mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 09:51:38 +02:00
webgl2 optimization
This commit is contained in:
26
script.js
26
script.js
@@ -28,7 +28,7 @@ const DENSITY_DISSIPATION = 0.98;
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const VELOCITY_DISSIPATION = 0.99;
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const SPLAT_RADIUS = 0.005;
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const CURL = 30;
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const PRESSURE_ITERATIONS = 25;
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const PRESSURE_ITERATIONS = 20;
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class GLProgram {
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constructor (vertexShader, fragmentShader) {
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@@ -327,7 +327,7 @@ function clear (target) {
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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function createFBO (texId, width, height, format, type, param) {
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function createFBO (texId, w, h, internalFormat, format, type, param) {
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gl.activeTexture(gl.TEXTURE0 + texId);
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let texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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@@ -335,20 +335,20 @@ function createFBO (texId, width, height, format, type, param) {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
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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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gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, gl.RGBA, type, null);
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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
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let 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, width, height);
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gl.viewport(0, 0, w, h);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return [texture, fbo, texId];
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}
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function createDoubleFBO (texId, width, height, format, type, param) {
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let fbo1 = createFBO(texId, width, height, format, type, param);
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let fbo2 = createFBO(texId + 1, width, height, format, type, param);
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function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
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let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param);
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let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
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return {
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get first () {
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@@ -366,13 +366,15 @@ function createDoubleFBO (texId, width, height, format, type, param) {
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}
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const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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const internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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const formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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let density = createDoubleFBO(0, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
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let velocity = createDoubleFBO(2, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
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let divergence = createFBO (4, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST);
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let curl = createFBO (5, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST);
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let pressure = createDoubleFBO(6, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat, texType, gl.NEAREST);
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let density = createDoubleFBO(0, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
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let velocity = createDoubleFBO(2, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
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let divergence = createFBO (4, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
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let curl = createFBO (5, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
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let pressure = createDoubleFBO(6, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalFormatRG, formatRG, texType, gl.NEAREST);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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const splatProgram = new GLProgram(baseVertexShader, splatShader);
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