mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 17:31:53 +02:00
update page
This commit is contained in:
317
script.js
317
script.js
@@ -1,20 +1,35 @@
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'use strict';
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var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
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function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
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var 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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var 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_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 25,
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CURL: 30,
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SPLAT_RADIUS: 0.0025
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}
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var pointers = [];
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var splatStack = [];
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var ref = getWebGLContext(canvas);
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var gl = ref.gl;
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var ext = ref.ext;
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var support_linear_float = ref.support_linear_float;
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startGUI();
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function getWebGLContext (canvas) {
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var params = { alpha: false, depth: false, stencil: false, antialias: false };
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var gl = canvas.getContext('webgl2', params);
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var 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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if (!isWebGL2)
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{ gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); }
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var halfFloat = gl.getExtension('OES_texture_half_float');
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var support_linear_float = gl.getExtension('OES_texture_half_float_linear');
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@@ -23,46 +38,72 @@ if (isWebGL2) {
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support_linear_float = gl.getExtension('OES_texture_float_linear');
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}
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var 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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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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var gui = new dat.GUI({ width: 270 });
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var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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var formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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return {
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gl: gl,
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ext: {
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internalFormat: internalFormat,
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internalFormatRG: internalFormatRG,
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formatRG: formatRG,
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texType: texType
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},
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support_linear_float: support_linear_float
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};
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}
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function startGUI () {
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var gui = new dat.GUI({ width: 300 });
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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_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
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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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var github = gui.add({ fun: function fun() {
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window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation');
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} }, 'fun').name('Github');
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var randomSplats = gui.add({ fun: function () {
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splatStack.push(parseInt(Math.random() * 20) + 5);
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}
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}, 'fun').name('Random splats');
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var github = gui.add({ fun : function () { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); } }, 'fun').name('Github');
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github.__li.className = 'cr function bigFont';
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github.__li.style.borderLeft = '3px solid #8C8C8C';
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var githubIcon = document.createElement('span');
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github.domElement.parentElement.appendChild(githubIcon);
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githubIcon.className = 'icon github';
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var twitter = gui.add({ fun: function fun() {
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window.open('https://twitter.com/PavelDoGreat');
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} }, 'fun').name('Twitter');
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var twitter = gui.add({ fun : function () { window.open('https://twitter.com/PavelDoGreat'); } }, 'fun').name('Twitter');
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twitter.__li.className = 'cr function bigFont';
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twitter.__li.style.borderLeft = '3px solid #8C8C8C';
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var twitterIcon = document.createElement('span');
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twitter.domElement.parentElement.appendChild(twitterIcon);
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twitterIcon.className = 'icon twitter';
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var GLProgram = function () {
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function GLProgram(vertexShader, fragmentShader) {
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_classCallCheck(this, GLProgram);
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gui.close();
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}
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function pointerPrototype () {
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this.id = -1;
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this.x = 0;
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this.y = 0;
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this.dx = 0;
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this.dy = 0;
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this.down = false;
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this.moved = false;
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this.color = [30, 0, 300];
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}
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pointers.push(new pointerPrototype());
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var GLProgram = function GLProgram (vertexShader, fragmentShader) {
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var this$1 = this;
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this.uniforms = {};
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this.program = gl.createProgram();
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@@ -71,74 +112,86 @@ var GLProgram = function () {
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gl.attachShader(this.program, fragmentShader);
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gl.linkProgram(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
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{ throw gl.getProgramInfoLog(this.program); }
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var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
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for (var i = 0; i < uniformCount; i++) {
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var uniformName = gl.getActiveUniform(this.program, i).name;
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this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
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}
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var uniformName = gl.getActiveUniform(this$1.program, i).name;
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this$1.uniforms[uniformName] = gl.getUniformLocation(this$1.program, uniformName);
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}
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};
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_createClass(GLProgram, [{
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key: 'bind',
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value: function bind() {
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GLProgram.prototype.bind = function bind () {
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gl.useProgram(this.program);
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}
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}]);
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return GLProgram;
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}();
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};
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function compileShader (type, source) {
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var shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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{ throw gl.getShaderInfoLog(shader); }
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return shader;
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};
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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');
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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");
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var clearShader = 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');
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var clearShader = 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");
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var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n');
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var displayShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n");
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var 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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var 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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var 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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var 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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var 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');
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var 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");
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var divergenceShader = 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 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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var divergenceShader = 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 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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var 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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var 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");
|
||||
|
||||
var 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');
|
||||
var 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");
|
||||
|
||||
var 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');
|
||||
var 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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||||
|
||||
var 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');
|
||||
var 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");
|
||||
|
||||
var 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, false, 0, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
var textureWidth;
|
||||
var textureHeight;
|
||||
var density;
|
||||
var velocity;
|
||||
var divergence;
|
||||
var curl;
|
||||
var pressure;
|
||||
initFramebuffers();
|
||||
|
||||
return function (destination) {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
||||
};
|
||||
}();
|
||||
var clearProgram = new GLProgram(baseVertexShader, clearShader);
|
||||
var displayProgram = new GLProgram(baseVertexShader, displayShader);
|
||||
var splatProgram = new GLProgram(baseVertexShader, splatShader);
|
||||
var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);
|
||||
var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
|
||||
var curlProgram = new GLProgram(baseVertexShader, curlShader);
|
||||
var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
|
||||
var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
|
||||
var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
|
||||
|
||||
function clear(target) {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, target);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
function initFramebuffers () {
|
||||
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
|
||||
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
|
||||
|
||||
var iFormat = ext.internalFormat;
|
||||
var iFormatRG = ext.internalFormatRG;
|
||||
var formatRG = ext.formatRG;
|
||||
var texType = ext.texType;
|
||||
|
||||
density = createDoubleFBO(0, textureWidth, textureHeight, iFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
|
||||
velocity = createDoubleFBO(2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
|
||||
divergence = createFBO (4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||
curl = createFBO (5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||
pressure = createDoubleFBO(6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||
}
|
||||
|
||||
function createFBO (texId, w, h, internalFormat, format, type, param) {
|
||||
@@ -171,74 +224,30 @@ function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
|
||||
get second () {
|
||||
return fbo2;
|
||||
},
|
||||
swap: function swap() {
|
||||
swap: function () {
|
||||
var temp = fbo1;
|
||||
fbo1 = fbo2;
|
||||
fbo2 = temp;
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
var textureWidth = void 0;
|
||||
var textureHeight = void 0;
|
||||
var density = void 0;
|
||||
var velocity = void 0;
|
||||
var divergence = void 0;
|
||||
var curl = void 0;
|
||||
var pressure = void 0;
|
||||
var 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, false, 0, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
|
||||
function initFramebuffers() {
|
||||
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
|
||||
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
|
||||
|
||||
var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
|
||||
var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
|
||||
var formatRG = isWebGL2 ? gl.RG : gl.RGBA;
|
||||
var 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();
|
||||
|
||||
var clearProgram = new GLProgram(baseVertexShader, clearShader);
|
||||
var displayProgram = new GLProgram(baseVertexShader, displayShader);
|
||||
var splatProgram = new GLProgram(baseVertexShader, splatShader);
|
||||
var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);
|
||||
var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
|
||||
var curlProgram = new GLProgram(baseVertexShader, curlShader);
|
||||
var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
|
||||
var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
|
||||
var 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];
|
||||
}
|
||||
|
||||
var pointers = [];
|
||||
pointers.push(new pointerPrototype());
|
||||
|
||||
for (var i = 0; i < 10; i++) {
|
||||
var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
|
||||
var x = canvas.width * Math.random();
|
||||
var y = canvas.height * Math.random();
|
||||
var dx = 1000 * (Math.random() - 0.5);
|
||||
var dy = 1000 * (Math.random() - 0.5);
|
||||
splat(x, y, dx, dy, color);
|
||||
return function (destination) {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
})();
|
||||
|
||||
var lastTime = Date.now();
|
||||
multipleSplats(parseInt(Math.random() * 20) + 5);
|
||||
update();
|
||||
|
||||
function update () {
|
||||
@@ -249,6 +258,9 @@ function update() {
|
||||
|
||||
gl.viewport(0, 0, textureWidth, textureHeight);
|
||||
|
||||
if (splatStack.length > 0)
|
||||
{ multipleSplats(splatStack.pop()); }
|
||||
|
||||
advectionProgram.bind();
|
||||
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
@@ -264,8 +276,8 @@ function update() {
|
||||
blit(density.second[1]);
|
||||
density.swap();
|
||||
|
||||
for (var _i = 0; _i < pointers.length; _i++) {
|
||||
var pointer = pointers[_i];
|
||||
for (var i = 0; i < pointers.length; i++) {
|
||||
var pointer = pointers[i];
|
||||
if (pointer.moved) {
|
||||
splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
|
||||
pointer.moved = false;
|
||||
@@ -297,7 +309,7 @@ function update() {
|
||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
||||
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_CONCENTRATION);
|
||||
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
||||
blit(pressure.second[1]);
|
||||
pressure.swap();
|
||||
|
||||
@@ -306,7 +318,7 @@ function update() {
|
||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
||||
pressureTexId = pressure.first[2];
|
||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||
for (var _i2 = 0; _i2 < config.PRESSURE_ITERATIONS; _i2++) {
|
||||
for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) {
|
||||
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
|
||||
blit(pressure.second[1]);
|
||||
@@ -344,6 +356,17 @@ function splat(x, y, dx, dy, color) {
|
||||
density.swap();
|
||||
}
|
||||
|
||||
function multipleSplats (amount) {
|
||||
for (var i = 0; i < amount; i++) {
|
||||
var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
|
||||
var x = canvas.width * Math.random();
|
||||
var y = canvas.height * Math.random();
|
||||
var dx = 1000 * (Math.random() - 0.5);
|
||||
var dy = 1000 * (Math.random() - 0.5);
|
||||
splat(x, y, dx, dy, color);
|
||||
}
|
||||
}
|
||||
|
||||
function resizeCanvas () {
|
||||
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
|
||||
canvas.width = canvas.clientWidth;
|
||||
@@ -363,13 +386,13 @@ canvas.addEventListener('mousemove', function (e) {
|
||||
canvas.addEventListener('touchmove', function (e) {
|
||||
e.preventDefault();
|
||||
var touches = e.targetTouches;
|
||||
for (var _i3 = 0; _i3 < touches.length; _i3++) {
|
||||
var pointer = pointers[_i3];
|
||||
for (var i = 0; i < touches.length; i++) {
|
||||
var pointer = pointers[i];
|
||||
pointer.moved = pointer.down;
|
||||
pointer.dx = (touches[_i3].pageX - pointer.x) * 10.0;
|
||||
pointer.dy = (touches[_i3].pageY - pointer.y) * 10.0;
|
||||
pointer.x = touches[_i3].pageX;
|
||||
pointer.y = touches[_i3].pageY;
|
||||
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);
|
||||
|
||||
@@ -381,14 +404,15 @@ canvas.addEventListener('mousedown', function () {
|
||||
canvas.addEventListener('touchstart', function (e) {
|
||||
e.preventDefault();
|
||||
var touches = e.targetTouches;
|
||||
for (var _i4 = 0; _i4 < touches.length; _i4++) {
|
||||
if (_i4 >= pointers.length) pointers.push(new pointerPrototype());
|
||||
for (var i = 0; i < touches.length; i++) {
|
||||
if (i >= pointers.length)
|
||||
{ pointers.push(new pointerPrototype()); }
|
||||
|
||||
pointers[_i4].id = touches[_i4].identifier;
|
||||
pointers[_i4].down = true;
|
||||
pointers[_i4].x = touches[_i4].pageX;
|
||||
pointers[_i4].y = touches[_i4].pageY;
|
||||
pointers[_i4].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
|
||||
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];
|
||||
}
|
||||
});
|
||||
|
||||
@@ -398,9 +422,8 @@ window.addEventListener('mouseup', function () {
|
||||
|
||||
window.addEventListener('touchend', function (e) {
|
||||
var touches = e.changedTouches;
|
||||
for (var _i5 = 0; _i5 < touches.length; _i5++) {
|
||||
for (var j = 0; j < pointers.length; j++) {
|
||||
if (touches[_i5].identifier == pointers[j].id) pointers[j].down = false;
|
||||
}
|
||||
}
|
||||
for (var i = 0; i < touches.length; i++)
|
||||
{ for (var j = 0; j < pointers.length; j++)
|
||||
{ if (touches[i].identifier == pointers[j].id)
|
||||
{ pointers[j].down = false; } } }
|
||||
});
|
Reference in New Issue
Block a user