4;
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//const vertexIds = new Float32Array(numVerts);
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//vertexIds.forEach((v, i) => {
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// vertexIds[i] = i;
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//});
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fieldElements = new Float32Array(16);
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fieldElements.forEach((v, i) => {
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fieldElements[i] = i;
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});
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Shuffle(fieldElements);
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dispositionInformation[0] = 1;
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dispositionInformation[1] = 0;
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dispositionInformation[2] = 0;
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//const idBuffer = gl.createBuffer();
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//gl.bindBuffer(gl.ARRAY_BUFFER, idBuffer);
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//gl.bufferData(gl.ARRAY_BUFFER, vertexIds, gl.STATIC_DRAW);
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// draw
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function render(timeStamp) {
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var canvas = document.getElementById("canvas");
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.useProgram(program);
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//{
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// // Turn on the attribute
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// gl.enableVertexAttribArray(vertexIdLoc);
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//
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// // Bind the id buffer.
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// gl.bindBuffer(gl.ARRAY_BUFFER, idBuffer);
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//
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// // Tell the attribute how to get data out of idBuffer (ARRAY_BUFFER)
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// const size = 1; // 1 components per iteration
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// const type = gl.FLOAT; // the data is 32bit floats
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// const normalize = false; // don't normalize the data
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// const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
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// const offset = 0; // start at the beginning of the buffer
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// gl.vertexAttribPointer(vertexIdLoc, size, type, normalize, stride, offset);
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//}
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// tell the shader the resolution
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gl.uniform2f(resolutionLoc, gl.canvas.width, gl.canvas.height);
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gl.uniformMatrix4fv(fieldLayoutLoc, false, fieldElements);
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gl.uniform3iv(dispositionInformationLoc, dispositionInformation);
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gl.drawArrays(gl.TRIANGLE_FAN, 0, numVerts);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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return;
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// gl.disable(gl.BLEND);
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// gl.disable(gl.CULL_FACE);
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// gl.disable(gl.DEPTH_TEST);
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// gl.disable(gl.DITHER);
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// gl.disable(gl.POLYGON_OFFSET_FILL);
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// gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
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// gl.disable(gl.SAMPLE_COVERAGE);
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// gl.disable(gl.SCISSOR_TEST);
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// gl.disable(gl.STENCIL_TEST);
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cleanup();
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}
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var buffer;
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function initializeAttributes() {
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// gl.enableVertexAttribArray(0);
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// buffer = gl.createBuffer();
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// gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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// gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0);
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}
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function Shuffle(array2D) {
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for (var i = 0; i < array2D.length; i++) {
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var randomIdx1 = Math.floor(Math.random() * (i + 1));
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var temp = array2D[i];
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array2D[i] = array2D[randomIdx1];
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array2D[randomIdx1] = temp;
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}
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return array2D
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}
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function iMod(x, N){
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return (x % N + N) %N;
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}
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function setupControls(){
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function onMouseMove(e) {
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if(window.TouchEvent && e instanceof TouchEvent){
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e = e.touches[0];
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}
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if(!isMouseDown) return;
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const rect = canvas.getBoundingClientRect();
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var mouseX = e.clientX - rect.left;
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var mouseY = e.clientY - rect.top;
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if(Math.abs(mouseX - initialClickPositionX) > Math.abs(mouseY - initialClickPositionY)){
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dispositionInformation[0] = 1;
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dispositionInformation[1] = clickedGridBlockY;
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dispositionInformation[2] = mouseX - initialClickPositionX;
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}else{
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dispositionInformation[0] = 0;
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dispositionInformation[1] = clickedGridBlockX;
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dispositionInformation[2] = mouseY - initialClickPositionY;
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}
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// initialClickPositionX = mouseX;
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// initialClickPositionY = mouseY;
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}
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function onMouseDown(e) {
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if(window.TouchEvent && e instanceof TouchEvent){
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e = e.touches[0];
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}
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const rect = canvas.getBoundingClientRect();
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initialClickPositionX = e.clientX - rect.left;
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initialClickPositionY = e.clientY - rect.top;
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var xFragCoord = Math.trunc(initialClickPositionX - Math.trunc(rect.width / 2.0));
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var yFragCoord = Math.trunc(initialClickPositionY - Math.trunc(rect.height / 2.0));
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var xGridIndex = Math.trunc(xFragCoord / 64);
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xGridIndex = (xFragCoord) < 0 ? xGridIndex - 1 : xGridIndex;
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var yGridIndex = Math.trunc(yFragCoord / 64);
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yGridIndex = (yFragCoord) < 0 ? yGridIndex - 1 : yGridIndex;
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clickedGridBlockX = iMod(xGridIndex, 4);
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clickedGridBlockY = iMod(yGridIndex, 4);
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isMouseDown = true;
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}
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function onMouseUp(e) {
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if(window.TouchEvent && e instanceof TouchEvent){
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e = e.touches[0];
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}
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function vecRot(arr, rotateAmount, length){
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// Storing rotated version of array
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var temp = new Int32Array(length);
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// Keeping track of the current index
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// of temp[]
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var k = 0;
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// Storing the n - d elements of
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// array arr[] to the front of temp[]
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for (var i = rotateAmount; i < length; i++) {
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temp[k] = arr[i];
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k++;
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}
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// Storing the first d elements of array arr[]
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// into temp
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for (var i = 0; i < rotateAmount; i++) {
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temp[k] = arr[i];
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k++;
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}
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// Copying the elements of temp[] in arr[]
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// to get the final rotated array
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for (var i = 0; i < length; i++) {
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arr[i] = temp[i];
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}
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}
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function matRot(matrix, columnOrRow, rowIndex, rotateAmount){
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// Storing rotated version of array
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var temp = new Int32Array(4);
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if(columnOrRow != 0){
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for(var i = 0; i < 4; i++){
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temp[i] = matrix[rowIndex * 4 + i];
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}
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vecRot(temp, rotateAmount, 4);
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for(var i = 0; i < 4; i++){
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matrix[rowIndex * 4 + i] = temp[i];
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}
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}else{
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for(var i = 0; i < 4; i++){
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temp[i] = matrix[i * 4 + rowIndex];
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}
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vecRot(temp, rotateAmount, 4);
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for(var i = 0; i < 4; i++){
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matrix[i * 4 + rowIndex] = temp[i];
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}
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}
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}
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isMouseDown = false;
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var rotateAmount = Math.round(-dispositionInformation[2] / 64);
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rotateAmount = iMod(rotateAmount, 4);
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matRot(fieldElements, dispositionInformation[0], dispositionInformation[1], rotateAmount);
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dispositionInformation[0] = 0;
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dispositionInformation[1] = 0;
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dispositionInformation[2] = 0;
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}
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canvas.addEventListener('mousemove', onMouseMove);
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canvas.addEventListener('mousedown', onMouseDown);
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canvas.addEventListener('mouseup', onMouseUp);
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canvas.addEventListener('touchmove', onMouseMove);
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canvas.addEventListener('touchstart', onMouseDown);
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canvas.addEventListener('touchend', onMouseUp);
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}
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function cleanup() {
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gl.useProgram(null);
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if (buffer)
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gl.deleteBuffer(buffer);
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if (program)
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gl.deleteProgram(program);
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}
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function getRenderingContext() {
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var canvas = document.getElementById("canvas");
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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var gl = canvas.getContext("webgl2")
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if(gl == null){
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gl = canvas.getContext("experimental-webgl");
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}
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if (gl == null) {
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return null;
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}
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//gl.viewport(0, 0);
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//gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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//gl.clipControl(gl.UPPER_LEFT, gl.ZERO_TO_ONE)
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return gl;
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2023-12-24 14:33:40 +01:00
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}
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