This commit is contained in:
Pavel Dobryakov
2019-01-06 19:37:59 +03:00

View File

@@ -20,6 +20,7 @@ var config = {
TRANSPARENT: false
}
<<<<<<< HEAD
function pointerPrototype () {
this.id = -1;
this.x = 0;
@@ -31,6 +32,8 @@ function pointerPrototype () {
this.color = [30, 0, 300];
}
=======
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
var pointers = [];
var splatStack = [];
pointers.push(new pointerPrototype());
@@ -39,10 +42,15 @@ var ref = getWebGLContext(canvas);
var gl = ref.gl;
var ext = ref.ext;
<<<<<<< HEAD
if (isMobile()) {
config.DYE_RESOLUTION = 256;
config.SHADING = false;
}
=======
if (isMobile())
{ config.DYE_RESOLUTION = 256; }
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
if (!ext.supportLinearFiltering)
{ config.SHADING = false; }
@@ -307,7 +315,11 @@ var displayShadingShader = compileShader(gl.FRAGMENT_SHADER, "\n precision hi
var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n");
<<<<<<< HEAD
var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform vec2 dyeTexelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {\n vec2 st = uv / tsize - 0.5;\n\n vec2 iuv = floor(st);\n vec2 fuv = fract(st);\n\n vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n }\n\n void main () {\n vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);\n gl_FragColor.a = 1.0;\n }\n");
=======
var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform vec2 dyeTexelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 uv, in vec2 tsize) {\n vec2 st = uv / tsize - 0.5;\n\n vec2 iuv = floor(st);\n vec2 fuv = fract(st);\n\n vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n }\n\n void main () {\n vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);\n gl_FragColor.a = 1.0;\n }\n");
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
var advectionShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n");
@@ -445,9 +457,14 @@ update();
function update () {
resizeCanvas();
input();
<<<<<<< HEAD
if (!config.PAUSED)
{ step(0.016); }
render(null);
=======
step(0.016);
render();
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
requestAnimationFrame(update);
}
@@ -456,6 +473,7 @@ function input () {
{ multipleSplats(splatStack.pop()); }
for (var i = 0; i < pointers.length; i++) {
<<<<<<< HEAD
var p = pointers[i];
if (p.moved) {
splat(p.x, p.y, p.dx, p.dy, p.color);
@@ -472,12 +490,21 @@ function input () {
for (var i$1 = 0; i$1 < pointers.length; i$1++) {
var p$1 = pointers[i$1];
p$1.color = generateColor();
=======
var pointer = pointers[i];
if (pointer.moved) {
splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
pointer.moved = false;
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
}
}
}
function step (dt) {
<<<<<<< HEAD
gl.disable(gl.BLEND);
=======
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
gl.viewport(0, 0, simWidth, simHeight);
curlProgram.bind();
@@ -539,9 +566,14 @@ function step (dt) {
velocity.swap();
gl.viewport(0, 0, dyeWidth, dyeHeight);
<<<<<<< HEAD
if (!ext.supportLinearFiltering)
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight); }
=======
if (!ext.supportLinearFiltering)
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeWidth); }
>>>>>>> 55000316cd78f2265594266de0b1ce450d88bc09
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);