mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 01:11:54 +02:00
huge update
This commit is contained in:
15
dat.gui.min.js
vendored
15
dat.gui.min.js
vendored
File diff suppressed because one or more lines are too long
324
script.js
324
script.js
@@ -5,19 +5,24 @@ canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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let config = {
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TEXTURE_DOWNSAMPLE: 1,
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DENSITY_DISSIPATION: 0.98,
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VELOCITY_DISSIPATION: 0.99,
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SIM_RESOLUTION: 128,
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DYE_RESOLUTION: 512,
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DENSITY_DISSIPATION: 0.97,
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VELOCITY_DISSIPATION: 0.98,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 25,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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SPLAT_RADIUS: 0.005
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SPLAT_RADIUS: 0.5,
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SHADING: true
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}
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if (isMobile())
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config.DYE_RESOLUTION = 256;
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let pointers = [];
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let splatStack = [];
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const { gl, ext } = getWebGLContext(canvas);
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const { gl, ext } = getWebGLContext(canvas);
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startGUI();
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function getWebGLContext (canvas) {
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@@ -117,13 +122,15 @@ function supportRenderTextureFormat (gl, internalFormat, format, type) {
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function startGUI () {
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var gui = new dat.GUI({ width: 300 });
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gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
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gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
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gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
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gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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// gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
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gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius');
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gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
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gui.add(config, 'SHADING').name('shading');
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gui.add({ fun: () => {
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splatStack.push(parseInt(Math.random() * 20) + 5);
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@@ -159,7 +166,12 @@ function startGUI () {
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app.domElement.parentElement.appendChild(appIcon);
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appIcon.className = 'icon app';
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gui.close();
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if (isMobile())
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gui.close();
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}
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function isMobile () {
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return /Mobi|Android/i.test(navigator.userAgent);
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}
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function pointerPrototype () {
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@@ -257,6 +269,38 @@ const displayShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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`);
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const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump sampler2D;
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varying vec2 vUv;
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varying vec2 vL;
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varying vec2 vR;
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varying vec2 vT;
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varying vec2 vB;
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uniform sampler2D uTexture;
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uniform vec2 texelSize;
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void main () {
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vec3 L = texture2D(uTexture, vL).rgb;
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vec3 R = texture2D(uTexture, vR).rgb;
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vec3 T = texture2D(uTexture, vT).rgb;
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vec3 B = texture2D(uTexture, vB).rgb;
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vec3 C = texture2D(uTexture, vUv).rgb;
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float dx = length(R) - length(L);
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float dy = length(T) - length(B);
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vec3 n = normalize(vec3(dx, dy, length(texelSize)));
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vec3 l = vec3(0.0, 0.0, 1.0);
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float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
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C.rgb *= diffuse;
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gl_FragColor = vec4(C, 1.0);
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}
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`);
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const splatShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump sampler2D;
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@@ -302,7 +346,7 @@ const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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void main () {
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vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;
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vec2 coord = gl_FragCoord.xy - dt * bilerp(uVelocity, vUv).xy;
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gl_FragColor = dissipation * bilerp(uSource, coord);
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gl_FragColor.a = 1.0;
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}
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@@ -373,7 +417,7 @@ const curlShader = compileShader(gl.FRAGMENT_SHADER, `
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float T = texture2D(uVelocity, vT).x;
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float B = texture2D(uVelocity, vB).x;
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float vorticity = R - L - T + B;
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gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);
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gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
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}
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`);
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@@ -382,6 +426,8 @@ const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision mediump sampler2D;
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varying vec2 vUv;
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varying vec2 vL;
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varying vec2 vR;
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varying vec2 vT;
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varying vec2 vB;
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uniform sampler2D uVelocity;
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@@ -390,11 +436,17 @@ const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
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uniform float dt;
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void main () {
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float L = texture2D(uCurl, vL).x;
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float R = texture2D(uCurl, vR).x;
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float T = texture2D(uCurl, vT).x;
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float B = texture2D(uCurl, vB).x;
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float C = texture2D(uCurl, vUv).x;
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vec2 force = vec2(abs(T) - abs(B), 0.0);
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force *= 1.0 / length(force + 0.00001) * curl * C;
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vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
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force /= length(force) + 0.0001;
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force *= curl * C;
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force.y *= -1.0;
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vec2 vel = texture2D(uVelocity, vUv).xy;
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gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
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}
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@@ -457,39 +509,74 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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}
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`);
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let textureWidth;
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let textureHeight;
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const blit = (() => {
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(0);
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return (destination) => {
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gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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})();
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let simWidth;
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let simHeight;
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let dyeWidth;
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let dyeHeight;
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let density;
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let velocity;
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let divergence;
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let curl;
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let pressure;
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initFramebuffers();
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const clearProgram = new GLProgram(baseVertexShader, clearShader);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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const splatProgram = new GLProgram(baseVertexShader, splatShader);
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const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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const curlProgram = new GLProgram(baseVertexShader, curlShader);
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const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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const clearProgram = new GLProgram(baseVertexShader, clearShader);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
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const splatProgram = new GLProgram(baseVertexShader, splatShader);
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const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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const curlProgram = new GLProgram(baseVertexShader, curlShader);
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const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
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function initFramebuffers () {
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textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
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textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
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let simRes = getResolution(config.SIM_RESOLUTION);
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let dyeRes = getResolution(config.DYE_RESOLUTION);
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simWidth = simRes.width;
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simHeight = simRes.height;
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dyeWidth = dyeRes.width;
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dyeHeight = dyeRes.height;
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const texType = ext.halfFloatTexType;
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const rgba = ext.formatRGBA;
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const rg = ext.formatRG;
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const r = ext.formatR;
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const rgba = ext.formatRGBA;
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const rg = ext.formatRG;
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const r = ext.formatR;
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density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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divergence = createFBO (4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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curl = createFBO (5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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divergence = createFBO (4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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curl = createFBO (5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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}
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function getResolution (resolution) {
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let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
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if (aspectRatio < 1)
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aspectRatio = 1.0 / aspectRatio;
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let max = resolution * aspectRatio;
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let min = resolution;
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if (gl.drawingBufferWidth > gl.drawingBufferHeight)
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return { width: max, height: min };
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else
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return { width: min, height: max };
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}
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function createFBO (texId, w, h, internalFormat, format, type, param) {
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@@ -508,7 +595,15 @@ function createFBO (texId, w, h, internalFormat, format, type, param) {
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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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return {
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texture,
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fbo,
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texId,
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internalFormat,
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format,
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type,
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param
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};
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}
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function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
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@@ -526,52 +621,48 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
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let temp = fbo1;
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fbo1 = fbo2;
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fbo2 = temp;
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},
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set read (value) {
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fbo1 = value;
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},
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set write (value) {
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fbo2 = value;
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}
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}
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}
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const blit = (() => {
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(0);
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return (destination) => {
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gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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})();
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let lastTime = Date.now();
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initFramebuffers();
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multipleSplats(parseInt(Math.random() * 20) + 5);
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update();
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function update () {
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resizeCanvas();
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step(0.016);
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render();
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requestAnimationFrame(update);
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}
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const dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
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lastTime = Date.now();
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gl.viewport(0, 0, textureWidth, textureHeight);
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function step (dt) {
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if (splatStack.length > 0)
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multipleSplats(splatStack.pop());
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gl.viewport(0, 0, simWidth, simHeight);
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advectionProgram.bind();
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gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]);
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gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
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gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId);
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gl.uniform1f(advectionProgram.uniforms.dt, dt);
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gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
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blit(velocity.write[1]);
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blit(velocity.write.fbo);
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velocity.swap();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]);
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gl.viewport(0, 0, dyeWidth, dyeHeight);
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
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gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
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gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
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blit(density.write[1]);
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blit(density.write.fbo);
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density.swap();
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for (let i = 0; i < pointers.length; i++) {
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@@ -582,80 +673,99 @@ function update () {
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}
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}
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gl.viewport(0, 0, simWidth, simHeight);
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curlProgram.bind();
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gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
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blit(curl[1]);
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gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
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gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId);
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blit(curl.fbo);
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vorticityProgram.bind();
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gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]);
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gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
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gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
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gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId);
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gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId);
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gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
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gl.uniform1f(vorticityProgram.uniforms.dt, dt);
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blit(velocity.write[1]);
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blit(velocity.write.fbo);
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velocity.swap();
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divergenceProgram.bind();
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gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
|
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blit(divergence[1]);
|
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gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId);
|
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blit(divergence.fbo);
|
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|
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clearProgram.bind();
|
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let pressureTexId = pressure.read[2];
|
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let pressureTexId = pressure.read.texId;
|
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gl.activeTexture(gl.TEXTURE0 + pressureTexId);
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gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
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gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
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gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
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gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
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blit(pressure.write[1]);
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blit(pressure.write.fbo);
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pressure.swap();
|
||||
|
||||
pressureProgram.bind();
|
||||
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
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||||
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();
|
||||
}
|
||||
});
|
||||
|
||||
@@ -724,3 +834,11 @@ window.addEventListener('touchend', (e) => {
|
||||
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
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user