This commit is contained in:
Pavel Dobryakov
2019-01-06 19:31:50 +03:00
parent 206892a53f
commit a343d28c18

275
script.js
View File

@@ -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
};
}