mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 17:31:53 +02:00
web page ready for production
This commit is contained in:
21
LICENSE
21
LICENSE
@@ -1,21 +0,0 @@
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MIT License
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Copyright (c) 2017 Pavel Dobryakov
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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39
index.html
39
index.html
@@ -71,6 +71,43 @@
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</head>
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<body>
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<canvas></canvas>
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<script src="./script.js"></script>
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<script>
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var canvas=document.getElementsByTagName("canvas")[0];canvas.width=canvas.clientWidth;canvas.height=canvas.clientHeight;var params={alpha:!1,depth:!1,stencil:!1,antialias:!1},gl=canvas.getContext("webgl2",params),isWebGL2=!!gl;isWebGL2||(gl=canvas.getContext("webgl",params)||canvas.getContext("experimental-webgl",params));gl.clearColor(0,0,0,1);gl.enable(gl.BLEND);var halfFloat=gl.getExtension("OES_texture_half_float"),support_linear_float=gl.getExtension("OES_texture_half_float_linear");
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isWebGL2&&(gl.getExtension("EXT_color_buffer_float"),support_linear_float=gl.getExtension("OES_texture_float_linear"));var config={TEXTURE_DOWNSAMPLE:1,DENSITY_DISSIPATION:.98,VELOCITY_DISSIPATION:.99,PRESSURE_CONCENTRATION:.8,PRESSURE_ITERATIONS:25,CURL:30,SPLAT_RADIUS:.005},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",.9,1).name("density diffusion");
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gui.add(config,"VELOCITY_DISSIPATION",.9,1).name("velocity diffusion");gui.add(config,"PRESSURE_CONCENTRATION",0,1).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",1E-4,.01).name("splat radius");var github=gui.add({fun:function(){window.open("https://github.com/PavelDoGreat/WebGL-Fluid-Simulation")}},"fun").name("Github");github.__li.className="cr function bigFont";
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github.__li.style.borderLeft="3px solid #8C8C8C";var githubIcon=document.createElement("span");github.domElement.parentElement.appendChild(githubIcon);githubIcon.className="icon github";var 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";var twitterIcon=document.createElement("span");twitter.domElement.parentElement.appendChild(twitterIcon);
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twitterIcon.className="icon twitter";var GLProgram=function(a,b){this.uniforms={};this.program=gl.createProgram();gl.attachShader(this.program,a);gl.attachShader(this.program,b);gl.linkProgram(this.program);if(!gl.getProgramParameter(this.program,gl.LINK_STATUS))throw gl.getProgramInfoLog(this.program);a=gl.getProgramParameter(this.program,gl.ACTIVE_UNIFORMS);for(b=0;b<a;b++){var c=gl.getActiveUniform(this.program,b).name;this.uniforms[c]=gl.getUniformLocation(this.program,c)}};
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GLProgram.prototype.bind=function(){gl.useProgram(this.program)};function compileShader(a,b){a=gl.createShader(a);gl.shaderSource(a,b);gl.compileShader(a);if(!gl.getShaderParameter(a,gl.COMPILE_STATUS))throw gl.getShaderInfoLog(a);return a}
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var baseVertexShader=compileShader(gl.VERTEX_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"),clearShader=
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compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n"),displayShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n"),
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splatShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n"),
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advectionManualFilteringShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n"),
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advectionShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n }\n"),divergenceShader=compileShader(gl.FRAGMENT_SHADER,
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"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n"),
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curlShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n"),
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vorticityShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).y;\n float R = texture2D(uCurl, vR).y;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n"),
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pressureShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n"),
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gradientSubtractShader=compileShader(gl.FRAGMENT_SHADER,"\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n"),
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blit=function(){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,!1,0,0);gl.enableVertexAttribArray(0);return function(a){gl.bindFramebuffer(gl.FRAMEBUFFER,a);gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0)}}();
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function clear(a){gl.bindFramebuffer(gl.FRAMEBUFFER,a);gl.clear(gl.COLOR_BUFFER_BIT)}
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function createFBO(a,b,c,d,e,h,g){gl.activeTexture(gl.TEXTURE0+a);var f=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,f);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,g);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,g);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,d,b,c,0,e,h,null);d=gl.createFramebuffer();gl.bindFramebuffer(gl.FRAMEBUFFER,d);gl.framebufferTexture2D(gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,gl.TEXTURE_2D,f,0);gl.viewport(0,0,b,c);gl.clear(gl.COLOR_BUFFER_BIT);return[f,d,a]}function createDoubleFBO(a,b,c,d,e,h,g){var f=createFBO(a,b,c,d,e,h,g),k=createFBO(a+1,b,c,d,e,h,g);return{get first(){return f},get second(){return k},swap:function(){var a=f;f=k;k=a}}}var textureWidth,textureHeight,density,velocity,divergence,curl,pressure;
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function initFramebuffers(){textureWidth=gl.drawingBufferWidth>>config.TEXTURE_DOWNSAMPLE;textureHeight=gl.drawingBufferHeight>>config.TEXTURE_DOWNSAMPLE;var a=isWebGL2?gl.RG16F:gl.RGBA,b=isWebGL2?gl.RG:gl.RGBA,c=isWebGL2?gl.HALF_FLOAT:halfFloat.HALF_FLOAT_OES;density=createDoubleFBO(0,textureWidth,textureHeight,isWebGL2?gl.RGBA16F:gl.RGBA,gl.RGBA,c,support_linear_float?gl.LINEAR:gl.NEAREST);velocity=createDoubleFBO(2,textureWidth,textureHeight,a,b,c,support_linear_float?gl.LINEAR:gl.NEAREST);divergence=
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createFBO(4,textureWidth,textureHeight,a,b,c,gl.NEAREST);curl=createFBO(5,textureWidth,textureHeight,a,b,c,gl.NEAREST);pressure=createDoubleFBO(6,textureWidth,textureHeight,a,b,c,gl.NEAREST)}initFramebuffers();
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var clearProgram=new GLProgram(baseVertexShader,clearShader),displayProgram=new GLProgram(baseVertexShader,displayShader),splatProgram=new GLProgram(baseVertexShader,splatShader),advectionProgram=new GLProgram(baseVertexShader,support_linear_float?advectionShader:advectionManualFilteringShader),divergenceProgram=new GLProgram(baseVertexShader,divergenceShader),curlProgram=new GLProgram(baseVertexShader,curlShader),vorticityProgram=new GLProgram(baseVertexShader,vorticityShader),pressureProgram=new GLProgram(baseVertexShader,
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pressureShader),gradienSubtractProgram=new GLProgram(baseVertexShader,gradientSubtractShader);function pointerPrototype(){this.id=-1;this.dy=this.dx=this.y=this.x=0;this.moved=this.down=!1;this.color=[30,0,300]}var pointers=[];pointers.push(new pointerPrototype);for(var i=0;10>i;i++){var color=[10*Math.random(),10*Math.random(),10*Math.random()],x=canvas.width*Math.random(),y=canvas.height*Math.random(),dx=1E3*(Math.random()-.5),dy=1E3*(Math.random()-.5);splat(x,y,dx,dy,color)}var lastTime=Date.now();
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Update();
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function Update(){resizeCanvas();var a=Math.min((Date.now()-lastTime)/1E3,.016);lastTime=Date.now();gl.viewport(0,0,textureWidth,textureHeight);advectionProgram.bind();gl.uniform2f(advectionProgram.uniforms.texelSize,1/textureWidth,1/textureHeight);gl.uniform1i(advectionProgram.uniforms.uVelocity,velocity.first[2]);gl.uniform1i(advectionProgram.uniforms.uSource,velocity.first[2]);gl.uniform1f(advectionProgram.uniforms.dt,a);gl.uniform1f(advectionProgram.uniforms.dissipation,config.VELOCITY_DISSIPATION);blit(velocity.second[1]);
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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(var b=0;b<pointers.length;b++){var c=pointers[b];c.moved&&(splat(c.x,c.y,c.dx,c.dy,c.color),c.moved=!1)}curlProgram.bind();gl.uniform2f(curlProgram.uniforms.texelSize,1/textureWidth,1/textureHeight);gl.uniform1i(curlProgram.uniforms.uVelocity,
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velocity.first[2]);blit(curl[1]);vorticityProgram.bind();gl.uniform2f(vorticityProgram.uniforms.texelSize,1/textureWidth,1/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,a);blit(velocity.second[1]);velocity.swap();divergenceProgram.bind();gl.uniform2f(divergenceProgram.uniforms.texelSize,1/textureWidth,1/textureHeight);
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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/textureWidth,1/textureHeight);gl.uniform1i(pressureProgram.uniforms.uDivergence,divergence[2]);for(a=0;a<config.PRESSURE_ITERATIONS;a++)gl.uniform1i(pressureProgram.uniforms.uPressure,
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pressure.first[2]),blit(pressure.second[1]),pressure.swap();gradienSubtractProgram.bind();gl.uniform2f(gradienSubtractProgram.uniforms.texelSize,1/textureWidth,1/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]);
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blit(null);requestAnimationFrame(Update)}
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function splat(a,b,c,d,e){splatProgram.bind();gl.uniform1i(splatProgram.uniforms.uTarget,velocity.first[2]);gl.uniform1f(splatProgram.uniforms.aspectRatio,canvas.width/canvas.height);gl.uniform2f(splatProgram.uniforms.point,a/canvas.width,1-b/canvas.height);gl.uniform3f(splatProgram.uniforms.color,c,-d,1);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,
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.3*e[0],.3*e[1],.3*e[2]);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",function(a){pointers[0].moved=pointers[0].down;pointers[0].dx=10*(a.offsetX-pointers[0].x);pointers[0].dy=10*(a.offsetY-pointers[0].y);pointers[0].x=a.offsetX;pointers[0].y=a.offsetY});
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canvas.addEventListener("touchmove",function(a){a.preventDefault();a=a.targetTouches;for(var b=0;b<a.length;b++){var c=pointers[b];c.moved=c.down;c.dx=10*(a[b].pageX-c.x);c.dy=10*(a[b].pageY-c.y);c.x=a[b].pageX;c.y=a[b].pageY}},!1);canvas.addEventListener("mousedown",function(){pointers[0].down=!0;pointers[0].color=[Math.random()+.2,Math.random()+.2,Math.random()+.2]});
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canvas.addEventListener("touchstart",function(a){a.preventDefault();a=a.targetTouches;for(var b=0;b<a.length;b++)b>=pointers.length&&pointers.push(new pointerPrototype),pointers[b].id=a[b].identifier,pointers[b].down=!0,pointers[b].x=a[b].pageX,pointers[b].y=a[b].pageY,pointers[b].color=[Math.random()+.2,Math.random()+.2,Math.random()+.2]});window.addEventListener("mouseup",function(){pointers[0].down=!1});
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window.addEventListener("touchend",function(a){a=a.changedTouches;for(var b=0;b<a.length;b++)for(var c=0;c<pointers.length;c++)a[b].identifier==pointers[c].id&&(pointers[c].down=!1)});
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</script>
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</body>
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</html>
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script.js
619
script.js
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'use strict';
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const canvas = document.getElementsByTagName('canvas')[0];
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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const params = { alpha: false, depth: false, stencil: false, antialias: false };
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let gl = canvas.getContext('webgl2', params);
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const isWebGL2 = !!gl;
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if (!isWebGL2) {
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gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.enable(gl.BLEND);
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const halfFloat = gl.getExtension('OES_texture_half_float');
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let support_linear_float = gl.getExtension('OES_texture_half_float_linear');
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if (isWebGL2) {
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gl.getExtension('EXT_color_buffer_float');
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support_linear_float = gl.getExtension('OES_texture_float_linear');
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}
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let config = {
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TEXTURE_DOWNSAMPLE: 1,
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DENSITY_DISSIPATION: 0.98,
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VELOCITY_DISSIPATION: 0.99,
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PRESSURE_CONCENTRATION: 0.8,
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PRESSURE_ITERATIONS: 25,
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CURL: 30,
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SPLAT_RADIUS: 0.005
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}
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var gui = new dat.GUI({ width: 270 });
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gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
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gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
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gui.add(config, 'PRESSURE_CONCENTRATION', 0.0, 1.0).name('jelly');
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gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
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gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius');
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|
||||
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;
|
||||
});
|
Reference in New Issue
Block a user