#include #ifdef __EMSCRIPTEN__ #include #endif #define GLFW_INCLUDE_ES3 #include #include #include "imgui.h" #include "imgui_impl_opengl3.h" #include "imgui_impl_glfw.h" #ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS #define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS #endif #include "implot.h" #include #include //======= Woods-Saxon Library #include "RK4.h" #include "WS.h" const int nPt = 300; static float xValues[nPt]; static float WSCValues[nPt]; static float WSSOValues[nPt]; static int selected = -1; static float Energy[nPt]; static vector wfr; static vector> wf; static vector energies; static vector orbString; GLFWwindow* g_window; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); int g_width; int g_height; // Function used by c++ to get the size of the html canvas EM_JS(int, canvas_get_width, (), { return Module.canvas.width; }); // Function used by c++ to get the size of the html canvas EM_JS(int, canvas_get_height, (), { return Module.canvas.height; }); // Function called by javascript EM_JS(void, resizeCanvas, (), { js_resizeCanvas(); }); void on_size_changed(){ glfwSetWindowSize(g_window, g_width, g_height); ImGui::SetCurrentContext(ImGui::GetCurrentContext()); } void loop(){ int width = canvas_get_width(); int height = canvas_get_height(); if (width != g_width || height != g_height){ g_width = width; g_height = height; on_size_changed(); } glfwPollEvents(); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); // Debug Window { ImGui::SetNextWindowSize(ImVec2(400, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(1000, 100), ImGuiCond_FirstUseEver); ImGui::Begin("Debug"); ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) ImGui::ColorEdit3("bg color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } // // // Demo Window // if (true){ // ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! // ImGui::ShowDemoWindow(); // } // Woods-Saxon window { ImGui::SetNextWindowSize(ImVec2(1000, 1000), ImGuiCond_FirstUseEver); static float V0 = -45, R0 = 3.5, a0 = 0.6; static float VSO = 28, RSO = 3.5, aSO = 0.6; static int Z = 0, nStep = 300; static float Rc = 3.5, dr = 0.1; ImGui::Begin("Woods-Saxon Calculation"); ImGui::SliderFloat("V0 [MeV]", &V0, -100, 0); ImGui::SliderFloat("R0 [fm]", &R0, 1, 10); ImGui::SliderFloat("a0 [fm]", &a0, 0.1, 2); ImGui::SliderFloat("VSO [MeV]", &VSO, 0, 40); ImGui::SliderFloat("RSO [fm]", &RSO, 1, 10); ImGui::SliderFloat("aSO [fm]", &aSO, 0.1, 2); ImGui::SliderInt("Z ", &Z, 0, 100); ImGui::SliderFloat("Rc [fm] ", &Rc, 1, 10); ImGui::SliderInt("nStep", &nStep, 100, 400); ImGui::SliderFloat("dr [fm]", &dr, 0.01, 1); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(30, 10)); if( ImGui::Button("Cal WS Level") ){ WoodsSaxon ws; if( Z == 0 ) { ws.SetNucleus(1,1); ws.IsNeutron(); }else{ ws.SetNucleus(1, Z); ws.IsProton(); ws.SetRc(Rc); } ws.SetV0( V0 ); ws.SetR0( R0 ); ws.Seta0( a0 ); ws.SetVSO( VSO ); ws.SetRSO( RSO ); ws.SetaSO( aSO ); ws.SetRange2(0.0001, dr, nStep); ws.CalWSEnergies(false, 7, 100, 1e-7, 50, 0.2, false); float dx = nStep * dr / nPt; wfr.clear(); for( int i = 0; i < nPt; i ++){ float r = i * dx; xValues[i] = r; WSCValues[i] = V0/(1 + exp(( r - R0)/a0)); WSSOValues[i] = VSO * exp((r-RSO)/aSO) / pow(1+exp((r-RSO)/aSO), 2) / aSO/ r ; wfr.push_back(dr*i); } wf.clear(); for( int i = 0; i < ws.orbString.size(); i++){ wf.push_back(ws.CalWaveFunction(i, abs(V0)/2, ws.energy[i])); } selected = -1; energies.clear(); orbString.clear(); energies = ws.energy; orbString = ws.orbString; //ws.PrintEnergyLevels(); } ImGui::PopStyleVar(); if( ImGui::TreeNode("WS Energy Levels:") ){ for( int i = 0; i < energies.size(); i++){ char buf[32]; sprintf(buf, "%24.12f MeV %s", energies[i],orbString[i].c_str()); if( ImGui::Selectable(buf, selected == i) ) selected = i; //ImGui::Text("%12.5f MeV %s", ws.energy[i], ws.orbString[i].c_str()); } ImGui::TreePop(); } if( ImPlot::BeginPlot("Plot") ){ ImPlot::SetupLegend(ImPlotLocation_SouthEast); ImPlot::SetupAxes("r [fm]"," Energy [MeV]"); ImPlot::SetupAxesLimits(0, 10, floor(V0*1.1), 1); ImPlot::SetupAxisLimitsConstraints(ImAxis_X1, 0, 30); ImPlot::PlotLine("Central", xValues, WSCValues, nPt); ImPlot::PlotLine("S-O", xValues, WSSOValues, nPt); if( selected >= 0 ){ for( int i = 0; i < nPt; i ++) Energy[i] = energies[selected]; ImPlot::PlotLine(orbString[selected].c_str(), xValues, Energy, nPt); const double * haha = wf[selected].data(); const double * kaka = wfr.data(); ImPlot::PlotLine("WF", kaka, haha, wfr.size()); } ImPlot::EndPlot(); } ImGui::End(); } ImGui::Render(); int display_w, display_h; glfwMakeContextCurrent(g_window); glfwGetFramebufferSize(g_window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwMakeContextCurrent(g_window); } //^ ######################################################### int init_gl(){ if( !glfwInit() ){ fprintf( stderr, "Failed to initialize GLFW\n" ); return 1; } glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL // Open a window and create its OpenGL context int canvasWidth = g_width; int canvasHeight = g_height; g_window = glfwCreateWindow(canvasWidth, canvasHeight, "WebGui Demo", NULL, NULL); if( g_window == NULL ){ fprintf( stderr, "Failed to open GLFW window.\n" ); glfwTerminate(); return -1; } glfwMakeContextCurrent(g_window); // Initialize GLEW return 0; } int init_imgui(){ // Setup Dear ImGui binding IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui_ImplGlfw_InitForOpenGL(g_window, true); ImGui_ImplOpenGL3_Init(); ImPlot::CreateContext(); // Setup style //ImGui::StyleColorsDark(); ImGui::StyleColorsLight(); ImGuiIO& io = ImGui::GetIO(); resizeCanvas(); for( int i = 0; i < nPt; i++){ xValues[i] = 0; WSCValues[i] = 0; } return 0; } int init(){ init_gl(); init_imgui(); return 0; } void quit(){ glfwTerminate(); } extern "C" int main(int argc, char** argv){ g_width = canvas_get_width(); g_height = canvas_get_height(); if (init() != 0) return 1; #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(loop, 0, 1); #endif quit(); return 0; }