huge update

This commit is contained in:
Pavel Dobryakov
2018-12-23 19:39:04 +03:00
parent 50228a2213
commit 759333b9c7
2 changed files with 235 additions and 106 deletions

326
script.js
View File

@@ -5,19 +5,24 @@ canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
let config = {
TEXTURE_DOWNSAMPLE: 1,
DENSITY_DISSIPATION: 0.98,
VELOCITY_DISSIPATION: 0.99,
SIM_RESOLUTION: 128,
DYE_RESOLUTION: 512,
DENSITY_DISSIPATION: 0.97,
VELOCITY_DISSIPATION: 0.98,
PRESSURE_DISSIPATION: 0.8,
PRESSURE_ITERATIONS: 25,
PRESSURE_ITERATIONS: 20,
CURL: 30,
SPLAT_RADIUS: 0.005
SPLAT_RADIUS: 0.5,
SHADING: true
}
if (isMobile())
config.DYE_RESOLUTION = 256;
let pointers = [];
let splatStack = [];
const { gl, ext } = getWebGLContext(canvas);
const { gl, ext } = getWebGLContext(canvas);
startGUI();
function getWebGLContext (canvas) {
@@ -117,13 +122,15 @@ function supportRenderTextureFormat (gl, internalFormat, format, type) {
function startGUI () {
var gui = new dat.GUI({ width: 300 });
gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers);
gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers);
gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
// gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius');
gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
gui.add(config, 'SHADING').name('shading');
gui.add({ fun: () => {
splatStack.push(parseInt(Math.random() * 20) + 5);
@@ -159,7 +166,12 @@ function startGUI () {
app.domElement.parentElement.appendChild(appIcon);
appIcon.className = 'icon app';
gui.close();
if (isMobile())
gui.close();
}
function isMobile () {
return /Mobi|Android/i.test(navigator.userAgent);
}
function pointerPrototype () {
@@ -257,6 +269,38 @@ const displayShader = compileShader(gl.FRAGMENT_SHADER, `
}
`);
const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision mediump sampler2D;
varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uTexture;
uniform vec2 texelSize;
void main () {
vec3 L = texture2D(uTexture, vL).rgb;
vec3 R = texture2D(uTexture, vR).rgb;
vec3 T = texture2D(uTexture, vT).rgb;
vec3 B = texture2D(uTexture, vB).rgb;
vec3 C = texture2D(uTexture, vUv).rgb;
float dx = length(R) - length(L);
float dy = length(T) - length(B);
vec3 n = normalize(vec3(dx, dy, length(texelSize)));
vec3 l = vec3(0.0, 0.0, 1.0);
float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
C.rgb *= diffuse;
gl_FragColor = vec4(C, 1.0);
}
`);
const splatShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision mediump sampler2D;
@@ -302,7 +346,7 @@ const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, `
}
void main () {
vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;
vec2 coord = gl_FragCoord.xy - dt * bilerp(uVelocity, vUv).xy;
gl_FragColor = dissipation * bilerp(uSource, coord);
gl_FragColor.a = 1.0;
}
@@ -373,7 +417,7 @@ const curlShader = compileShader(gl.FRAGMENT_SHADER, `
float T = texture2D(uVelocity, vT).x;
float B = texture2D(uVelocity, vB).x;
float vorticity = R - L - T + B;
gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
}
`);
@@ -382,6 +426,8 @@ const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
precision mediump sampler2D;
varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uVelocity;
@@ -390,11 +436,17 @@ const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
uniform float dt;
void main () {
float L = texture2D(uCurl, vL).x;
float R = texture2D(uCurl, vR).x;
float T = texture2D(uCurl, vT).x;
float B = texture2D(uCurl, vB).x;
float C = texture2D(uCurl, vUv).x;
vec2 force = vec2(abs(T) - abs(B), 0.0);
force *= 1.0 / length(force + 0.00001) * curl * C;
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
force /= length(force) + 0.0001;
force *= curl * C;
force.y *= -1.0;
vec2 vel = texture2D(uVelocity, vUv).xy;
gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
}
@@ -457,39 +509,74 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
}
`);
let textureWidth;
let textureHeight;
const blit = (() => {
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
return (destination) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
})();
let simWidth;
let simHeight;
let dyeWidth;
let dyeHeight;
let density;
let velocity;
let divergence;
let curl;
let pressure;
initFramebuffers();
const clearProgram = new GLProgram(baseVertexShader, clearShader);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
const splatProgram = new GLProgram(baseVertexShader, splatShader);
const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
const curlProgram = new GLProgram(baseVertexShader, curlShader);
const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
const clearProgram = new GLProgram(baseVertexShader, clearShader);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
const splatProgram = new GLProgram(baseVertexShader, splatShader);
const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
const curlProgram = new GLProgram(baseVertexShader, curlShader);
const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
function initFramebuffers () {
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
let simRes = getResolution(config.SIM_RESOLUTION);
let dyeRes = getResolution(config.DYE_RESOLUTION);
simWidth = simRes.width;
simHeight = simRes.height;
dyeWidth = dyeRes.width;
dyeHeight = dyeRes.height;
const texType = ext.halfFloatTexType;
const rgba = ext.formatRGBA;
const rg = ext.formatRG;
const r = ext.formatR;
const rgba = ext.formatRGBA;
const rg = ext.formatRG;
const r = ext.formatR;
density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
divergence = createFBO (4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
curl = createFBO (5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
divergence = createFBO (4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
curl = createFBO (5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
}
function getResolution (resolution) {
let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
if (aspectRatio < 1)
aspectRatio = 1.0 / aspectRatio;
let max = resolution * aspectRatio;
let min = resolution;
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
return { width: max, height: min };
else
return { width: min, height: max };
}
function createFBO (texId, w, h, internalFormat, format, type, param) {
@@ -508,7 +595,15 @@ function createFBO (texId, w, h, internalFormat, format, type, param) {
gl.viewport(0, 0, w, h);
gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo, texId];
return {
texture,
fbo,
texId,
internalFormat,
format,
type,
param
};
}
function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
@@ -526,52 +621,48 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
},
set read (value) {
fbo1 = value;
},
set write (value) {
fbo2 = value;
}
}
}
const blit = (() => {
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
return (destination) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
})();
let lastTime = Date.now();
initFramebuffers();
multipleSplats(parseInt(Math.random() * 20) + 5);
update();
function update () {
resizeCanvas();
step(0.016);
render();
requestAnimationFrame(update);
}
const dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
lastTime = Date.now();
gl.viewport(0, 0, textureWidth, textureHeight);
function step (dt) {
if (splatStack.length > 0)
multipleSplats(splatStack.pop());
gl.viewport(0, 0, simWidth, simHeight);
advectionProgram.bind();
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]);
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[1]);
blit(velocity.write.fbo);
velocity.swap();
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]);
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[1]);
blit(density.write.fbo);
density.swap();
for (let i = 0; i < pointers.length; i++) {
@@ -582,80 +673,99 @@ function update () {
}
}
gl.viewport(0, 0, simWidth, simHeight);
curlProgram.bind();
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
blit(curl[1]);
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId);
blit(curl.fbo);
vorticityProgram.bind();
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]);
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId);
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
blit(velocity.write[1]);
blit(velocity.write.fbo);
velocity.swap();
divergenceProgram.bind();
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
blit(divergence[1]);
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId);
blit(divergence.fbo);
clearProgram.bind();
let pressureTexId = pressure.read[2];
let pressureTexId = pressure.read.texId;
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
blit(pressure.write[1]);
blit(pressure.write.fbo);
pressure.swap();
pressureProgram.bind();
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
pressureTexId = pressure.read[2];
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId);
pressureTexId = pressure.read.texId;
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
blit(pressure.write[1]);
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
blit(pressure.write.fbo);
pressure.swap();
}
gradienSubtractProgram.bind();
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]);
blit(velocity.write[1]);
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId);
blit(velocity.write.fbo);
velocity.swap();
}
function render () {
let width = gl.drawingBufferWidth;
let height = gl.drawingBufferHeight;
gl.viewport(0, 0, width, height);
if (config.SHADING) {
displayShadingProgram.bind();
gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height);
gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId);
}
else {
displayProgram.bind();
gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId);
}
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
displayProgram.bind();
gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]);
blit(null);
requestAnimationFrame(update);
}
function splat (x, y, dx, dy, color) {
gl.viewport(0, 0, simWidth, simHeight);
splatProgram.bind();
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]);
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.texId);
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
blit(velocity.write[1]);
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS / 100.0);
blit(velocity.write.fbo);
velocity.swap();
gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]);
gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
blit(density.write[1]);
gl.viewport(0, 0, dyeWidth, dyeHeight);
gl.uniform1i(splatProgram.uniforms.uTarget, density.read.texId);
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
blit(density.write.fbo);
density.swap();
}
function multipleSplats (amount) {
for (let i = 0; i < amount; i++) {
const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
const color = generateColor();
color.r *= 10.0;
color.g *= 10.0;
color.b *= 10.0;
const x = canvas.width * Math.random();
const y = canvas.height * Math.random();
const dx = 1000 * (Math.random() - 0.5);
@@ -674,8 +784,8 @@ function resizeCanvas () {
canvas.addEventListener('mousemove', (e) => {
pointers[0].moved = pointers[0].down;
pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0;
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
pointers[0].dx = (e.offsetX - pointers[0].x) * 5.0;
pointers[0].dy = (e.offsetY - pointers[0].y) * 5.0;
pointers[0].x = e.offsetX;
pointers[0].y = e.offsetY;
});
@@ -686,8 +796,8 @@ canvas.addEventListener('touchmove', (e) => {
for (let i = 0; i < touches.length; i++) {
let pointer = pointers[i];
pointer.moved = pointer.down;
pointer.dx = (touches[i].pageX - pointer.x) * 10.0;
pointer.dy = (touches[i].pageY - pointer.y) * 10.0;
pointer.dx = (touches[i].pageX - pointer.x) * 8.0;
pointer.dy = (touches[i].pageY - pointer.y) * 8.0;
pointer.x = touches[i].pageX;
pointer.y = touches[i].pageY;
}
@@ -695,7 +805,7 @@ canvas.addEventListener('touchmove', (e) => {
canvas.addEventListener('mousedown', () => {
pointers[0].down = true;
pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
pointers[0].color = generateColor();
});
canvas.addEventListener('touchstart', (e) => {
@@ -709,7 +819,7 @@ canvas.addEventListener('touchstart', (e) => {
pointers[i].down = true;
pointers[i].x = touches[i].pageX;
pointers[i].y = touches[i].pageY;
pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
pointers[i].color = generateColor();
}
});
@@ -723,4 +833,12 @@ window.addEventListener('touchend', (e) => {
for (let j = 0; j < pointers.length; j++)
if (touches[i].identifier == pointers[j].id)
pointers[j].down = false;
});
});
function generateColor () {
return {
r: Math.random() * 0.15 + 0.05,
g: Math.random() * 0.15 + 0.05,
b: Math.random() * 0.15 + 0.05
};
}