Added colouring

This commit is contained in:
Robert 2020-09-27 14:49:01 +02:00
parent 74cc16008e
commit 9f7f5127a0
3 changed files with 31 additions and 5 deletions

1
.gitignore vendored
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@ -1 +1,2 @@
.vs
.vscode

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@ -87,6 +87,10 @@
So this widget just plots the radius of the complex number. Think of complex numbers as points in 2D space. I plot the distance
of that point from the origin.
</p>
<p>
Since this function can also return negative values, it is common to plot the absolute value, and colour regions according to their sign.
Here, green represents non-negative values and red represents negative values.
</p>
<br>
<br>
<table>

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@ -46,7 +46,9 @@ function createModel()
{
for(var phi = -Math.PI; phi <= Math.PI; phi += stepSize)
{
var length = Math.abs(Y(l, m, theta, phi));
var length = Y(l, m, theta, phi);
var sign = Math.abs(length) / length;
length *= sign;
var x = length * Math.sin(theta) * Math.cos(phi);
var y = length * Math.sin(theta) * Math.sin(phi);
@ -55,6 +57,10 @@ function createModel()
vertices.push(x);
vertices.push(y);
vertices.push(z);
vertices.push((sign >= 0) ? 0.0 : 1.0);
vertices.push((sign >= 0) ? 1.0 : 0.0);
vertices.push(0.0);
}
}
@ -70,28 +76,38 @@ createModel();
var vertCode =
'attribute vec3 coordinates;' +
'attribute vec3 color;' +
'uniform mat4 uModelMatrix;' +
'uniform mat4 uModelViewMatrix;' +
'uniform mat4 uProjectionMatrix;' +
'varying vec3 fColor;' +
'void main(void) {' +
' gl_Position = uProjectionMatrix * uModelViewMatrix * uModelMatrix * vec4(coordinates, 1.0);' +
' gl_PointSize = 1.0;' +
' fColor = color;' +
'}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var error = gl.getShaderInfoLog(vertShader);
console.log(error);
var fragCode =
'void main(void) {' + 'gl_FragColor = vec4(0.2, 0.9, 0.2, 1.0);' + '}';
'varying mediump vec3 fColor; ' +
'void main(void) {' + 'gl_FragColor = vec4(fColor, 1.0);' + '}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
error = gl.getShaderInfoLog(fragShader);
console.log(error);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
error = gl.getProgramInfoLog(shaderProgram);
console.log(error);
var modelMat = mat4.create()
mat4.rotate(modelMat, modelMat, Math.PI / 2, [1.0, 0.0, 0]);
@ -99,6 +115,7 @@ mat4.rotate(modelMat, modelMat, Math.PI / 2, [1.0, 0.0, 0]);
var viewMat = mat4.create();
mat4.translate(viewMat, viewMat, [0.0, 0.0, -3.0]);
function drawScene()
{
gl.clearColor(0, 0, 0, 1);
@ -126,10 +143,14 @@ function drawScene()
gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uProjectionMatrix"), false, projMat);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
var color = gl.getAttribLocation(shaderProgram, "color")
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 6 * 4, 0);
gl.enableVertexAttribArray(coord);
gl.vertexAttribPointer(color, 3, gl.FLOAT, false, 6 * 4, 3 * 4);
gl.enableVertexAttribArray(color);
gl.viewport(0,0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
}