add bloom effect

This commit is contained in:
Pavel Dobryakov
2019-05-19 00:15:33 +03:00
parent 53eb1c8a3d
commit 176ba8323c
2 changed files with 378 additions and 68 deletions

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LDR_RGB1_0.png Executable file

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script.js
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@@ -17,7 +17,13 @@ let config = {
COLORFUL: true, COLORFUL: true,
PAUSED: false, PAUSED: false,
BACK_COLOR: { r: 0, g: 0, b: 0 }, 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 () { function pointerPrototype () {
@@ -33,6 +39,7 @@ function pointerPrototype () {
let pointers = []; let pointers = [];
let splatStack = []; let splatStack = [];
let bloomFramebuffers = [];
pointers.push(new pointerPrototype()); pointers.push(new pointerPrototype());
const { gl, ext } = getWebGLContext(canvas); const { gl, ext } = getWebGLContext(canvas);
@@ -40,7 +47,10 @@ const { gl, ext } = getWebGLContext(canvas);
if (isMobile()) if (isMobile())
config.SHADING = false; config.SHADING = false;
if (!ext.supportLinearFiltering) if (!ext.supportLinearFiltering)
{
config.SHADING = false; config.SHADING = false;
config.BLOOM = false;
}
startGUI(); startGUI();
@@ -146,7 +156,6 @@ function startGUI () {
gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion'); 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, '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_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, 'CURL', 0, 50).name('vorticity').step(1);
gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
gui.add(config, 'SHADING').name('shading'); gui.add(config, 'SHADING').name('shading');
@@ -157,6 +166,11 @@ function startGUI () {
splatStack.push(parseInt(Math.random() * 20) + 5); splatStack.push(parseInt(Math.random() * 20) + 5);
} }, 'fun').name('Random splats'); } }, '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'); let captureFolder = gui.addFolder('Capture');
captureFolder.addColor(config, 'BACK_COLOR').name('background color'); captureFolder.addColor(config, 'BACK_COLOR').name('background color');
captureFolder.add(config, 'TRANSPARENT').name('transparent'); captureFolder.add(config, 'TRANSPARENT').name('transparent');
@@ -173,8 +187,8 @@ function startGUI () {
githubIcon.className = 'icon github'; githubIcon.className = 'icon github';
let twitter = gui.add({ fun : () => { let twitter = gui.add({ fun : () => {
window.open('https://twitter.com/PavelDoGreat');
ga('send', 'event', 'link button', 'twitter'); ga('send', 'event', 'link button', 'twitter');
window.open('https://twitter.com/PavelDoGreat');
} }, 'fun').name('Twitter'); } }, 'fun').name('Twitter');
twitter.__li.className = 'cr function bigFont'; twitter.__li.className = 'cr function bigFont';
twitter.__li.style.borderLeft = '3px solid #8C8C8C'; twitter.__li.style.borderLeft = '3px solid #8C8C8C';
@@ -183,8 +197,8 @@ function startGUI () {
twitterIcon.className = 'icon twitter'; twitterIcon.className = 'icon twitter';
let discord = gui.add({ fun : () => { let discord = gui.add({ fun : () => {
window.open('https://discordapp.com/invite/CeqZDDE');
ga('send', 'event', 'link button', 'discord'); ga('send', 'event', 'link button', 'discord');
window.open('https://discordapp.com/invite/CeqZDDE');
} }, 'fun').name('Discord'); } }, 'fun').name('Discord');
discord.__li.className = 'cr function bigFont'; discord.__li.className = 'cr function bigFont';
discord.__li.style.borderLeft = '3px solid #8C8C8C'; discord.__li.style.borderLeft = '3px solid #8C8C8C';
@@ -193,8 +207,8 @@ function startGUI () {
discordIcon.className = 'icon discord'; discordIcon.className = 'icon discord';
let app = gui.add({ fun : () => { let app = gui.add({ fun : () => {
window.open('http://onelink.to/5b58bn');
ga('send', 'event', 'link button', 'app'); ga('send', 'event', 'link button', 'app');
window.open('http://onelink.to/5b58bn');
} }, 'fun').name('Check out new improved version'); } }, 'fun').name('Check out new improved version');
app.__li.className = 'cr function appBigFont'; app.__li.className = 'cr function appBigFont';
app.__li.style.borderLeft = '3px solid #00FF7F'; 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, ` const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float; precision highp float;
precision highp sampler2D; 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, ` const splatShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float; precision highp float;
precision highp sampler2D; precision highp sampler2D;
@@ -642,19 +784,27 @@ let velocity;
let divergence; let divergence;
let curl; let curl;
let pressure; let pressure;
let bloom;
const clearProgram = new GLProgram(baseVertexShader, clearShader); let ditheringTexture = createTextureAsync('LDR_RGB1_0.png');
const colorProgram = new GLProgram(baseVertexShader, colorShader);
const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader); const clearProgram = new GLProgram(baseVertexShader, clearShader);
const displayProgram = new GLProgram(baseVertexShader, displayShader); const colorProgram = new GLProgram(baseVertexShader, colorShader);
const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader);
const splatProgram = new GLProgram(baseVertexShader, splatShader); const displayProgram = new GLProgram(baseVertexShader, displayShader);
const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); const displayBloomProgram = new GLProgram(baseVertexShader, displayBloomShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
const curlProgram = new GLProgram(baseVertexShader, curlShader); const displayBloomShadingProgram = new GLProgram(baseVertexShader, displayBloomShadingShader);
const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); const bloomPrefilterProgram = new GLProgram(baseVertexShader, bloomPrefilterShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader); const bloomBlurProgram = new GLProgram(baseVertexShader, bloomBlurShader);
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); 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 () { function initFramebuffers () {
let simRes = getResolution(config.SIM_RESOLUTION); let simRes = getResolution(config.SIM_RESOLUTION);
@@ -669,30 +819,49 @@ function initFramebuffers () {
const rgba = ext.formatRGBA; const rgba = ext.formatRGBA;
const rg = ext.formatRG; const rg = ext.formatRG;
const r = ext.formatR; 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); if (density == null)
velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); density = createDoubleFBO(dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, filtering);
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 };
else 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) { function initBloomFramebuffers () {
gl.activeTexture(gl.TEXTURE0 + texId); 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(); let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
@@ -710,21 +879,33 @@ function createFBO (texId, w, h, internalFormat, format, type, param) {
return { return {
texture, texture,
fbo, 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) { function createDoubleFBO (w, h, internalFormat, format, type, param) {
let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param); let fbo1 = createFBO(w, h, internalFormat, format, type, param);
let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); let fbo2 = createFBO(w, h, internalFormat, format, type, param);
return { return {
get read () { get read () {
return fbo1; return fbo1;
}, },
set read (value) {
fbo1 = value;
},
get write () { get write () {
return fbo2; return fbo2;
}, },
set write (value) {
fbo2 = value;
},
swap () { swap () {
let temp = fbo1; let temp = fbo1;
fbo1 = fbo2; 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(); initFramebuffers();
multipleSplats(parseInt(Math.random() * 20) + 5); multipleSplats(parseInt(Math.random() * 20) + 5);
@@ -780,13 +1008,13 @@ function step (dt) {
curlProgram.bind(); curlProgram.bind();
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); 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); blit(curl.fbo);
vorticityProgram.bind(); vorticityProgram.bind();
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
gl.uniform1f(vorticityProgram.uniforms.dt, dt); gl.uniform1f(vorticityProgram.uniforms.dt, dt);
blit(velocity.write.fbo); blit(velocity.write.fbo);
@@ -794,34 +1022,28 @@ function step (dt) {
divergenceProgram.bind(); divergenceProgram.bind();
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); 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); blit(divergence.fbo);
clearProgram.bind(); clearProgram.bind();
let pressureTexId = pressure.read.texId; gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
blit(pressure.write.fbo); blit(pressure.write.fbo);
pressure.swap(); pressure.swap();
pressureProgram.bind(); pressureProgram.bind();
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));
pressureTexId = pressure.read.texId;
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { 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); blit(pressure.write.fbo);
pressure.swap(); pressure.swap();
} }
gradienSubtractProgram.bind(); gradienSubtractProgram.bind();
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));
blit(velocity.write.fbo); blit(velocity.write.fbo);
velocity.swap(); velocity.swap();
@@ -829,8 +1051,9 @@ function step (dt) {
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
if (!ext.supportLinearFiltering) if (!ext.supportLinearFiltering)
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); let velocityId = velocity.read.attach(0);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dt, dt);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
blit(velocity.write.fbo); blit(velocity.write.fbo);
@@ -840,14 +1063,17 @@ function step (dt) {
if (!ext.supportLinearFiltering) if (!ext.supportLinearFiltering)
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight); gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));
gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId); gl.uniform1i(advectionProgram.uniforms.uSource, density.read.attach(1));
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
blit(density.write.fbo); blit(density.write.fbo);
density.swap(); density.swap();
} }
function render (target) { function render (target) {
if (config.BLOOM)
applyBloom(density.read, bloom);
if (target == null || !config.TRANSPARENT) { if (target == null || !config.TRANSPARENT) {
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND); gl.enable(gl.BLEND);
@@ -875,22 +1101,85 @@ function render (target) {
} }
if (config.SHADING) { if (config.SHADING) {
displayShadingProgram.bind(); let program = config.BLOOM ? displayBloomShadingProgram : displayShadingProgram;
gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height); program.bind();
gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId); 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 { else {
displayProgram.bind(); let program = config.BLOOM ? displayBloomProgram : displayProgram;
gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId); 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); 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) { function splat (x, y, dx, dy, color) {
gl.viewport(0, 0, simWidth, simHeight); gl.viewport(0, 0, simWidth, simHeight);
splatProgram.bind(); 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.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
@@ -899,7 +1188,7 @@ function splat (x, y, dx, dy, color) {
velocity.swap(); velocity.swap();
gl.viewport(0, 0, dyeWidth, dyeHeight); 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); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
blit(density.write.fbo); blit(density.write.fbo);
density.swap(); density.swap();
@@ -981,7 +1270,7 @@ window.addEventListener('touchend', e => {
}); });
window.addEventListener('keydown', e => { window.addEventListener('keydown', e => {
if (e.key === 'p') if (e.code === 'KeyP')
config.PAUSED = !config.PAUSED; config.PAUSED = !config.PAUSED;
if (e.key === ' ') if (e.key === ' ')
splatStack.push(parseInt(Math.random() * 20) + 5); splatStack.push(parseInt(Math.random() * 20) + 5);
@@ -1017,4 +1306,25 @@ function HSVtoRGB (h, s, v) {
g, g,
b 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
};
} }