mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 09:21:59 +02:00
update
This commit is contained in:
126
script.js
126
script.js
@@ -2,7 +2,7 @@
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'use strict';
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const canvas = document.getElementsByTagName('canvas')[0];
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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const gl = canvas.getContext('webgl', { alpha: false });
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if (!gl.getExtension("OES_texture_float")) {
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console.log("does not support OES_texture_float");
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@@ -14,6 +14,9 @@ if (!gl.getExtension("OES_texture_float_linear")) {
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resizeCanvas();
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const TEXTURE_WIDTH = gl.drawingBufferWidth;
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const TEXTURE_HEIGHT = gl.drawingBufferHeight;
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class GLProgram {
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constructor (vertexShader, fragmentShader) {
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this.uniforms = {};
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@@ -58,27 +61,38 @@ function createFBO (width, height) {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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const texData = new Uint8Array([
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238, 95, 64, 255,
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85, 74, 32, 255,
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86, 39, 95, 255,
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75, 37, 37, 255
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]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.viewport(0, 0, width, height);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return [texture, fbo];
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}
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const blit = ((source, destination) => {
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function createDoubleFBO (width, height) {
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let fbo1 = createFBO(width, height);
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let fbo2 = createFBO(width, height);
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return {
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get first() {
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return fbo1;
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},
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get second () {
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return fbo2;
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},
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swap: () => {
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let temp = fbo1;
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fbo1 = fbo2;
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fbo2 = temp;
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}
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}
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}
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const blit = (() => {
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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@@ -87,19 +101,16 @@ const blit = ((source, destination) => {
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gl.enableVertexAttribArray(0);
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return (destination) => {
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// gl.bindTexture(gl.TEXTURE_2D, source === null ? null : source[0]);
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gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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})();
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let source = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let source2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let velocity = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let velocity2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let divergence = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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const vertexShader = compileShader(gl.VERTEX_SHADER, `
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const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
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attribute vec2 aPosition;
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varying vec2 vUv;
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@@ -109,7 +120,7 @@ const vertexShader = compileShader(gl.VERTEX_SHADER, `
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}
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`);
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const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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const displayShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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@@ -120,7 +131,7 @@ const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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`);
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const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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const testShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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@@ -134,7 +145,7 @@ const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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`);
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const initSourceShader = compileShader(gl.FRAGMENT_SHADER, `
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const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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@@ -237,12 +248,12 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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`);
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const simpleProgram = new GLProgram(vertexShader, simpleFragmentShader);
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const simulationProgram = new GLProgram(vertexShader, simulationFragmentShader);
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const initSourceProgram = new GLProgram(vertexShader, initSourceShader);
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const initVelocityProgram = new GLProgram(vertexShader, initVelocityShader);
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const advectionProgram = new GLProgram(vertexShader, advectionShader);
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const divergenceProgram = new GLProgram(vertexShader, divergenceShader);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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const testProgram = new GLProgram(baseVertexShader, testShader);
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const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
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const initVelocityProgram = new GLProgram(baseVertexShader, initVelocityShader);
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const advectionProgram = new GLProgram(baseVertexShader, advectionShader);
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const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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let pointer = {
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x: 0,
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@@ -250,73 +261,54 @@ let pointer = {
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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initSourceProgram.bind();
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blit(source[1]);
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initDensityProgram.bind();
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blit(density.first[1]);
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initVelocityProgram.bind();
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blit(velocity[1]);
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blit(velocity.first[1]);
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Update();
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function advect (target, dt) {
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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gl.bindFramebuffer(gl.FRAMEBUFFER, target[1]);
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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gl.uniform1i(advectionProgram.uniforms.uSource, 1);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform1f(advectionProgram.uniforms.dt, dt);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
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gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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function Update () {
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resizeCanvas();
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// advect(source, 1.0);
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gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
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// advect
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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gl.uniform1i(advectionProgram.uniforms.uSource, 1);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
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gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
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blit(source2[1]);
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blit(density.second[1]);
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// gl.activeTexture(gl.TEXTURE0 + 1);
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// gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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// blit(velocity2[1]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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blit(velocity.second[1]);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity2[0]);
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gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
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divergenceProgram.bind();
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
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gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5);
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blit(divergence[1]);
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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simpleProgram.bind();
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gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
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displayProgram.bind();
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blit(null);
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let temp = source2;
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source2 = source;
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source = temp;
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temp = velocity2;
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velocity2 = velocity;
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velocity = temp;
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density.swap();
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velocity.swap();
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requestAnimationFrame(Update);
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}
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