remove texture binding in update

This commit is contained in:
Pavel Dobryakov
2017-08-07 14:14:09 +03:00
parent 6c64de7e13
commit 94d465cbdb

View File

@@ -55,11 +55,14 @@ function compileShader (type, source) {
return shader;
};
function createFBO (width, height) {
let texId = -1;
function createFBO (width, height, type) {
texId++;
gl.activeTexture(gl.TEXTURE0 + texId);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, type);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, type);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
@@ -71,12 +74,12 @@ function createFBO (width, height) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo];
return [texture, fbo, texId];
}
function createDoubleFBO (width, height) {
let fbo1 = createFBO(width, height);
let fbo2 = createFBO(width, height);
function createDoubleFBO (width, height, type) {
let fbo1 = createFBO(width, height, type);
let fbo2 = createFBO(width, height, type);
return {
get first () {
@@ -113,11 +116,11 @@ function clear (target) {
gl.clear(gl.COLOR_BUFFER_BIT);
}
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
attribute vec2 aPosition;
@@ -160,8 +163,12 @@ const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
varying vec2 vUv;
void main () {
float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
gl_FragColor = vec4(vec3(d), 1.0);
//float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
vec2 p = vec2(0.5, 0.2);
float d = length(vUv - p);
float radius = 0.1;
float c = smoothstep(radius - .01, radius + .01, d);
gl_FragColor = vec4(vec3(c * 1000.0), 1.0);
}
`);
@@ -188,8 +195,8 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
void main () {
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 back_pos = vUv - dt * rdx * velocity * wh_inv;
gl_FragColor = dissipation * texture2D(uSource, back_pos);
vec2 coord = vUv - dt * rdx * velocity * wh_inv;
gl_FragColor = dissipation * texture2D(uSource, coord);
gl_FragColor.a = 1.0;
}
`);
@@ -208,7 +215,7 @@ const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
vec2 L = texture2D(uVelocity, vUv - vec2(wh_inv.x, 0.0)).xy;
//vec2 C = texture2D(uVelocity, vUv).xy;
float div = halfrdx * ((R.x - L.x) + (T.y - B.y));
float div = halfrdx * (R.x - L.x + T.y - B.y);
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
}
`);
@@ -230,7 +237,6 @@ const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
float divergence = texture2D(uDivergence, vUv).x;
float pressure = (L + R + B + T + alpha * divergence) * .25;
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
}
`);
@@ -251,9 +257,9 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 result = velocity - halfrdx * vec2(R - L, T - B);
velocity.xy -= halfrdx * vec2(R - L, T - B);
gl_FragColor = vec4(result, 0.0, 1.0);
gl_FragColor = vec4(velocity, 0.0, 1.0);
}
`);
@@ -272,7 +278,7 @@ let pointer = {
y: 0
}
gl.bindTexture(gl.TEXTURE_2D, null);
// gl.bindTexture(gl.TEXTURE_2D, null);
initDensityProgram.bind();
blit(density.first[1]);
initVelocityProgram.bind();
@@ -284,15 +290,11 @@ function Update () {
resizeCanvas();
gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
// advect density
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
gl.uniform1i(advectionProgram.uniforms.uSource, 1);
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
gl.uniform1f(advectionProgram.uniforms.rdx, 1 / CELL_SIZE);
@@ -300,10 +302,8 @@ function Update () {
blit(density.second[1]);
// calculate divergence
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
divergenceProgram.bind();
gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
blit(divergence[1]);
@@ -311,42 +311,47 @@ function Update () {
// pressure
clear(pressure.first[1]);
clear(pressure.second[1]);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, divergence[0]);
pressureProgram.bind();
gl.uniform1i(pressureProgram.uniforms.uPressure, 1);
gl.uniform1i(pressureProgram.uniforms.uDivergence, 0);
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
gl.uniform2f(pressureProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
for (let i = 0; i < 10; i++) {
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
for (let i = 0; i < 1; i++) {
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
blit(pressure.second[1]);
pressure.swap();
}
// subtract gradient
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, pressure.second[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
// gl.activeTexture(gl.TEXTURE0 + 0);
// gl.bindTexture(gl.TEXTURE_2D, pressure.second[0]);
// gl.activeTexture(gl.TEXTURE0 + 1);
// gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gradienSubtractProgram.bind();
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, 0);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, 1);
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform2f(gradienSubtractProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(gradienSubtractProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
blit(velocity.second[1]);
// advect velocity
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
// gl.activeTexture(gl.TEXTURE0 + 1);
// gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
// blit(velocity.first[1]);
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.second[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.second[2]);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
gl.uniform1f(advectionProgram.uniforms.rdx, 1 / CELL_SIZE);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
blit(velocity.first[1]);
// display result
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
// gl.activeTexture(gl.TEXTURE0 + 0);
// gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
displayProgram.bind();
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
blit(null);
density.swap();