This commit is contained in:
Pavel Dobryakov
2017-08-04 13:28:25 +03:00
parent ffb11bc3fb
commit 5448b7c4d4

126
script.js
View File

@@ -2,7 +2,7 @@
'use strict';
const canvas = document.getElementsByTagName('canvas')[0];
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
const gl = canvas.getContext('webgl', { alpha: false });
if (!gl.getExtension("OES_texture_float")) {
console.log("does not support OES_texture_float");
@@ -14,6 +14,9 @@ if (!gl.getExtension("OES_texture_float_linear")) {
resizeCanvas();
const TEXTURE_WIDTH = gl.drawingBufferWidth;
const TEXTURE_HEIGHT = gl.drawingBufferHeight;
class GLProgram {
constructor (vertexShader, fragmentShader) {
this.uniforms = {};
@@ -58,27 +61,38 @@ function createFBO (width, height) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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);
const texData = new Uint8Array([
238, 95, 64, 255,
85, 74, 32, 255,
86, 39, 95, 255,
75, 37, 37, 255
]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.viewport(0, 0, width, height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo];
}
const blit = ((source, destination) => {
function createDoubleFBO (width, height) {
let fbo1 = createFBO(width, height);
let fbo2 = createFBO(width, height);
return {
get first() {
return fbo1;
},
get second () {
return fbo2;
},
swap: () => {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
}
}
}
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());
@@ -87,19 +101,16 @@ const blit = ((source, destination) => {
gl.enableVertexAttribArray(0);
return (destination) => {
// gl.bindTexture(gl.TEXTURE_2D, source === null ? null : source[0]);
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
})();
let source = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
let source2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
let velocity = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
let velocity2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
let divergence = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
const vertexShader = compileShader(gl.VERTEX_SHADER, `
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
attribute vec2 aPosition;
varying vec2 vUv;
@@ -109,7 +120,7 @@ const vertexShader = compileShader(gl.VERTEX_SHADER, `
}
`);
const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
const displayShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
@@ -120,7 +131,7 @@ const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
}
`);
const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
const testShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
@@ -134,7 +145,7 @@ const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
}
`);
const initSourceShader = compileShader(gl.FRAGMENT_SHADER, `
const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
@@ -237,12 +248,12 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
}
`);
const simpleProgram = new GLProgram(vertexShader, simpleFragmentShader);
const simulationProgram = new GLProgram(vertexShader, simulationFragmentShader);
const initSourceProgram = new GLProgram(vertexShader, initSourceShader);
const initVelocityProgram = new GLProgram(vertexShader, initVelocityShader);
const advectionProgram = new GLProgram(vertexShader, advectionShader);
const divergenceProgram = new GLProgram(vertexShader, divergenceShader);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
const testProgram = new GLProgram(baseVertexShader, testShader);
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
const initVelocityProgram = new GLProgram(baseVertexShader, initVelocityShader);
const advectionProgram = new GLProgram(baseVertexShader, advectionShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
let pointer = {
x: 0,
@@ -250,73 +261,54 @@ let pointer = {
}
gl.bindTexture(gl.TEXTURE_2D, null);
initSourceProgram.bind();
blit(source[1]);
initDensityProgram.bind();
blit(density.first[1]);
initVelocityProgram.bind();
blit(velocity[1]);
blit(velocity.first[1]);
Update();
function advect (target, dt) {
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, source[0]);
gl.bindFramebuffer(gl.FRAMEBUFFER, target[1]);
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
gl.uniform1i(advectionProgram.uniforms.uSource, 1);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
gl.uniform1f(advectionProgram.uniforms.dt, dt);
gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
function Update () {
resizeCanvas();
// advect(source, 1.0);
gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, source[0]);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
// advect
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
gl.uniform1i(advectionProgram.uniforms.uSource, 1);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
blit(source2[1]);
blit(density.second[1]);
// gl.activeTexture(gl.TEXTURE0 + 1);
// gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
// blit(velocity2[1]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
blit(velocity.second[1]);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity2[0]);
gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
divergenceProgram.bind();
gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5);
blit(divergence[1]);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, source[0]);
simpleProgram.bind();
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
displayProgram.bind();
blit(null);
let temp = source2;
source2 = source;
source = temp;
temp = velocity2;
velocity2 = velocity;
velocity = temp;
density.swap();
velocity.swap();
requestAnimationFrame(Update);
}