This commit is contained in:
Pavel Dobryakov
2017-08-04 15:32:28 +03:00
parent 5448b7c4d4
commit 1f5e7142df

View File

@@ -16,6 +16,7 @@ resizeCanvas();
const TEXTURE_WIDTH = gl.drawingBufferWidth;
const TEXTURE_HEIGHT = gl.drawingBufferHeight;
const CELL_SIZE = 1;
class GLProgram {
constructor (vertexShader, fragmentShader) {
@@ -78,7 +79,7 @@ function createDoubleFBO (width, height) {
let fbo2 = createFBO(width, height);
return {
get first() {
get first () {
return fbo1;
},
get second () {
@@ -106,9 +107,17 @@ const blit = (() => {
}
})();
function clear (target) {
gl.bindFramebuffer(gl.FRAMEBUFFER, target);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
attribute vec2 aPosition;
@@ -252,8 +261,11 @@ const displayProgram = new GLProgram(baseVertexShader, displayShader);
const testProgram = new GLProgram(baseVertexShader, testShader);
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
const initVelocityProgram = new GLProgram(baseVertexShader, initVelocityShader);
const advectionProgram = new GLProgram(baseVertexShader, advectionShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
let pointer = {
x: 0,
@@ -271,36 +283,66 @@ Update();
function Update () {
resizeCanvas();
gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
// advect
// advect density
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
gl.uniform1i(advectionProgram.uniforms.uSource, 1);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
gl.uniform1f(advectionProgram.uniforms.rdx, 1 / CELL_SIZE);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
blit(density.second[1]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
blit(velocity.second[1]);
// calculate divergence
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
divergenceProgram.bind();
gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5);
gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
blit(divergence[1]);
// pressure
clear(pressure.first[1]);
clear(pressure.second[1]);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, divergence[0]);
pressureProgram.bind();
gl.uniform1i(pressureProgram.uniforms.uPressure, 1);
gl.uniform1i(pressureProgram.uniforms.uDivergence, 0);
gl.uniform2f(pressureProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
for (let i = 0; i < 10; i++) {
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
blit(pressure.second[1]);
pressure.swap();
}
// subtract gradient
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, pressure.second[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gradienSubtractProgram.bind();
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, 0);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, 1);
gl.uniform2f(gradienSubtractProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(gradienSubtractProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
blit(velocity.second[1]);
// advect velocity
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
blit(velocity.first[1]);
// display result
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);