webgl2 optimization

This commit is contained in:
Pavel Dobryakov
2017-08-26 13:28:53 +03:00
parent 4f768c89cb
commit 6d8778ad76

View File

@@ -28,7 +28,7 @@ const DENSITY_DISSIPATION = 0.98;
const VELOCITY_DISSIPATION = 0.99; const VELOCITY_DISSIPATION = 0.99;
const SPLAT_RADIUS = 0.005; const SPLAT_RADIUS = 0.005;
const CURL = 30; const CURL = 30;
const PRESSURE_ITERATIONS = 25; const PRESSURE_ITERATIONS = 20;
class GLProgram { class GLProgram {
constructor (vertexShader, fragmentShader) { constructor (vertexShader, fragmentShader) {
@@ -327,7 +327,7 @@ function clear (target) {
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
} }
function createFBO (texId, width, height, format, type, param) { function createFBO (texId, w, h, internalFormat, format, type, param) {
gl.activeTexture(gl.TEXTURE0 + texId); gl.activeTexture(gl.TEXTURE0 + texId);
let texture = gl.createTexture(); let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindTexture(gl.TEXTURE_2D, texture);
@@ -335,20 +335,20 @@ function createFBO (texId, width, height, format, type, param) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 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); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, gl.RGBA, type, null); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
let fbo = gl.createFramebuffer(); let fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.viewport(0, 0, width, height); gl.viewport(0, 0, w, h);
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo, texId]; return [texture, fbo, texId];
} }
function createDoubleFBO (texId, width, height, format, type, param) { function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
let fbo1 = createFBO(texId, width, height, format, type, param); let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param);
let fbo2 = createFBO(texId + 1, width, height, format, type, param); let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
return { return {
get first () { get first () {
@@ -366,13 +366,15 @@ function createDoubleFBO (texId, width, height, format, type, param) {
} }
const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
const internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
const formatRG = isWebGL2 ? gl.RG : gl.RGBA;
const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
let density = createDoubleFBO(0, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); let density = createDoubleFBO(0, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
let velocity = createDoubleFBO(2, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); let velocity = createDoubleFBO(2, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
let divergence = createFBO (4, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST); let divergence = createFBO (4, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
let curl = createFBO (5, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST); let curl = createFBO (5, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
let pressure = createDoubleFBO(6, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST); let pressure = createDoubleFBO(6, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
const displayProgram = new GLProgram(baseVertexShader, displayShader); const displayProgram = new GLProgram(baseVertexShader, displayShader);
const splatProgram = new GLProgram(baseVertexShader, splatShader); const splatProgram = new GLProgram(baseVertexShader, splatShader);