diff --git a/LDR_RGB1_0.png b/LDR_RGB1_0.png new file mode 100755 index 0000000..685f0e5 Binary files /dev/null and b/LDR_RGB1_0.png differ diff --git a/script.js b/script.js index 626d9db..f58115e 100644 --- a/script.js +++ b/script.js @@ -17,7 +17,13 @@ let config = { COLORFUL: true, PAUSED: false, BACK_COLOR: { r: 0, g: 0, b: 0 }, - TRANSPARENT: false + TRANSPARENT: false, + BLOOM: true, + BLOOM_ITERATIONS: 8, + BLOOM_RESOLUTION: 256, + BLOOM_INTENSITY: 0.8, + BLOOM_THRESHOLD: 0.6, + BLOOM_SOFT_KNEE: 0.7 } function pointerPrototype () { @@ -33,6 +39,7 @@ function pointerPrototype () { let pointers = []; let splatStack = []; +let bloomFramebuffers = []; pointers.push(new pointerPrototype()); const { gl, ext } = getWebGLContext(canvas); @@ -40,7 +47,10 @@ const { gl, ext } = getWebGLContext(canvas); if (isMobile()) config.SHADING = false; if (!ext.supportLinearFiltering) +{ config.SHADING = false; + config.BLOOM = false; +} startGUI(); @@ -146,7 +156,6 @@ function startGUI () { gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion'); gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion'); gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion'); - // gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations'); gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); gui.add(config, 'SHADING').name('shading'); @@ -157,6 +166,11 @@ function startGUI () { splatStack.push(parseInt(Math.random() * 20) + 5); } }, 'fun').name('Random splats'); + let bloomFolder = gui.addFolder('Bloom'); + bloomFolder.add(config, 'BLOOM').name('enabled'); + bloomFolder.add(config, 'BLOOM_INTENSITY', 0.1, 2.0).name('intensity'); + bloomFolder.add(config, 'BLOOM_THRESHOLD', 0.0, 1.0).name('threshold'); + let captureFolder = gui.addFolder('Capture'); captureFolder.addColor(config, 'BACK_COLOR').name('background color'); captureFolder.add(config, 'TRANSPARENT').name('transparent'); @@ -173,8 +187,8 @@ function startGUI () { githubIcon.className = 'icon github'; let twitter = gui.add({ fun : () => { - window.open('https://twitter.com/PavelDoGreat'); ga('send', 'event', 'link button', 'twitter'); + window.open('https://twitter.com/PavelDoGreat'); } }, 'fun').name('Twitter'); twitter.__li.className = 'cr function bigFont'; twitter.__li.style.borderLeft = '3px solid #8C8C8C'; @@ -183,8 +197,8 @@ function startGUI () { twitterIcon.className = 'icon twitter'; let discord = gui.add({ fun : () => { - window.open('https://discordapp.com/invite/CeqZDDE'); ga('send', 'event', 'link button', 'discord'); + window.open('https://discordapp.com/invite/CeqZDDE'); } }, 'fun').name('Discord'); discord.__li.className = 'cr function bigFont'; discord.__li.style.borderLeft = '3px solid #8C8C8C'; @@ -193,8 +207,8 @@ function startGUI () { discordIcon.className = 'icon discord'; let app = gui.add({ fun : () => { - window.open('http://onelink.to/5b58bn'); ga('send', 'event', 'link button', 'app'); + window.open('http://onelink.to/5b58bn'); } }, 'fun').name('Check out new improved version'); app.__li.className = 'cr function appBigFont'; app.__li.style.borderLeft = '3px solid #00FF7F'; @@ -375,6 +389,29 @@ const displayShader = compileShader(gl.FRAGMENT_SHADER, ` } `); +const displayBloomShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform sampler2D uBloom; + uniform sampler2D uDithering; + uniform vec2 ditherScale; + + void main () { + vec3 C = texture2D(uTexture, vUv).rgb; + vec3 bloom = texture2D(uBloom, vUv).rgb; + vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb; + noise = noise * 2.0 - 1.0; + bloom += noise / 255.0; + bloom = pow(bloom.rgb, vec3(1.0 / 2.2)); + C += bloom; + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; @@ -408,6 +445,111 @@ const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, ` } `); +const displayBloomShadingShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + + varying vec2 vUv; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + uniform sampler2D uBloom; + uniform sampler2D uDithering; + uniform vec2 ditherScale; + uniform vec2 texelSize; + + void main () { + vec3 L = texture2D(uTexture, vL).rgb; + vec3 R = texture2D(uTexture, vR).rgb; + vec3 T = texture2D(uTexture, vT).rgb; + vec3 B = texture2D(uTexture, vB).rgb; + vec3 C = texture2D(uTexture, vUv).rgb; + + float dx = length(R) - length(L); + float dy = length(T) - length(B); + + vec3 n = normalize(vec3(dx, dy, length(texelSize))); + vec3 l = vec3(0.0, 0.0, 1.0); + + float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); + C *= diffuse; + + vec3 bloom = texture2D(uBloom, vUv).rgb; + vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb; + noise = noise * 2.0 - 1.0; + bloom += noise / 255.0; + bloom = pow(bloom.rgb, vec3(1.0 / 2.2)); + C += bloom; + + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + +const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform vec3 curve; + uniform float threshold; + + void main () { + vec3 c = texture2D(uTexture, vUv).rgb; + float br = max(c.r, max(c.g, c.b)); + float rq = clamp(br - curve.x, 0.0, curve.y); + rq = curve.z * rq * rq; + c *= max(rq, br - threshold) / max(br, 0.0001); + gl_FragColor = vec4(c, 0.0); + } +`); + +const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum; + } +`); + +const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + uniform float intensity; + + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum * intensity; + } +`); + const splatShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; @@ -642,19 +784,27 @@ let velocity; let divergence; let curl; let pressure; +let bloom; -const clearProgram = new GLProgram(baseVertexShader, clearShader); -const colorProgram = new GLProgram(baseVertexShader, colorShader); -const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader); -const displayProgram = new GLProgram(baseVertexShader, displayShader); -const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); -const splatProgram = new GLProgram(baseVertexShader, splatShader); -const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); -const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); -const curlProgram = new GLProgram(baseVertexShader, curlShader); -const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); -const pressureProgram = new GLProgram(baseVertexShader, pressureShader); -const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); +let ditheringTexture = createTextureAsync('LDR_RGB1_0.png'); + +const clearProgram = new GLProgram(baseVertexShader, clearShader); +const colorProgram = new GLProgram(baseVertexShader, colorShader); +const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader); +const displayProgram = new GLProgram(baseVertexShader, displayShader); +const displayBloomProgram = new GLProgram(baseVertexShader, displayBloomShader); +const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); +const displayBloomShadingProgram = new GLProgram(baseVertexShader, displayBloomShadingShader); +const bloomPrefilterProgram = new GLProgram(baseVertexShader, bloomPrefilterShader); +const bloomBlurProgram = new GLProgram(baseVertexShader, bloomBlurShader); +const bloomFinalProgram = new GLProgram(baseVertexShader, bloomFinalShader); +const splatProgram = new GLProgram(baseVertexShader, splatShader); +const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); +const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); +const curlProgram = new GLProgram(baseVertexShader, curlShader); +const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); +const pressureProgram = new GLProgram(baseVertexShader, pressureShader); +const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function initFramebuffers () { let simRes = getResolution(config.SIM_RESOLUTION); @@ -669,30 +819,49 @@ function initFramebuffers () { const rgba = ext.formatRGBA; const rg = ext.formatRG; const r = ext.formatR; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; - density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); - velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); - divergence = createFBO (4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); - curl = createFBO (5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); - pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); -} - -function getResolution (resolution) { - let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; - if (aspectRatio < 1) - aspectRatio = 1.0 / aspectRatio; - - let max = Math.round(resolution * aspectRatio); - let min = Math.round(resolution); - - if (gl.drawingBufferWidth > gl.drawingBufferHeight) - return { width: max, height: min }; + if (density == null) + density = createDoubleFBO(dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, filtering); else - return { width: min, height: max }; + density = resizeDoubleFBO(density, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, filtering); + + if (velocity == null) + velocity = createDoubleFBO(simWidth, simHeight, rg.internalFormat, rg.format, texType, filtering); + else + velocity = resizeDoubleFBO(velocity, simWidth, simHeight, rg.internalFormat, rg.format, texType, filtering); + + divergence = createFBO (simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + curl = createFBO (simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + pressure = createDoubleFBO(simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + + initBloomFramebuffers(); } -function createFBO (texId, w, h, internalFormat, format, type, param) { - gl.activeTexture(gl.TEXTURE0 + texId); +function initBloomFramebuffers () { + let res = getResolution(config.BLOOM_RESOLUTION); + + const texType = ext.halfFloatTexType; + const rgba = ext.formatRGBA; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; + + bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering); + + bloomFramebuffers.length = 0; + for (let i = 0; i < config.BLOOM_ITERATIONS; i++) + { + let width = res.width >> (i + 1); + let height = res.height >> (i + 1); + + if (width < 2 || height < 2) break; + + let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering); + bloomFramebuffers.push(fbo); + } +} + +function createFBO (w, h, internalFormat, format, type, param) { + gl.activeTexture(gl.TEXTURE0); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); @@ -710,21 +879,33 @@ function createFBO (texId, w, h, internalFormat, format, type, param) { return { texture, fbo, - texId + width: w, + height: h, + attach (id) { + gl.activeTexture(gl.TEXTURE0 + id); + gl.bindTexture(gl.TEXTURE_2D, texture); + return id; + } }; } -function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { - let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param); - let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); +function createDoubleFBO (w, h, internalFormat, format, type, param) { + let fbo1 = createFBO(w, h, internalFormat, format, type, param); + let fbo2 = createFBO(w, h, internalFormat, format, type, param); return { get read () { return fbo1; }, + set read (value) { + fbo1 = value; + }, get write () { return fbo2; }, + set write (value) { + fbo2 = value; + }, swap () { let temp = fbo1; fbo1 = fbo2; @@ -733,6 +914,53 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { } } +function resizeFBO (target, w, h, internalFormat, format, type, param) { + let newFBO = createFBO(w, h, internalFormat, format, type, param); + clearProgram.bind(); + gl.uniform1i(clearProgram.uniforms.uTexture, target.attach(0)); + gl.uniform1f(clearProgram.uniforms.value, 1); + blit(newFBO.fbo); + return newFBO; +} + +function resizeDoubleFBO (target, w, h, internalFormat, format, type, param) { + target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param); + target.write = createFBO(w, h, internalFormat, format, type, param); + return target; +} + +function createTextureAsync (url) { + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255])); + + let obj = { + texture, + width: 1, + height: 1, + attach (id) { + gl.activeTexture(gl.TEXTURE0 + id); + gl.bindTexture(gl.TEXTURE_2D, texture); + return id; + } + }; + + let image = new Image(); + image.onload = () => { + obj.width = image.width; + obj.height = image.height; + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); + }; + image.src = url; + + return obj; +} + initFramebuffers(); multipleSplats(parseInt(Math.random() * 20) + 5); @@ -780,13 +1008,13 @@ function step (dt) { curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId); + gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(curl.fbo); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId); - gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId); + gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); + gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write.fbo); @@ -794,34 +1022,28 @@ function step (dt) { divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId); + gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(divergence.fbo); clearProgram.bind(); - let pressureTexId = pressure.read.texId; - gl.activeTexture(gl.TEXTURE0 + pressureTexId); - gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture); - gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId); + gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); blit(pressure.write.fbo); pressure.swap(); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId); - pressureTexId = pressure.read.texId; - gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId); - gl.activeTexture(gl.TEXTURE0 + pressureTexId); + gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { - gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture); + gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); blit(pressure.write.fbo); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId); - gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId); + gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); + gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); blit(velocity.write.fbo); velocity.swap(); @@ -829,8 +1051,9 @@ function step (dt) { gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight); - gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); - gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId); + let velocityId = velocity.read.attach(0); + gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); + gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write.fbo); @@ -840,14 +1063,17 @@ function step (dt) { if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight); - gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); - gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId); + gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); + gl.uniform1i(advectionProgram.uniforms.uSource, density.read.attach(1)); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(density.write.fbo); density.swap(); } function render (target) { + if (config.BLOOM) + applyBloom(density.read, bloom); + if (target == null || !config.TRANSPARENT) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); @@ -875,22 +1101,85 @@ function render (target) { } if (config.SHADING) { - displayShadingProgram.bind(); - gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height); - gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId); + let program = config.BLOOM ? displayBloomShadingProgram : displayShadingProgram; + program.bind(); + gl.uniform2f(program.uniforms.texelSize, 1.0 / width, 1.0 / height); + gl.uniform1i(program.uniforms.uTexture, density.read.attach(0)); + if (config.BLOOM) { + gl.uniform1i(program.uniforms.uBloom, bloom.attach(1)); + gl.uniform1i(program.uniforms.uDithering, ditheringTexture.attach(2)); + let scale = getTextureScale(ditheringTexture, width, height); + gl.uniform2f(program.uniforms.ditherScale, scale.x, scale.y); + } } else { - displayProgram.bind(); - gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId); + let program = config.BLOOM ? displayBloomProgram : displayProgram; + program.bind(); + gl.uniform1i(program.uniforms.uTexture, density.read.attach(0)); + if (config.BLOOM) { + gl.uniform1i(program.uniforms.uBloom, bloom.attach(1)); + gl.uniform1i(program.uniforms.uDithering, ditheringTexture.attach(2)); + let scale = getTextureScale(ditheringTexture, width, height); + gl.uniform2f(program.uniforms.ditherScale, scale.x, scale.y); + } } blit(target); } +function applyBloom (source, destination) { + if (bloomFramebuffers.length < 2) + return; + + let last = destination; + + gl.disable(gl.BLEND); + bloomPrefilterProgram.bind(); + let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001; + let curve0 = config.BLOOM_THRESHOLD - knee; + let curve1 = knee * 2; + let curve2 = 0.25 / knee; + gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2); + gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD); + gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0)); + gl.viewport(0, 0, last.width, last.height); + blit(last.fbo); + + bloomBlurProgram.bind(); + for (let i = 0; i < bloomFramebuffers.length; i++) { + let dest = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, dest.width, dest.height); + blit(dest.fbo); + last = dest; + } + + gl.blendFunc(gl.ONE, gl.ONE); + gl.enable(gl.BLEND); + + for (let i = bloomFramebuffers.length - 2; i >= 0; i--) { + let baseTex = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, baseTex.width, baseTex.height); + blit(baseTex.fbo); + last = baseTex; + } + + gl.disable(gl.BLEND); + bloomFinalProgram.bind(); + gl.uniform2f(bloomFinalProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0)); + gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY); + gl.viewport(0, 0, destination.width, destination.height); + blit(destination.fbo); +} + function splat (x, y, dx, dy, color) { gl.viewport(0, 0, simWidth, simHeight); splatProgram.bind(); - gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.texId); + gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); @@ -899,7 +1188,7 @@ function splat (x, y, dx, dy, color) { velocity.swap(); gl.viewport(0, 0, dyeWidth, dyeHeight); - gl.uniform1i(splatProgram.uniforms.uTarget, density.read.texId); + gl.uniform1i(splatProgram.uniforms.uTarget, density.read.attach(0)); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(density.write.fbo); density.swap(); @@ -981,7 +1270,7 @@ window.addEventListener('touchend', e => { }); window.addEventListener('keydown', e => { - if (e.key === 'p') + if (e.code === 'KeyP') config.PAUSED = !config.PAUSED; if (e.key === ' ') splatStack.push(parseInt(Math.random() * 20) + 5); @@ -1017,4 +1306,25 @@ function HSVtoRGB (h, s, v) { g, b }; +} + +function getResolution (resolution) { + let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; + if (aspectRatio < 1) + aspectRatio = 1.0 / aspectRatio; + + let max = Math.round(resolution * aspectRatio); + let min = Math.round(resolution); + + if (gl.drawingBufferWidth > gl.drawingBufferHeight) + return { width: max, height: min }; + else + return { width: min, height: max }; +} + +function getTextureScale (texture, width, height) { + return { + x: width / texture.width, + y: height / texture.height + }; } \ No newline at end of file