From 289d455a1ff7be79bdade30a89dc0355bb7490f8 Mon Sep 17 00:00:00 2001 From: Pavel Dobryakov Date: Sun, 27 Aug 2017 21:47:38 +0300 Subject: [PATCH] web page ready for production --- LICENSE | 21 -- README.md | 1 - index.html | 39 +++- page/test | 0 script.js | 619 ----------------------------------------------------- 5 files changed, 38 insertions(+), 642 deletions(-) delete mode 100644 LICENSE delete mode 100644 README.md delete mode 100644 page/test delete mode 100644 script.js diff --git a/LICENSE b/LICENSE deleted file mode 100644 index dce0287..0000000 --- a/LICENSE +++ /dev/null @@ -1,21 +0,0 @@ -MIT License - -Copyright (c) 2017 Pavel Dobryakov - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. diff --git a/README.md b/README.md deleted file mode 100644 index 7b94c5a..0000000 --- a/README.md +++ /dev/null @@ -1 +0,0 @@ -# WebGL-Fluid-Simulation \ No newline at end of file diff --git a/index.html b/index.html index 98030ef..60910fb 100644 --- a/index.html +++ b/index.html @@ -71,6 +71,43 @@ - + \ No newline at end of file diff --git a/page/test b/page/test deleted file mode 100644 index e69de29..0000000 diff --git a/script.js b/script.js deleted file mode 100644 index 1bc33a0..0000000 --- a/script.js +++ /dev/null @@ -1,619 +0,0 @@ -'use strict'; - -const canvas = document.getElementsByTagName('canvas')[0]; -canvas.width = canvas.clientWidth; -canvas.height = canvas.clientHeight; - -const params = { alpha: false, depth: false, stencil: false, antialias: false }; -let gl = canvas.getContext('webgl2', params); -const isWebGL2 = !!gl; -if (!isWebGL2) { - gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); -} -gl.clearColor(0.0, 0.0, 0.0, 1.0); -gl.enable(gl.BLEND); - -const halfFloat = gl.getExtension('OES_texture_half_float'); -let support_linear_float = gl.getExtension('OES_texture_half_float_linear'); -if (isWebGL2) { - gl.getExtension('EXT_color_buffer_float'); - support_linear_float = gl.getExtension('OES_texture_float_linear'); -} - -let config = { - TEXTURE_DOWNSAMPLE: 1, - DENSITY_DISSIPATION: 0.98, - VELOCITY_DISSIPATION: 0.99, - PRESSURE_CONCENTRATION: 0.8, - PRESSURE_ITERATIONS: 25, - CURL: 30, - SPLAT_RADIUS: 0.005 -} - -var gui = new dat.GUI({ width: 270 }); -gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers); -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_CONCENTRATION', 0.0, 1.0).name('jelly'); -gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations'); -gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); -gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius'); - -let github = gui.add({ fun : function () { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); } }, 'fun').name('Github'); -github.__li.className = 'cr function bigFont'; -github.__li.style.borderLeft = '3px solid #8C8C8C'; -let githubIcon = document.createElement('span'); -github.domElement.parentElement.appendChild(githubIcon); -githubIcon.className = 'icon github'; - -let twitter = gui.add({ fun : function () { window.open('https://twitter.com/PavelDoGreat'); } }, 'fun').name('Twitter'); -twitter.__li.className = 'cr function bigFont'; -twitter.__li.style.borderLeft = '3px solid #8C8C8C'; -let twitterIcon = document.createElement('span'); -twitter.domElement.parentElement.appendChild(twitterIcon); -twitterIcon.className = 'icon twitter'; - -class GLProgram { - constructor (vertexShader, fragmentShader) { - this.uniforms = {}; - this.program = gl.createProgram(); - - gl.attachShader(this.program, vertexShader); - gl.attachShader(this.program, fragmentShader); - gl.linkProgram(this.program); - - if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) - throw gl.getProgramInfoLog(this.program); - - const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); - for (let i = 0; i < uniformCount; i++) { - const uniformName = gl.getActiveUniform(this.program, i).name; - this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); - } - } - - bind () { - gl.useProgram(this.program); - } -} - -function compileShader (type, source) { - const shader = gl.createShader(type); - gl.shaderSource(shader, source); - gl.compileShader(shader); - - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) - throw gl.getShaderInfoLog(shader); - - return shader; -}; - -const baseVertexShader = compileShader(gl.VERTEX_SHADER, ` - precision highp float; - precision mediump sampler2D; - - attribute vec2 aPosition; - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform vec2 texelSize; - - void main () { - vUv = aPosition * 0.5 + 0.5; - vL = vUv - vec2(texelSize.x, 0.0); - vR = vUv + vec2(texelSize.x, 0.0); - vT = vUv + vec2(0.0, texelSize.y); - vB = vUv - vec2(0.0, texelSize.y); - gl_Position = vec4(aPosition, 0.0, 1.0); - } -`); - -const clearShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - uniform sampler2D uTexture; - uniform float value; - - void main () { - gl_FragColor = value * texture2D(uTexture, vUv); - } -`); - -const displayShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uTexture; - - void main () { - gl_FragColor = texture2D(uTexture, vUv); - } -`); - -const splatShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - uniform sampler2D uTarget; - uniform float aspectRatio; - uniform vec3 color; - uniform vec2 point; - uniform float radius; - - void main () { - vec2 p = vUv - point.xy; - p.x *= aspectRatio; - vec3 splat = exp(-dot(p, p) / radius) * color; - vec3 base = texture2D(uTarget, vUv).xyz; - gl_FragColor = vec4(base + splat, 1.0); - } -`); - -const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - uniform sampler2D uVelocity; - uniform sampler2D uSource; - uniform vec2 texelSize; - uniform float dt; - uniform float dissipation; - - vec4 bilerp (in sampler2D sam, in vec2 p) { - vec4 st; - st.xy = floor(p - 0.5) + 0.5; - st.zw = st.xy + 1.0; - vec4 uv = st * texelSize.xyxy; - vec4 a = texture2D(sam, uv.xy); - vec4 b = texture2D(sam, uv.zy); - vec4 c = texture2D(sam, uv.xw); - vec4 d = texture2D(sam, uv.zw); - vec2 f = p - st.xy; - return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); - } - - void main () { - vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy; - gl_FragColor = dissipation * bilerp(uSource, coord); - gl_FragColor.a = 1.0; - } -`); - -const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - uniform sampler2D uVelocity; - uniform sampler2D uSource; - uniform vec2 texelSize; - uniform float dt; - uniform float dissipation; - - void main () { - vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; - gl_FragColor = dissipation * texture2D(uSource, coord); - } -`); - -const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uVelocity; - - vec2 sampleVelocity (in vec2 uv) { - vec2 multiplier = vec2(1.0, 1.0); - if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } - if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } - if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; } - if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; } - return multiplier * texture2D(uVelocity, uv).xy; - } - - void main () { - float L = sampleVelocity(vL).x; - float R = sampleVelocity(vR).x; - float T = sampleVelocity(vT).y; - float B = sampleVelocity(vB).y; - float div = 0.5 * (R - L + T - B); - gl_FragColor = vec4(div, 0.0, 0.0, 1.0); - } -`); - -const curlShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uVelocity; - - void main () { - float L = texture2D(uVelocity, vL).y; - float R = texture2D(uVelocity, vR).y; - float T = texture2D(uVelocity, vT).x; - float B = texture2D(uVelocity, vB).x; - float vorticity = R - L - T + B; - gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); - } -`); - -const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uVelocity; - uniform sampler2D uCurl; - uniform float curl; - uniform float dt; - - void main () { - float L = texture2D(uCurl, vL).y; - float R = texture2D(uCurl, vR).y; - float T = texture2D(uCurl, vT).x; - float B = texture2D(uCurl, vB).x; - float C = texture2D(uCurl, vUv).x; - vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L)); - force *= 1.0 / length(force + 0.00001) * curl * C; - vec2 vel = texture2D(uVelocity, vUv).xy; - gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); - } -`); - -const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uPressure; - uniform sampler2D uDivergence; - - vec2 boundary (in vec2 uv) { - uv = min(max(uv, 0.0), 1.0); - return uv; - } - - void main () { - float L = texture2D(uPressure, boundary(vL)).x; - float R = texture2D(uPressure, boundary(vR)).x; - float T = texture2D(uPressure, boundary(vT)).x; - float B = texture2D(uPressure, boundary(vB)).x; - float C = texture2D(uPressure, vUv).x; - float divergence = texture2D(uDivergence, vUv).x; - float pressure = (L + R + B + T - divergence) * 0.25; - gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); - } -`); - -const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; - precision mediump sampler2D; - - varying vec2 vUv; - varying vec2 vL; - varying vec2 vR; - varying vec2 vT; - varying vec2 vB; - uniform sampler2D uPressure; - uniform sampler2D uVelocity; - - vec2 boundary (in vec2 uv) { - uv = min(max(uv, 0.0), 1.0); - return uv; - } - - void main () { - float L = texture2D(uPressure, boundary(vL)).x; - float R = texture2D(uPressure, boundary(vR)).x; - float T = texture2D(uPressure, boundary(vT)).x; - float B = texture2D(uPressure, boundary(vB)).x; - vec2 velocity = texture2D(uVelocity, vUv).xy; - velocity.xy -= vec2(R - L, T - B); - gl_FragColor = vec4(velocity, 0.0, 1.0); - } -`); - -const blit = (() => { - gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); - gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); - gl.enableVertexAttribArray(0); - - return (destination) => { - gl.bindFramebuffer(gl.FRAMEBUFFER, destination); - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); - } -})(); - -function clear (target) { - gl.bindFramebuffer(gl.FRAMEBUFFER, target); - gl.clear(gl.COLOR_BUFFER_BIT); -} - -function createFBO (texId, w, h, internalFormat, format, type, param) { - gl.activeTexture(gl.TEXTURE0 + texId); - let texture = gl.createTexture(); - gl.bindTexture(gl.TEXTURE_2D, texture); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); - - let fbo = gl.createFramebuffer(); - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); - gl.viewport(0, 0, w, h); - gl.clear(gl.COLOR_BUFFER_BIT); - - return [texture, fbo, texId]; -} - -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); - - return { - get first () { - return fbo1; - }, - get second () { - return fbo2; - }, - swap: () => { - let temp = fbo1; - fbo1 = fbo2; - fbo2 = temp; - } - } -} - -let textureWidth; -let textureHeight; -let density; -let velocity; -let divergence; -let curl; -let pressure; - -function initFramebuffers () { - textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; - textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE; - - const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; - const internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; - const formatRG = isWebGL2 ? gl.RG : gl.RGBA; - const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; - - density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST); - velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); - divergence = createFBO (4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); - curl = createFBO (5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); - pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); -} - -initFramebuffers(); - -const clearProgram = new GLProgram(baseVertexShader, clearShader); -const displayProgram = new GLProgram(baseVertexShader, displayShader); -const splatProgram = new GLProgram(baseVertexShader, splatShader); -const advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? 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 pointerPrototype () { - this.id = -1; - this.x = 0; - this.y = 0; - this.dx = 0; - this.dy = 0; - this.down = false; - this.moved = false; - this.color = [30, 0, 300]; -} - -let pointers = []; -pointers.push(new pointerPrototype()); - -for (let i = 0; i < 10; i++) { - const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; - const x = canvas.width * Math.random(); - const y = canvas.height * Math.random(); - const dx = 1000 * (Math.random() - 0.5); - const dy = 1000 * (Math.random() - 0.5); - splat(x, y, dx, dy, color); -} - -let lastTime = Date.now(); -Update(); - -function Update () { - resizeCanvas(); - - const dt = Math.min((Date.now() - lastTime) / 1000, 0.016); - lastTime = Date.now(); - - gl.viewport(0, 0, textureWidth, textureHeight); - - advectionProgram.bind(); - gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); - gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); - gl.uniform1f(advectionProgram.uniforms.dt, dt); - gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); - blit(velocity.second[1]); - velocity.swap(); - - gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); - gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); - gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); - blit(density.second[1]); - density.swap(); - - for (let i = 0; i < pointers.length; i++) { - const pointer = pointers[i]; - if (pointer.moved) { - splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); - pointer.moved = false; - } - } - - curlProgram.bind(); - gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); - blit(curl[1]); - - vorticityProgram.bind(); - gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]); - gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); - gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); - gl.uniform1f(vorticityProgram.uniforms.dt, dt); - blit(velocity.second[1]); - velocity.swap(); - - divergenceProgram.bind(); - gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); - blit(divergence[1]); - - clearProgram.bind(); - gl.uniform1i(clearProgram.uniforms.uTexture, pressure.first[2]); - gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_CONCENTRATION); - blit(pressure.second[1]); - pressure.swap(); - - pressureProgram.bind(); - gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); - for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { - gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); - blit(pressure.second[1]); - pressure.swap(); - } - - gradienSubtractProgram.bind(); - gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); - gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); - gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); - blit(velocity.second[1]); - velocity.swap(); - - gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); - displayProgram.bind(); - gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); - blit(null); - - requestAnimationFrame(Update); -} - -function splat (x, y, dx, dy, color) { - splatProgram.bind(); - gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]); - 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); - gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS); - blit(velocity.second[1]); - velocity.swap(); - - gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]); - gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); - blit(density.second[1]); - density.swap(); -} - -function resizeCanvas () { - if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { - canvas.width = canvas.clientWidth; - canvas.height = canvas.clientHeight; - initFramebuffers(); - } -} - -canvas.addEventListener('mousemove', (e) => { - pointers[0].moved = pointers[0].down; - pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; - pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; - pointers[0].x = e.offsetX; - pointers[0].y = e.offsetY; -}); - -canvas.addEventListener('touchmove', (e) => { - e.preventDefault(); - const touches = e.targetTouches; - for (let i = 0; i < touches.length; i++) { - let pointer = pointers[i]; - pointer.moved = pointer.down; - pointer.dx = (touches[i].pageX - pointer.x) * 10.0; - pointer.dy = (touches[i].pageY - pointer.y) * 10.0; - pointer.x = touches[i].pageX; - pointer.y = touches[i].pageY; - } -}, false); - -canvas.addEventListener('mousedown', () => { - pointers[0].down = true; - pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; -}); - -canvas.addEventListener('touchstart', (e) => { - e.preventDefault(); - const touches = e.targetTouches; - for (let i = 0; i < touches.length; i++) { - if (i >= pointers.length) - pointers.push(new pointerPrototype()); - - pointers[i].id = touches[i].identifier; - pointers[i].down = true; - pointers[i].x = touches[i].pageX; - pointers[i].y = touches[i].pageY; - pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; - } -}); - -window.addEventListener('mouseup', () => { - pointers[0].down = false; -}); - -window.addEventListener('touchend', (e) => { - const touches = e.changedTouches; - for (let i = 0; i < touches.length; i++) - for (let j = 0; j < pointers.length; j++) - if (touches[i].identifier == pointers[j].id) - pointers[j].down = false; -}); \ No newline at end of file