This commit is contained in:
Pavel Dobryakov
2018-12-24 17:54:43 +03:00
parent 206892a53f
commit 55000316cd

View File

@@ -16,15 +16,18 @@ var config = {
SHADING: true
}
if (isMobile())
{ config.DYE_RESOLUTION = 256; }
var pointers = [];
var splatStack = [];
var ref = getWebGLContext(canvas);
var gl = ref.gl;
var ext = ref.ext;
if (isMobile())
{ config.DYE_RESOLUTION = 256; }
if (!ext.supportLinearFiltering)
{ config.SHADING = false; }
startGUI();
function getWebGLContext (canvas) {
@@ -234,7 +237,7 @@ var displayShadingShader = compileShader(gl.FRAGMENT_SHADER, "\n precision hi
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");
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 * bilerp(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n");
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 vec2 dyeTexelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 uv, in vec2 tsize) {\n vec2 st = uv / tsize - 0.5;\n\n vec2 iuv = floor(st);\n vec2 fuv = fract(st);\n\n vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n }\n\n void main () {\n vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);\n gl_FragColor.a = 1.0;\n }\n");
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 gl_FragColor.a = 1.0;\n }\n");
@@ -367,33 +370,16 @@ update();
function update () {
resizeCanvas();
input();
step(0.016);
render();
requestAnimationFrame(update);
}
function step (dt) {
function input () {
if (splatStack.length > 0)
{ multipleSplats(splatStack.pop()); }
gl.viewport(0, 0, simWidth, simHeight);
advectionProgram.bind();
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId);
gl.uniform1f(advectionProgram.uniforms.dt, dt);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
blit(velocity.write.fbo);
velocity.swap();
gl.viewport(0, 0, dyeWidth, dyeHeight);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
blit(density.write.fbo);
density.swap();
for (var i = 0; i < pointers.length; i++) {
var pointer = pointers[i];
if (pointer.moved) {
@@ -401,7 +387,9 @@ function step (dt) {
pointer.moved = false;
}
}
}
function step (dt) {
gl.viewport(0, 0, simWidth, simHeight);
curlProgram.bind();
@@ -438,7 +426,7 @@ function step (dt) {
pressureTexId = pressure.read.texId;
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) {
for (var i = 0; i < config.PRESSURE_ITERATIONS; i++) {
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
blit(pressure.write.fbo);
pressure.swap();
@@ -450,6 +438,26 @@ function step (dt) {
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId);
blit(velocity.write.fbo);
velocity.swap();
advectionProgram.bind();
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
if (!ext.supportLinearFiltering)
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight); }
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId);
gl.uniform1f(advectionProgram.uniforms.dt, dt);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
blit(velocity.write.fbo);
velocity.swap();
gl.viewport(0, 0, dyeWidth, dyeHeight);
if (!ext.supportLinearFiltering)
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeWidth); }
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
blit(density.write.fbo);
density.swap();
}
function render () {