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Canvas modifications

Hello,
My name is Bob and I have no experience in working with web technologies,altough I have a task to do and I could only do it using HTML and JavaScript.
Basically I need to create a dynamic fluid.I manage to do that using the Navier Stokes equations,but those equations didn’t tell me how to adjust my canvas and to modify the colors inside my canvas.

What I want to acomplish is to set my canvas fullscreen and the colors inside that canvas to be random at each touch.How in the world I do that?

P.S. I am a java and C Sharp developer,so please have mercy ?
Thank you and here is the code.I’ll post the rest of the code in the comments,due to length restriction.

to post a comment
JavaScript

4 Comments(s)

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@NotAWebDevelopeauthorAug 21.2015 — <!DOCTYPE html>

<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">

<meta charset="utf-8">

<style>

body {

background: #333333;

color: transparent;

font-family: Helvetica;

}

</style>
<script src="./scripturi/pressure.js"></script>
<script src="./scripturi/pressure-display.js"></script>
<script>
onmouseup = function() { mouseIsDown = false; }
function log(message) {

}
var frames = 0;
var force = 5;
var source = 100;
var sources = [];
var omx, omy;
var mx, my;
var mouseIsDown = false;
var res;
var displaySize = 512;
var fieldRes;
var canvas;
function prepareFrame(field)
{
var canvas = document.getElementById("canvas");

if ((omx >= 0 && omx < displaySize && omy >= 0 && omy < displaySize) && mouseIsDown) {
var dx = mx - omx;
var dy = my - omy;
var length = (Math.sqrt(dx * dx + dy * dy) + 0.5) | 0;
if (length < 1) length = 1;
for (var i = 0; i < length; i++) {
var x = (((omx + dx * (i / length)) / displaySize) * field.width()) | 0
var y = (((omy + dy * (i / length)) / displaySize) * field.height()) | 0;
field.setVelocity(x, y, dx, dy);
field.setDensity(x, y, 70);
}
omx = mx;
omy = my;
}
for (var i = 0; i < sources.length; i++) {
var x = ((sources[i][0] / displaySize) * field.width()) | 0;
var y = ((sources[i][1] / displaySize) * field.height()) | 0;
field.setDensity(x, y, 50);
}
}
var running = false;
function stopAnimation() {
running = false;
clearTimeout(interval);
}
function startAnimation() {
if (running)
return;
running=true;
interval = setTimeout(updateFrame, 10);
}
var start = new Date;
var frames = 0;
function updateFrame() {
field.update();
var end = new Date;
frames++;
if ((end - start) > 1000) {
log("FPS: " + ((1000*frames/(end - start) + 0.5)|0));
start = end;
frames=0;
}
if (running)
interval = setTimeout(updateFrame, 10);
}
var options = {};
try {
options = JSON.parse(location.search.substring(1));
} catch(e) {
}
window.onload=function(){
canvas = document.getElementById("canvas");
field = new FluidField(canvas);
document.getElementById("iterations").value = 20;
res = document.getElementById("resolution");
// res.value = options.res || "64";
field.setUICallback(prepareFrame);

updateRes = function() {

canvas.width = 96;
canvas.height = 96;
fieldRes = 96;
field.setResolution(96, 96);
field.setIterations(25);
}
updateRes();
function getTopLeftOfElement(element) {
var top = 0;
var left = 0;
do {
top += element.offsetTop;
left += element.offsetLeft;
} while(element = element.offsetParent);
return {left: left, top: top};
}

canvas.onmousedown = function(event) {
var o = getTopLeftOfElement(canvas);
omx = mx = event.clientX - o.left;
omy = my = event.clientY - o.top;

if (!event.altKey && event.button == 0)
mouseIsDown = true;
else
sources.push([mx, my]);
event.preventDefault();
return false;
}
canvas.onmousemove = function(event) {
var o = getTopLeftOfElement(canvas);
mx = event.clientX - o.left;
my = event.clientY - o.top;
}
field.setDisplayFunction(toggleDisplayFunction(canvas));
startAnimation();
}
</script>
</head>
<body>

<table style="width: 100%;">
<tbody><tr>
<td style="text-align: center">
</td>
</tr>
</tbody></table>
<table style="width: 100%;">
<tbody><tr>
<td>
<canvas id="canvas" style="width: 512px; height: 512px;" width="64" height="64"></canvas>
</td>
<td>

<ul>
<li></li>
<li></li>
</ul>
<div id="log"></div>

<input id="iterations" type="hidden" min="1" max="75"/><br>

</td>
</tr>
</tbody></table>


</body></html>
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@NotAWebDevelopeauthorAug 21.2015 — function FluidField(canvas) {

function addFields(x, s, dt)

{

for (var i=0; i<size ; i++ ) x[i] += dt*s[i];

}



function set_bnd(b, x)
{
if (b===1) {
for (var i = 1; i <= width; i++) {
x[i] = x[i + rowSize];
x[i + (height+1) *rowSize] = x[i + height * rowSize];
}

for (var j = 1; i <= height; i++) {
x[j * rowSize] = -x[1 + j * rowSize];
x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
}
} else if (b === 2) {
for (var i = 1; i <= width; i++) {
x[i] = -x[i + rowSize];
x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
}

for (var j = 1; j <= height; j++) {
x[j * rowSize] = x[1 + j * rowSize];
x[(width + 1) + j * rowSize] = x[width + j * rowSize];
}
} else {
for (var i = 1; i <= width; i++) {
x[i] = x[i + rowSize];
x[i + (height + 1) * rowSize] = x[i + height * rowSize];
}

for (var j = 1; j <= height; j++) {
x[j * rowSize] = x[1 + j * rowSize];
x[(width + 1) + j * rowSize] = x[width + j * rowSize];
}
}
var maxEdge = (height + 1) * rowSize;
x[0] = 0.5 * (x[1] + x[rowSize]);
x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]);
x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
}

function lin_solve(b, x, x0, a, c)
{
if (a === 0 && c === 1) {
for (var j=1 ; j<=height; j++) {
var currentRow = j * rowSize;
++currentRow;
for (var i = 0; i < width; i++) {
x[currentRow] = x0[currentRow];
++currentRow;
}
}
set_bnd(b, x);
} else {
var invC = 1 / c;
for (var k=0 ; k<iterations; k++) {
for (var j=1 ; j<=height; j++) {
var lastRow = (j - 1) * rowSize;
var currentRow = j * rowSize;
var nextRow = (j + 1) * rowSize;
var lastX = x[currentRow];
++currentRow;
for (var i=1; i<=width; i++)
lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
}
set_bnd(b, x);
}
}
}

function diffuse(b, x, x0, dt)
{
var a = 0;
lin_solve(b, x, x0, a, 1 + 3*a);
}

function lin_solve2(x, x0, y, y0, a, c)
{
if (a === 0 && c === 1) {
for (var j=1 ; j <= height; j++) {
var currentRow = j * rowSize;
++currentRow;
for (var i = 0; i < width; i++) {
x[currentRow] = x0[currentRow];
y[currentRow] = y0[currentRow];
++currentRow;
}
}
set_bnd(1, x);
set_bnd(2, y);
} else {
var invC = 1/c;
for (var k=0 ; k<iterations; k++) {
for (var j=1 ; j <= height; j++) {
var lastRow = (j - 1) * rowSize;
var currentRow = j * rowSize;
var nextRow = (j + 1) * rowSize;
var lastX = x[currentRow];
var lastY = y[currentRow];
++currentRow;
for (var i = 1; i <= width; i++) {
lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
}
}
set_bnd(1, x);
set_bnd(2, y);
}
}
}

function diffuse2(x, x0, y, y0, dt)
{
var a = 0;
lin_solve2(x, x0, y, y0, a, 1 + 3 * a);
}

function advect(b, d, d0, u, v, dt)
{
var Wdt0 = dt * width;
var Hdt0 = dt * height;
var Wp5 = width + 0.5;
var Hp5 = height + 0.5;
for (var j = 1; j<= height; j++) {
var pos = j * rowSize;
for (var i = 1; i <= width; i++) {
var x = i - Wdt0 * u[++pos];
var y = j - Hdt0 * v[pos];
if (x < 0.5)
x = 0.5;
else if (x > Wp5)
x = Wp5;
var i0 = x | 0;
var i1 = i0 + 1;
if (y < 0.5)
y = 0.5;
else if (y > Hp5)
y = Hp5;
var j0 = y | 0;
var j1 = j0 + 1;
var s1 = x - i0;
var s0 = 1 - s1;
var t1 = y - j0;
var t0 = 1 - t1;
var row1 = j0 * rowSize;
var row2 = j1 * rowSize;
d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
}
}
set_bnd(b, d);
}

function project(u, v, p, div)
{
var h = -0.5 / Math.sqrt(width * height);
for (var j = 1 ; j <= height; j++ ) {
var row = j * rowSize;
var previousRow = (j - 1) * rowSize;
var prevValue = row - 1;
var currentRow = row;
var nextValue = row + 1;
var nextRow = (j + 1) * rowSize;
for (var i = 1; i <= width; i++ ) {
div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
p[currentRow] = 0;
}
}
set_bnd(0, div);
set_bnd(0, p);

lin_solve(0, p, div, 1, 4 );
var wScale = 0.5 * width;
var hScale = 0.5 * height;
for (var j = 1; j<= height; j++ ) {
var prevPos = j * rowSize - 1;
var currentPos = j * rowSize;
var nextPos = j * rowSize + 1;
var prevRow = (j - 1) * rowSize;
var currentRow = j * rowSize;
var nextRow = (j + 1) * rowSize;

for (var i = 1; i<= width; i++) {
u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]);
}
}
set_bnd(1, u);
set_bnd(2, v);
}

function dens_step(x, x0, u, v, dt)
{
addFields(x, x0, dt);
diffuse(0, x0, x, dt );
advect(0, x, x0, u, v, dt );
}

function vel_step(u, v, u0, v0, dt)
{
addFields(u, u0, dt );
addFields(v, v0, dt );
var temp = u0; u0 = u; u = temp;
var temp = v0; v0 = v; v = temp;
diffuse2(u,u0,v,v0, dt);
project(u, v, u0, v0);
var temp = u0; u0 = u; u = temp;
var temp = v0; v0 = v; v = temp;
advect(1, u, u0, u0, v0, dt);
advect(2, v, v0, u0, v0, dt);
project(u, v, u0, v0 );
}
var uiCallback = function(d,u,v) {};

function Field(dens, u, v) {

this.setDensity = function(x, y, d) {
dens[(x + 1) + (y + 1) * rowSize] = d;
}
this.getDensity = function(x, y) {
return dens[(x + 1) + (y + 1) * rowSize];
}
this.setVelocity = function(x, y, xv, yv) {
u[(x + 1) + (y + 1) * rowSize] = xv;
v[(x + 1) + (y + 1) * rowSize] = yv;
}
this.getXVelocity = function(x, y) {
return u[(x + 1) + (y + 1) * rowSize];
}
this.getYVelocity = function(x, y) {
return v[(x + 1) + (y + 1) * rowSize];
}
this.width = function() { return width; }
this.height = function() { return height; }
}
function queryUI(d, u, v)
{
for (var i = 0; i < size; i++)
u[i] = v[i] = d[i] = 0.0;
uiCallback(new Field(d, u, v));
}

this.update = function () {
queryUI(dens_prev, u_prev, v_prev);
vel_step(u, v, u_prev, v_prev, dt);
dens_step(dens, dens_prev, u, v, dt);
displayFunc(new Field(dens, u, v));
}
this.setDisplayFunction = function(func) {
displayFunc = func;
}

this.iterations = function() { return iterations; }
this.setIterations = function(iters) {
if (iters > 0 && iters <= 100)
iterations = iters;
}
this.setUICallback = function(callback) {
uiCallback = callback;
}
var iterations = 10;
var visc = 0.5;
var dt = 0.1;
var dens;
var dens_prev;
var u;
var u_prev;
var v;
var v_prev;
var width;
var height;
var rowSize;
var size;
var displayFunc;
function reset()
{
rowSize = width + 2;
size = (width+2)*(height+2);
dens = new Array(size);
dens_prev = new Array(size);
u = new Array(size);
u_prev = new Array(size);
v = new Array(size);
v_prev = new Array(size);
for (var i = 0; i < size; i++)
dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
}
this.reset = reset;
this.setResolution = function (hRes, wRes)
{
var res = wRes * hRes;
if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
width = wRes;
height = hRes;
reset();
return true;
}
return false;
}
this.setResolution(128, 128);

}
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@NotAWebDevelopeauthorAug 21.2015 — if (this.CanvasRenderingContext2D && !CanvasRenderingContext2D.createImageData) {

CanvasRenderingContext2D.prototype.createImageData = function (w,h) {

return this.getImageData(0,0,w,h);

}

}

(function () {

var buffer;

var bufferData;

var canvas;

var clampData = false;

function prepareBuffer(field) {

canvas = canvas || document.getElementById("canvas");

if (buffer && buffer.width == field.width() && buffer.height == field.height())

return;

buffer = document.createElement("canvas");

buffer.width = field.width();

buffer.height = field.height();

var context = buffer.getContext("2d");

try {

bufferData = context.createImageData(field.width(), field.height());

} catch(e) {

return null;

}

if (!bufferData)

return null;

var max = field.width() * field.height() * 4;

for (var i=3; i<max; i+=4)

bufferData.data[i] = 255;

bufferData.data[0] = 256;

if (bufferData.data[0] > 255)

clampData = true;

bufferData.data[0] = 0;

}



function displayDensity(field) {
prepareBuffer(field);
var context = canvas.getContext("2d");
var width = field.width();
var height = field.height();

if (bufferData) {
var data = bufferData.data;
var dlength = data.length;
var j = -3;
if (clampData) {
for (var x = 0; x < width; x++) {
for (var y = 0; y < height; y++) {
var d = field.getDensity(x, y) * 255 / 5;
d = d | 0;
if (d > 255)
d = 255;
data[3*(y * height + x) + 1] = d;
}
}
} else {
for (var x = 0; x < width; x++) {
for (var y = 0; y < height; y++)
data[4*(y * height + x) + 1] = field.getDensity(x, y) * 255 / 5;
}
}
context.putImageData(bufferData, 0, 0);
} else {
for (var x = 0; x < width; x++) {
for (var y = 0; y < height; y++) {
var d = field.getDensity(x, y) / 5;
context.setFillColor(1, d, 1, 1);
context.fillRect(x, y, 1, 1);
}
}
}
}

function displayVelocity(field) {
var context = canvas.getContext("2d");
context.save();
context.lineWidth=1;
var wScale = canvas.width / field.width();
var hScale = canvas.height / field.height();
context.fillStyle="blur";
context.fillRect(0, 0, canvas.width, canvas.height);
context.strokeStyle = "rgb(0,255,0)";
var vectorScale = 10;
context.beginPath();
for (var x = 0; x < field.width(); x++) {
for (var y = 0; y < field.height(); y++) {
context.moveTo(x * wScale + 0.5 * wScale, y * hScale + 0.5 * hScale);
context.lineTo((x + 0.5 + vectorScale * field.getXVelocity(x, y)) * wScale,
(y + 0.5 + vectorScale * field.getYVelocity(x, y)) * hScale);
}
}
context.stroke();
context.restore();
}
var showVectors = false;
toggleDisplayFunction = function(canvas) {
if (showVectors) {
showVectors = false;
canvas.width = displaySize;
canvas.height = displaySize;
return displayVelocity;
}
showVectors = true;
canvas.width = fieldRes;
canvas.height = fieldRes;
return displayDensity;
}

})();
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@SempervivumAug 21.2015 — When you google for "javascript fullsreen" you will find, e. g., this:

https://developer.mozilla.org/en-US/docs/Web/Guide/API/DOM/Using_full_screen_mode

And to make random colors the javascript function Math.random() may help you:

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random

Your complete code is too much for me to read, sorry.
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