Added colouring
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vendored
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vendored
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@ -1 +1,2 @@
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.vs
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.vscode
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@ -87,6 +87,10 @@
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So this widget just plots the radius of the complex number. Think of complex numbers as points in 2D space. I plot the distance
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of that point from the origin.
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</p>
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<p>
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Since this function can also return negative values, it is common to plot the absolute value, and colour regions according to their sign.
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Here, green represents non-negative values and red represents negative values.
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</p>
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<br>
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<br>
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<table>
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@ -46,7 +46,9 @@ function createModel()
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{
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for(var phi = -Math.PI; phi <= Math.PI; phi += stepSize)
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{
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var length = Math.abs(Y(l, m, theta, phi));
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var length = Y(l, m, theta, phi);
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var sign = Math.abs(length) / length;
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length *= sign;
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var x = length * Math.sin(theta) * Math.cos(phi);
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var y = length * Math.sin(theta) * Math.sin(phi);
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@ -55,6 +57,10 @@ function createModel()
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vertices.push(x);
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vertices.push(y);
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vertices.push(z);
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vertices.push((sign >= 0) ? 0.0 : 1.0);
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vertices.push((sign >= 0) ? 1.0 : 0.0);
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vertices.push(0.0);
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}
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}
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@ -70,28 +76,38 @@ createModel();
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var vertCode =
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'attribute vec3 coordinates;' +
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'attribute vec3 color;' +
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'uniform mat4 uModelMatrix;' +
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'uniform mat4 uModelViewMatrix;' +
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'uniform mat4 uProjectionMatrix;' +
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'varying vec3 fColor;' +
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'void main(void) {' +
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' gl_Position = uProjectionMatrix * uModelViewMatrix * uModelMatrix * vec4(coordinates, 1.0);' +
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' gl_PointSize = 1.0;' +
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' fColor = color;' +
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'}';
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var vertShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertShader, vertCode);
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gl.compileShader(vertShader);
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var error = gl.getShaderInfoLog(vertShader);
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console.log(error);
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var fragCode =
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'void main(void) {' + 'gl_FragColor = vec4(0.2, 0.9, 0.2, 1.0);' + '}';
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'varying mediump vec3 fColor; ' +
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'void main(void) {' + 'gl_FragColor = vec4(fColor, 1.0);' + '}';
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var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragShader, fragCode);
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gl.compileShader(fragShader);
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error = gl.getShaderInfoLog(fragShader);
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console.log(error);
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var shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertShader);
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gl.attachShader(shaderProgram, fragShader);
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gl.linkProgram(shaderProgram);
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error = gl.getProgramInfoLog(shaderProgram);
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console.log(error);
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var modelMat = mat4.create()
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mat4.rotate(modelMat, modelMat, Math.PI / 2, [1.0, 0.0, 0]);
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@ -99,6 +115,7 @@ mat4.rotate(modelMat, modelMat, Math.PI / 2, [1.0, 0.0, 0]);
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var viewMat = mat4.create();
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mat4.translate(viewMat, viewMat, [0.0, 0.0, -3.0]);
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function drawScene()
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{
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gl.clearColor(0, 0, 0, 1);
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@ -124,11 +141,15 @@ function drawScene()
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gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uModelMatrix"), false, modelMat);
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gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uModelViewMatrix"), false, viewMat);
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gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uProjectionMatrix"), false, projMat);
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var coord = gl.getAttribLocation(shaderProgram, "coordinates");
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gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
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var color = gl.getAttribLocation(shaderProgram, "color")
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gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 6 * 4, 0);
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gl.enableVertexAttribArray(coord);
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gl.vertexAttribPointer(color, 3, gl.FLOAT, false, 6 * 4, 3 * 4);
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gl.enableVertexAttribArray(color);
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gl.viewport(0,0, gl.canvas.width, gl.canvas.height);
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gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
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