mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 09:51:38 +02:00
refresh script
This commit is contained in:
143
script.js
143
script.js
@@ -31,48 +31,74 @@ function getWebGLContext (canvas) {
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{ gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); }
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var halfFloat;
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var support_linear_float;
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var supportLinearFiltering;
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if (isWebGL2) {
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gl.getExtension('EXT_color_buffer_float');
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support_linear_float = gl.getExtension('OES_texture_float_linear');
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supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
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} else {
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halfFloat = gl.getExtension('OES_texture_half_float');
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support_linear_float = gl.getExtension('OES_texture_half_float_linear');
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supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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var halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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var formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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var formatRGBA;
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var formatRG;
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var formatR;
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if (isWebGL2) {
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if (!supportRenderTextureFormat(gl, internalFormatRG, formatRG, halfFloatTexType)) {
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internalFormatRG = gl.RGBA16F;
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formatRG = gl.RGBA;
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if (isWebGL2)
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
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}
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else
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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}
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ga('send', 'event', 'webgl2', 'rg not supported');
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if (!supportRenderTextureFormat(gl, internalFormatRG, formatRG, halfFloatTexType))
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{ ga('send', 'event', 'webgl2', 'rgba not supported'); }
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}
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} else {
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if (!supportRenderTextureFormat(gl, internalFormatRG, formatRG, halfFloatTexType))
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{ ga('send', 'event', 'webgl', 'rgba not supported'); }
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}
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if (formatRGBA == null)
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{ ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'not supported'); }
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if (halfFloat == null)
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{ ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'halfTexture not supported'); }
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return {
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gl: gl,
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ext: {
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internalFormat: internalFormat,
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internalFormatRG: internalFormatRG,
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formatRGBA: formatRGBA,
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formatRG: formatRG,
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formatR: formatR,
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halfFloatTexType: halfFloatTexType,
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support_linear_float: support_linear_float
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supportLinearFiltering: supportLinearFiltering
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}
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};
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}
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function getSupportedFormat (gl, internalFormat, format, type)
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{
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if (!supportRenderTextureFormat(gl, internalFormat, format, type))
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{
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switch (internalFormat)
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{
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case gl.R16F:
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return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
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case gl.RG16F:
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return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
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default:
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return null;
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}
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}
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return {
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internalFormat: internalFormat,
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format: format
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}
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}
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function supportRenderTextureFormat (gl, internalFormat, format, type) {
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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@@ -182,13 +208,13 @@ var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float
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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 float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n");
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var advectionShader = 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 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 }\n");
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var advectionShader = 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 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");
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var divergenceShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n");
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var curlShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n");
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var vorticityShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).y;\n float R = texture2D(uCurl, vR).y;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n");
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var vorticityShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), 0.0);\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n");
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var pressureShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n");
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@@ -206,7 +232,7 @@ initFramebuffers();
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var clearProgram = new GLProgram(baseVertexShader, clearShader);
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var displayProgram = new GLProgram(baseVertexShader, displayShader);
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var splatProgram = new GLProgram(baseVertexShader, splatShader);
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var advectionProgram = new GLProgram(baseVertexShader, ext.support_linear_float ? advectionShader : advectionManualFilteringShader);
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var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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var curlProgram = new GLProgram(baseVertexShader, curlShader);
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var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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@@ -217,16 +243,16 @@ 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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var iFormat = ext.internalFormat;
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var iFormatRG = ext.internalFormatRG;
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var formatRG = ext.formatRG;
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var texType = ext.halfFloatTexType;
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var rgba = ext.formatRGBA;
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var rg = ext.formatRG;
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var r = ext.formatR;
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density = createDoubleFBO(0, textureWidth, textureHeight, iFormat , gl.RGBA , texType, ext.support_linear_float ? gl.LINEAR : gl.NEAREST);
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velocity = createDoubleFBO(2, textureWidth, textureHeight, iFormatRG, formatRG, texType, ext.support_linear_float ? gl.LINEAR : gl.NEAREST);
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divergence = createFBO (4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
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curl = createFBO (5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
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pressure = createDoubleFBO(6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
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density = createDoubleFBO(0, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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velocity = createDoubleFBO(2, 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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}
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function createFBO (texId, w, h, internalFormat, format, type, param) {
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@@ -253,10 +279,10 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
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var 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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get read () {
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return fbo1;
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},
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get second () {
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get write () {
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return fbo2;
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},
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swap: function swap () {
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@@ -298,17 +324,17 @@ function update () {
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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.first[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);
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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.uniform1f(advectionProgram.uniforms.dt, dt);
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gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
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blit(velocity.second[1]);
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blit(velocity.write[1]);
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velocity.swap();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
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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.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
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blit(density.second[1]);
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blit(density.write[1]);
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density.swap();
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for (var i = 0; i < pointers.length; i++) {
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@@ -321,55 +347,54 @@ function update () {
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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.first[2]);
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gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
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blit(curl[1]);
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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.first[2]);
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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.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
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gl.uniform1f(vorticityProgram.uniforms.dt, dt);
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blit(velocity.second[1]);
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blit(velocity.write[1]);
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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.first[2]);
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
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blit(divergence[1]);
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clearProgram.bind();
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var pressureTexId = pressure.first[2];
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var pressureTexId = pressure.read[2];
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gl.activeTexture(gl.TEXTURE0 + pressureTexId);
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gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
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gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
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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.second[1]);
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blit(pressure.write[1]);
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pressure.swap();
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pressureProgram.bind();
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gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
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pressureTexId = pressure.first[2];
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pressureTexId = pressure.read[2];
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gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
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gl.activeTexture(gl.TEXTURE0 + pressureTexId);
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for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) {
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gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
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blit(pressure.second[1]);
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gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
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blit(pressure.write[1]);
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pressure.swap();
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}
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gradienSubtractProgram.bind();
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gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
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gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
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gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
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blit(velocity.second[1]);
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gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]);
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gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]);
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blit(velocity.write[1]);
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velocity.swap();
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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displayProgram.bind();
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gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
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gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]);
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blit(null);
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requestAnimationFrame(update);
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@@ -377,17 +402,17 @@ function update () {
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function splat (x, y, dx, dy, color) {
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splatProgram.bind();
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gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
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gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]);
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gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
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gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
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gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
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gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
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blit(velocity.second[1]);
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blit(velocity.write[1]);
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velocity.swap();
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gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
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gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]);
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gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
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blit(density.second[1]);
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blit(density.write[1]);
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density.swap();
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}
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