diff --git a/script.js b/script.js index e7f509a..8362ee6 100644 --- a/script.js +++ b/script.js @@ -13,22 +13,43 @@ var config = { PRESSURE_ITERATIONS: 20, CURL: 30, SPLAT_RADIUS: 0.5, - SHADING: true + SHADING: true, + COLORFUL: true, + PAUSED: false, + BACK_COLOR: { r: 0, g: 0, b: 0 }, + TRANSPARENT: false } -if (isMobile()) - { config.DYE_RESOLUTION = 256; } +function pointerPrototype () { + this.id = -1; + this.x = 0; + this.y = 0; + this.dx = 0; + this.dy = 0; + this.down = false; + this.moved = false; + this.color = [30, 0, 300]; +} var pointers = []; var splatStack = []; +pointers.push(new pointerPrototype()); var ref = getWebGLContext(canvas); var gl = ref.gl; var ext = ref.ext; + +if (isMobile()) { + config.DYE_RESOLUTION = 256; + config.SHADING = false; +} +if (!ext.supportLinearFiltering) + { config.SHADING = false; } + startGUI(); function getWebGLContext (canvas) { - var params = { alpha: false, depth: false, stencil: false, antialias: false }; + var params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false }; var gl = canvas.getContext('webgl2', params); var isWebGL2 = !!gl; @@ -133,11 +154,18 @@ function startGUI () { gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); gui.add(config, 'SHADING').name('shading'); + gui.add(config, 'COLORFUL').name('colorful'); + gui.add(config, 'PAUSED').name('paused').listen(); gui.add({ fun: function () { splatStack.push(parseInt(Math.random() * 20) + 5); } }, 'fun').name('Random splats'); + var captureFolder = gui.addFolder('Capture'); + captureFolder.addColor(config, 'BACK_COLOR').name('background color'); + captureFolder.add(config, 'TRANSPARENT').name('transparent'); + captureFolder.add({ fun: CaptureScreenshot }, 'fun').name('take screenshot'); + var github = gui.add({ fun : function () { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); ga('send', 'event', 'link button', 'github'); @@ -172,23 +200,64 @@ function startGUI () { { gui.close(); } } +function CaptureScreenshot () { + colorProgram.bind(); + gl.uniform4f(colorProgram.uniforms.color, 0, 0, 0, 1); + blit(density.write.fbo); + + render(density.write.fbo); + gl.bindFramebuffer(gl.FRAMEBUFFER, density.write.fbo); + + var length = dyeWidth * dyeHeight * 4; + var pixels = new Float32Array(length); + gl.readPixels(0, 0, dyeWidth, dyeHeight, gl.RGBA, gl.FLOAT, pixels); + + var newPixels = new Uint8Array(length); + + var id = 0; + for (var i = dyeHeight - 1; i >= 0; i--) { + for (var j = 0; j < dyeWidth; j++) { + var nid = i * dyeWidth * 4 + j * 4; + newPixels[nid + 0] = clamp01(pixels[id + 0]) * 255; + newPixels[nid + 1] = clamp01(pixels[id + 1]) * 255; + newPixels[nid + 2] = clamp01(pixels[id + 2]) * 255; + newPixels[nid + 3] = clamp01(pixels[id + 3]) * 255; + id += 4; + } + } + + var captureCanvas = document.createElement('canvas'); + var ctx = captureCanvas.getContext('2d'); + captureCanvas.width = dyeWidth; + captureCanvas.height = dyeHeight; + + var imageData = ctx.createImageData(dyeWidth, dyeHeight); + imageData.data.set(newPixels); + ctx.putImageData(imageData, 0, 0); + var datauri = captureCanvas.toDataURL(); + + downloadURI("fluid.png", datauri); + + URL.revokeObjectURL(datauri); +} + +function clamp01 (input) { + return Math.min(Math.max(input, 0), 1); +} + +function downloadURI (filename, uri) { + var link = document.createElement("a"); + link.download = filename; + link.href = uri; + document.body.appendChild(link); + link.click(); + document.body.removeChild(link); +} + function isMobile () { return /Mobi|Android/i.test(navigator.userAgent); } -function pointerPrototype () { - this.id = -1; - this.x = 0; - this.y = 0; - this.dx = 0; - this.dy = 0; - this.down = false; - this.moved = false; - this.color = [30, 0, 300]; -} - -pointers.push(new pointerPrototype()); - var GLProgram = function GLProgram (vertexShader, fragmentShader) { var this$1 = this; @@ -224,29 +293,33 @@ function compileShader (type, source) { return shader; }; -var baseVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"); +var baseVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"); -var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n"); +var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n"); -var displayShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n"); +var colorShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n\n uniform vec4 color;\n\n void main () {\n gl_FragColor = color;\n }\n"); -var displayShadingShader = 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 uTexture;\n uniform vec2 texelSize;\n\n void main () {\n vec3 L = texture2D(uTexture, vL).rgb;\n vec3 R = texture2D(uTexture, vR).rgb;\n vec3 T = texture2D(uTexture, vT).rgb;\n vec3 B = texture2D(uTexture, vB).rgb;\n vec3 C = texture2D(uTexture, vUv).rgb;\n\n float dx = length(R) - length(L);\n float dy = length(T) - length(B);\n\n vec3 n = normalize(vec3(dx, dy, length(texelSize)));\n vec3 l = vec3(0.0, 0.0, 1.0);\n\n float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);\n C.rgb *= diffuse;\n\n gl_FragColor = vec4(C, 1.0);\n }\n"); +var backgroundShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float aspectRatio;\n\n #define SCALE 25.0\n\n void main () {\n vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));\n float v = mod(uv.x + uv.y, 2.0);\n v = v * 0.1 + 0.8;\n gl_FragColor = vec4(vec3(v), 1.0);\n }\n"); -var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump 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"); +var displayShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n vec3 C = texture2D(uTexture, vUv).rgb;\n float a = max(C.r, max(C.g, C.b));\n gl_FragColor = vec4(C, a);\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 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 * bilerp(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n"); +var displayShadingShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp 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 uTexture;\n uniform vec2 texelSize;\n\n void main () {\n vec3 L = texture2D(uTexture, vL).rgb;\n vec3 R = texture2D(uTexture, vR).rgb;\n vec3 T = texture2D(uTexture, vT).rgb;\n vec3 B = texture2D(uTexture, vB).rgb;\n vec3 C = texture2D(uTexture, vUv).rgb;\n\n float dx = length(R) - length(L);\n float dy = length(T) - length(B);\n\n vec3 n = normalize(vec3(dx, dy, length(texelSize)));\n vec3 l = vec3(0.0, 0.0, 1.0);\n\n float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);\n C.rgb *= diffuse;\n\n float a = max(C.r, max(C.g, C.b));\n gl_FragColor = vec4(C, a);\n }\n"); -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"); +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"); -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"); +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 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(0.5 * vorticity, 0.0, 0.0, 1.0);\n }\n"); +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"); -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).x;\n float R = texture2D(uCurl, vR).x;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n\n vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * C;\n force.y *= -1.0;\n\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n"); +var divergenceShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).x;\n float R = texture2D(uVelocity, vR).x;\n float T = texture2D(uVelocity, vT).y;\n float B = texture2D(uVelocity, vB).y;\n\n vec2 C = texture2D(uVelocity, vUv).xy;\n if (vL.x < 0.0) { L = -C.x; }\n if (vR.x > 1.0) { R = -C.x; }\n if (vT.y > 1.0) { T = -C.y; }\n if (vB.y < 0.0) { B = -C.y; }\n\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n"); -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"); +var curlShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp 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(0.5 * vorticity, 0.0, 0.0, 1.0);\n }\n"); -var gradientSubtractShader = 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 uVelocity;\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 vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n"); +var vorticityShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp 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).x;\n float R = texture2D(uCurl, vR).x;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n\n vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * C;\n force.y *= -1.0;\n\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n"); + +var pressureShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (vec2 uv) {\n return uv;\n // uncomment if you use wrap or repeat texture mode\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"); + +var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (vec2 uv) {\n return 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 vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n"); var blit = (function () { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); @@ -273,6 +346,8 @@ var curl; var pressure; var clearProgram = new GLProgram(baseVertexShader, clearShader); +var colorProgram = new GLProgram(baseVertexShader, colorShader); +var backgroundProgram = new GLProgram(baseVertexShader, backgroundShader); var displayProgram = new GLProgram(baseVertexShader, displayShader); var displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); var splatProgram = new GLProgram(baseVertexShader, splatShader); @@ -309,8 +384,8 @@ function getResolution (resolution) { if (aspectRatio < 1) { aspectRatio = 1.0 / aspectRatio; } - var max = resolution * aspectRatio; - var min = resolution; + var max = Math.round(resolution * aspectRatio); + var min = Math.round(resolution); if (gl.drawingBufferWidth > gl.drawingBufferHeight) { return { width: max, height: min }; } @@ -363,45 +438,46 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { initFramebuffers(); multipleSplats(parseInt(Math.random() * 20) + 5); +var lastColorChangeTime = Date.now(); + update(); function update () { resizeCanvas(); - step(0.016); - render(); + input(); + if (!config.PAUSED) + { step(0.016); } + render(null); requestAnimationFrame(update); } -function step (dt) { +function input () { if (splatStack.length > 0) { multipleSplats(splatStack.pop()); } - gl.viewport(0, 0, simWidth, simHeight); - - advectionProgram.bind(); - 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.fbo); - velocity.swap(); - - 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.fbo); - density.swap(); - for (var i = 0; i < pointers.length; i++) { - var pointer = pointers[i]; - if (pointer.moved) { - splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); - pointer.moved = false; + var p = pointers[i]; + if (p.moved) { + splat(p.x, p.y, p.dx, p.dy, p.color); + p.moved = false; } } + if (!config.COLORFUL) + { return; } + + if (lastColorChangeTime + 100 < Date.now()) + { + lastColorChangeTime = Date.now(); + for (var i$1 = 0; i$1 < pointers.length; i$1++) { + var p$1 = pointers[i$1]; + p$1.color = generateColor(); + } + } +} + +function step (dt) { + gl.disable(gl.BLEND); gl.viewport(0, 0, simWidth, simHeight); curlProgram.bind(); @@ -438,7 +514,7 @@ function step (dt) { pressureTexId = pressure.read.texId; gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId); gl.activeTexture(gl.TEXTURE0 + pressureTexId); - for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) { + for (var i = 0; i < config.PRESSURE_ITERATIONS; i++) { gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture); blit(pressure.write.fbo); pressure.swap(); @@ -450,14 +526,56 @@ function step (dt) { gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId); blit(velocity.write.fbo); velocity.swap(); + + advectionProgram.bind(); + gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + if (!ext.supportLinearFiltering) + { gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 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.fbo); + velocity.swap(); + + gl.viewport(0, 0, dyeWidth, dyeHeight); + + if (!ext.supportLinearFiltering) + { gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / 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.fbo); + density.swap(); } -function render () { - var width = gl.drawingBufferWidth; - var height = gl.drawingBufferHeight; +function render (target) { + if (target == null || !config.TRANSPARENT) { + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + gl.enable(gl.BLEND); + } + else { + gl.disable(gl.BLEND); + } + + var width = target == null ? gl.drawingBufferWidth : dyeWidth; + var height = target == null ? gl.drawingBufferHeight : dyeHeight; gl.viewport(0, 0, width, height); + if (!config.TRANSPARENT) { + colorProgram.bind(); + var bc = config.BACK_COLOR; + gl.uniform4f(colorProgram.uniforms.color, bc.r / 255, bc.g / 255, bc.b / 255, 1); + blit(target); + } + + if (target == null && config.TRANSPARENT) { + backgroundProgram.bind(); + gl.uniform1f(backgroundProgram.uniforms.aspectRatio, canvas.width / canvas.height); + blit(null); + } + if (config.SHADING) { displayShadingProgram.bind(); gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height); @@ -468,7 +586,7 @@ function render () { gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId); } - blit(null); + blit(target); } function splat (x, y, dx, dy, color) { @@ -564,10 +682,39 @@ window.addEventListener('touchend', function (e) { { pointers[j].down = false; } } } }); +window.addEventListener('keydown', function (e) { + if (e.key === 'p') + { config.PAUSED = !config.PAUSED; } +}); + function generateColor () { + var c = HSVtoRGB(Math.random(), 1.0, 1.0); + c.r *= 0.15; + c.g *= 0.15; + c.b *= 0.15; + return c; +} + +function HSVtoRGB (h, s, v) { + var r, g, b, i, f, p, q, t; + i = Math.floor(h * 6); + f = h * 6 - i; + p = v * (1 - s); + q = v * (1 - f * s); + t = v * (1 - (1 - f) * s); + + switch (i % 6) { + case 0: r = v, g = t, b = p; break; + case 1: r = q, g = v, b = p; break; + case 2: r = p, g = v, b = t; break; + case 3: r = p, g = q, b = v; break; + case 4: r = t, g = p, b = v; break; + case 5: r = v, g = p, b = q; break; + } + return { - r: Math.random() * 0.15 + 0.05, - g: Math.random() * 0.15 + 0.05, - b: Math.random() * 0.15 + 0.05 + r: r, + g: g, + b: b }; } \ No newline at end of file