mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 09:51:38 +02:00
update
This commit is contained in:
94
script.js
94
script.js
@@ -120,65 +120,65 @@ let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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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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attribute vec2 aPosition;
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varying vec2 vUv;
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void main () {
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vUv = aPosition * 0.5 + 0.5;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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void main () {
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vUv = aPosition * 0.5 + 0.5;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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`);
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const displayShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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void main () {
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void main () {
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gl_FragColor = texture2D(uTexture, vUv);
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}
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}
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`);
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const testShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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uniform vec2 uMouse;
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void main () {
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vec4 color = texture2D(uTexture, vUv);
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void main () {
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vec4 color = texture2D(uTexture, vUv);
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// gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color;
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gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0);
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}
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}
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`);
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const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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void main () {
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void main () {
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float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
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gl_FragColor = vec4(vec3(d), 1.0);
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}
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}
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`);
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const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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void main () {
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void main () {
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gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0);
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}
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}
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`);
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const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uVelocity;
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uniform sampler2D uSource;
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uniform vec2 wh_inv;
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@@ -186,23 +186,23 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
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uniform float rdx;
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uniform float dissipation;
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void main () {
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void main () {
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 back_pos = vUv - dt * rdx * velocity * wh_inv;
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gl_FragColor = dissipation * texture2D(uSource, back_pos);
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gl_FragColor.a = 1.0;
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}
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}
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`);
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const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uVelocity;
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uniform vec2 wh_inv;
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uniform float halfrdx;
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void main () {
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void main () {
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vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy;
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vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy;
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vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
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@@ -210,19 +210,19 @@ const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
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//vec2 C = texture2D(uVelocity, vUv).xy;
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float div = halfrdx * ((R.x - L.x) + (T.y - B.y));
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gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
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}
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}
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`);
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const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uPressure;
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uniform sampler2D uDivergence;
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uniform vec2 wh_inv;
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uniform float alpha;
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void main () {
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void main () {
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float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
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float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
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float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
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@@ -230,21 +230,21 @@ const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
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float divergence = texture2D(uDivergence, vUv).x;
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float pressure = (L + R + B + T + alpha * divergence) * .25;
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gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
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}
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}
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`);
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const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp float;
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varying vec2 vUv;
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varying vec2 vUv;
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uniform sampler2D uPressure;
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uniform sampler2D uVelocity;
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uniform vec2 wh_inv;
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uniform float halfrdx;
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void main () {
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void main () {
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float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
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float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
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float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
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@@ -252,9 +252,9 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 result = velocity - halfrdx * vec2(R - L, T - B);
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gl_FragColor = vec4(result, 0.0, 1.0);
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}
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}
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`);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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@@ -288,7 +288,7 @@ function Update () {
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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, density.first[0]);
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// advect density
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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@@ -356,11 +356,11 @@ function Update () {
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}
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function resizeCanvas () {
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if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
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const displayHeight = canvas.clientHeight;
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canvas.width = canvas.clientWidth;
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canvas.height = displayHeight;
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}
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if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
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const displayHeight = canvas.clientHeight;
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canvas.width = canvas.clientWidth;
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canvas.height = displayHeight;
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}
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}
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window.addEventListener('mousemove', (e) => {
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