mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 18:01:40 +02:00
update
This commit is contained in:
15
dat.gui.min.js
vendored
15
dat.gui.min.js
vendored
File diff suppressed because one or more lines are too long
278
script.js
278
script.js
@@ -5,15 +5,20 @@ canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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canvas.height = canvas.clientHeight;
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var config = {
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var config = {
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TEXTURE_DOWNSAMPLE: 1,
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SIM_RESOLUTION: 128,
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DENSITY_DISSIPATION: 0.98,
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DYE_RESOLUTION: 512,
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VELOCITY_DISSIPATION: 0.99,
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DENSITY_DISSIPATION: 0.97,
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VELOCITY_DISSIPATION: 0.98,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 25,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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CURL: 30,
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SPLAT_RADIUS: 0.005
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SPLAT_RADIUS: 0.5,
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SHADING: true
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}
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}
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if (isMobile())
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{ config.DYE_RESOLUTION = 256; }
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var pointers = [];
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var pointers = [];
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var splatStack = [];
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var splatStack = [];
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@@ -119,13 +124,15 @@ function supportRenderTextureFormat (gl, internalFormat, format, type) {
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function startGUI () {
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function startGUI () {
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var gui = new dat.GUI({ width: 300 });
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var gui = new dat.GUI({ width: 300 });
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gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
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gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
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gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
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gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
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gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
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gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
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gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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// gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
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gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
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gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius');
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gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
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gui.add(config, 'SHADING').name('shading');
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gui.add({ fun: function () {
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gui.add({ fun: function () {
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splatStack.push(parseInt(Math.random() * 20) + 5);
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splatStack.push(parseInt(Math.random() * 20) + 5);
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@@ -152,7 +159,7 @@ function startGUI () {
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twitterIcon.className = 'icon twitter';
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twitterIcon.className = 'icon twitter';
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var app = gui.add({ fun : function () {
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var app = gui.add({ fun : function () {
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window.open('http://onelink.to/5b58bn');
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window.open('https://play.google.com/store/apps/details?id=games.paveldogreat.fluidsim');
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ga('send', 'event', 'link button', 'app');
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ga('send', 'event', 'link button', 'app');
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} }, 'fun').name('Check out new improved version');
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} }, 'fun').name('Check out new improved version');
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app.__li.className = 'cr function appBigFont';
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app.__li.className = 'cr function appBigFont';
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@@ -161,7 +168,12 @@ function startGUI () {
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app.domElement.parentElement.appendChild(appIcon);
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app.domElement.parentElement.appendChild(appIcon);
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appIcon.className = 'icon app';
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appIcon.className = 'icon app';
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gui.close();
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if (isMobile())
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{ gui.close(); }
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}
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function isMobile () {
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return /Mobi|Android/i.test(navigator.userAgent);
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}
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}
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function pointerPrototype () {
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function pointerPrototype () {
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@@ -218,55 +230,92 @@ var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float
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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");
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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");
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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");
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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");
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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");
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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 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");
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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 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 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 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");
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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 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");
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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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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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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");
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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");
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var textureWidth;
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var blit = (function () {
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var textureHeight;
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(0);
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return function (destination) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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})();
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var simWidth;
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var simHeight;
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var dyeWidth;
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var dyeHeight;
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var density;
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var density;
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var velocity;
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var velocity;
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var divergence;
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var divergence;
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var curl;
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var curl;
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var pressure;
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var pressure;
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initFramebuffers();
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var clearProgram = new GLProgram(baseVertexShader, clearShader);
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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 displayProgram = new GLProgram(baseVertexShader, displayShader);
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var splatProgram = new GLProgram(baseVertexShader, splatShader);
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var displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
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var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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var splatProgram = new GLProgram(baseVertexShader, splatShader);
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var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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var curlProgram = new GLProgram(baseVertexShader, curlShader);
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var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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var curlProgram = new GLProgram(baseVertexShader, curlShader);
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var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
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var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
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function initFramebuffers () {
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function initFramebuffers () {
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textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
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var simRes = getResolution(config.SIM_RESOLUTION);
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textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
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var dyeRes = getResolution(config.DYE_RESOLUTION);
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simWidth = simRes.width;
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||||||
|
simHeight = simRes.height;
|
||||||
|
dyeWidth = dyeRes.width;
|
||||||
|
dyeHeight = dyeRes.height;
|
||||||
|
|
||||||
var texType = ext.halfFloatTexType;
|
var texType = ext.halfFloatTexType;
|
||||||
var rgba = ext.formatRGBA;
|
var rgba = ext.formatRGBA;
|
||||||
var rg = ext.formatRG;
|
var rg = ext.formatRG;
|
||||||
var r = ext.formatR;
|
var r = ext.formatR;
|
||||||
|
|
||||||
density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
|
density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
|
||||||
velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
|
velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
|
||||||
divergence = createFBO (4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
divergence = createFBO (4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
||||||
curl = createFBO (5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
curl = createFBO (5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
||||||
pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
||||||
|
}
|
||||||
|
|
||||||
|
function getResolution (resolution) {
|
||||||
|
var aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
||||||
|
if (aspectRatio < 1)
|
||||||
|
{ aspectRatio = 1.0 / aspectRatio; }
|
||||||
|
|
||||||
|
var max = resolution * aspectRatio;
|
||||||
|
var min = resolution;
|
||||||
|
|
||||||
|
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
|
||||||
|
{ return { width: max, height: min }; }
|
||||||
|
else
|
||||||
|
{ return { width: min, height: max }; }
|
||||||
}
|
}
|
||||||
|
|
||||||
function createFBO (texId, w, h, internalFormat, format, type, param) {
|
function createFBO (texId, w, h, internalFormat, format, type, param) {
|
||||||
@@ -285,7 +334,15 @@ function createFBO (texId, w, h, internalFormat, format, type, param) {
|
|||||||
gl.viewport(0, 0, w, h);
|
gl.viewport(0, 0, w, h);
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
return [texture, fbo, texId];
|
return {
|
||||||
|
texture: texture,
|
||||||
|
fbo: fbo,
|
||||||
|
texId: texId,
|
||||||
|
internalFormat: internalFormat,
|
||||||
|
format: format,
|
||||||
|
type: type,
|
||||||
|
param: param
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
|
function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
|
||||||
@@ -307,48 +364,38 @@ function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
var blit = (function () {
|
initFramebuffers();
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
|
|
||||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
|
||||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
|
|
||||||
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
|
||||||
gl.enableVertexAttribArray(0);
|
|
||||||
|
|
||||||
return function (destination) {
|
|
||||||
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
|
|
||||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
|
||||||
}
|
|
||||||
})();
|
|
||||||
|
|
||||||
var lastTime = Date.now();
|
|
||||||
multipleSplats(parseInt(Math.random() * 20) + 5);
|
multipleSplats(parseInt(Math.random() * 20) + 5);
|
||||||
|
|
||||||
update();
|
update();
|
||||||
|
|
||||||
function update () {
|
function update () {
|
||||||
resizeCanvas();
|
resizeCanvas();
|
||||||
|
step(0.016);
|
||||||
|
render();
|
||||||
|
requestAnimationFrame(update);
|
||||||
|
}
|
||||||
|
|
||||||
var dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
|
function step (dt) {
|
||||||
lastTime = Date.now();
|
|
||||||
|
|
||||||
gl.viewport(0, 0, textureWidth, textureHeight);
|
|
||||||
|
|
||||||
if (splatStack.length > 0)
|
if (splatStack.length > 0)
|
||||||
{ multipleSplats(splatStack.pop()); }
|
{ multipleSplats(splatStack.pop()); }
|
||||||
|
|
||||||
|
gl.viewport(0, 0, simWidth, simHeight);
|
||||||
|
|
||||||
advectionProgram.bind();
|
advectionProgram.bind();
|
||||||
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]);
|
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
||||||
blit(velocity.write[1]);
|
blit(velocity.write.fbo);
|
||||||
velocity.swap();
|
velocity.swap();
|
||||||
|
|
||||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.viewport(0, 0, dyeWidth, dyeHeight);
|
||||||
gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]);
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
|
gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
||||||
blit(density.write[1]);
|
blit(density.write.fbo);
|
||||||
density.swap();
|
density.swap();
|
||||||
|
|
||||||
for (var i = 0; i < pointers.length; i++) {
|
for (var i = 0; i < pointers.length; i++) {
|
||||||
@@ -359,80 +406,99 @@ function update () {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
gl.viewport(0, 0, simWidth, simHeight);
|
||||||
|
|
||||||
curlProgram.bind();
|
curlProgram.bind();
|
||||||
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
blit(curl[1]);
|
blit(curl.fbo);
|
||||||
|
|
||||||
vorticityProgram.bind();
|
vorticityProgram.bind();
|
||||||
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
|
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId);
|
||||||
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
||||||
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
||||||
blit(velocity.write[1]);
|
blit(velocity.write.fbo);
|
||||||
velocity.swap();
|
velocity.swap();
|
||||||
|
|
||||||
divergenceProgram.bind();
|
divergenceProgram.bind();
|
||||||
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
blit(divergence[1]);
|
blit(divergence.fbo);
|
||||||
|
|
||||||
clearProgram.bind();
|
clearProgram.bind();
|
||||||
var pressureTexId = pressure.read[2];
|
var pressureTexId = pressure.read.texId;
|
||||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||||
gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
|
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
|
||||||
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
||||||
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
||||||
blit(pressure.write[1]);
|
blit(pressure.write.fbo);
|
||||||
pressure.swap();
|
pressure.swap();
|
||||||
|
|
||||||
pressureProgram.bind();
|
pressureProgram.bind();
|
||||||
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId);
|
||||||
pressureTexId = pressure.read[2];
|
pressureTexId = pressure.read.texId;
|
||||||
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
|
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
|
||||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||||
for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) {
|
for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) {
|
||||||
gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
|
gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
|
||||||
blit(pressure.write[1]);
|
blit(pressure.write.fbo);
|
||||||
pressure.swap();
|
pressure.swap();
|
||||||
}
|
}
|
||||||
|
|
||||||
gradienSubtractProgram.bind();
|
gradienSubtractProgram.bind();
|
||||||
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
||||||
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]);
|
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId);
|
||||||
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]);
|
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId);
|
||||||
blit(velocity.write[1]);
|
blit(velocity.write.fbo);
|
||||||
velocity.swap();
|
velocity.swap();
|
||||||
|
}
|
||||||
|
|
||||||
|
function render () {
|
||||||
|
var width = gl.drawingBufferWidth;
|
||||||
|
var height = gl.drawingBufferHeight;
|
||||||
|
|
||||||
|
gl.viewport(0, 0, width, height);
|
||||||
|
|
||||||
|
if (config.SHADING) {
|
||||||
|
displayShadingProgram.bind();
|
||||||
|
gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height);
|
||||||
|
gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
displayProgram.bind();
|
||||||
|
gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId);
|
||||||
|
}
|
||||||
|
|
||||||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
|
||||||
displayProgram.bind();
|
|
||||||
gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]);
|
|
||||||
blit(null);
|
blit(null);
|
||||||
|
|
||||||
requestAnimationFrame(update);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function splat (x, y, dx, dy, color) {
|
function splat (x, y, dx, dy, color) {
|
||||||
|
gl.viewport(0, 0, simWidth, simHeight);
|
||||||
splatProgram.bind();
|
splatProgram.bind();
|
||||||
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]);
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.texId);
|
||||||
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
||||||
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
|
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
|
||||||
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
|
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
|
||||||
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
|
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS / 100.0);
|
||||||
blit(velocity.write[1]);
|
blit(velocity.write.fbo);
|
||||||
velocity.swap();
|
velocity.swap();
|
||||||
|
|
||||||
gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]);
|
gl.viewport(0, 0, dyeWidth, dyeHeight);
|
||||||
gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
|
gl.uniform1i(splatProgram.uniforms.uTarget, density.read.texId);
|
||||||
blit(density.write[1]);
|
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
|
||||||
|
blit(density.write.fbo);
|
||||||
density.swap();
|
density.swap();
|
||||||
}
|
}
|
||||||
|
|
||||||
function multipleSplats (amount) {
|
function multipleSplats (amount) {
|
||||||
for (var i = 0; i < amount; i++) {
|
for (var i = 0; i < amount; i++) {
|
||||||
var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
|
var color = generateColor();
|
||||||
|
color.r *= 10.0;
|
||||||
|
color.g *= 10.0;
|
||||||
|
color.b *= 10.0;
|
||||||
var x = canvas.width * Math.random();
|
var x = canvas.width * Math.random();
|
||||||
var y = canvas.height * Math.random();
|
var y = canvas.height * Math.random();
|
||||||
var dx = 1000 * (Math.random() - 0.5);
|
var dx = 1000 * (Math.random() - 0.5);
|
||||||
@@ -451,8 +517,8 @@ function resizeCanvas () {
|
|||||||
|
|
||||||
canvas.addEventListener('mousemove', function (e) {
|
canvas.addEventListener('mousemove', function (e) {
|
||||||
pointers[0].moved = pointers[0].down;
|
pointers[0].moved = pointers[0].down;
|
||||||
pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0;
|
pointers[0].dx = (e.offsetX - pointers[0].x) * 5.0;
|
||||||
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
|
pointers[0].dy = (e.offsetY - pointers[0].y) * 5.0;
|
||||||
pointers[0].x = e.offsetX;
|
pointers[0].x = e.offsetX;
|
||||||
pointers[0].y = e.offsetY;
|
pointers[0].y = e.offsetY;
|
||||||
});
|
});
|
||||||
@@ -463,8 +529,8 @@ canvas.addEventListener('touchmove', function (e) {
|
|||||||
for (var i = 0; i < touches.length; i++) {
|
for (var i = 0; i < touches.length; i++) {
|
||||||
var pointer = pointers[i];
|
var pointer = pointers[i];
|
||||||
pointer.moved = pointer.down;
|
pointer.moved = pointer.down;
|
||||||
pointer.dx = (touches[i].pageX - pointer.x) * 10.0;
|
pointer.dx = (touches[i].pageX - pointer.x) * 8.0;
|
||||||
pointer.dy = (touches[i].pageY - pointer.y) * 10.0;
|
pointer.dy = (touches[i].pageY - pointer.y) * 8.0;
|
||||||
pointer.x = touches[i].pageX;
|
pointer.x = touches[i].pageX;
|
||||||
pointer.y = touches[i].pageY;
|
pointer.y = touches[i].pageY;
|
||||||
}
|
}
|
||||||
@@ -472,7 +538,7 @@ canvas.addEventListener('touchmove', function (e) {
|
|||||||
|
|
||||||
canvas.addEventListener('mousedown', function () {
|
canvas.addEventListener('mousedown', function () {
|
||||||
pointers[0].down = true;
|
pointers[0].down = true;
|
||||||
pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
|
pointers[0].color = generateColor();
|
||||||
});
|
});
|
||||||
|
|
||||||
canvas.addEventListener('touchstart', function (e) {
|
canvas.addEventListener('touchstart', function (e) {
|
||||||
@@ -486,7 +552,7 @@ canvas.addEventListener('touchstart', function (e) {
|
|||||||
pointers[i].down = true;
|
pointers[i].down = true;
|
||||||
pointers[i].x = touches[i].pageX;
|
pointers[i].x = touches[i].pageX;
|
||||||
pointers[i].y = touches[i].pageY;
|
pointers[i].y = touches[i].pageY;
|
||||||
pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
|
pointers[i].color = generateColor();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -501,3 +567,11 @@ window.addEventListener('touchend', function (e) {
|
|||||||
{ if (touches[i].identifier == pointers[j].id)
|
{ if (touches[i].identifier == pointers[j].id)
|
||||||
{ pointers[j].down = false; } } }
|
{ pointers[j].down = false; } } }
|
||||||
});
|
});
|
||||||
|
|
||||||
|
function generateColor () {
|
||||||
|
return {
|
||||||
|
r: Math.random() * 0.15 + 0.05,
|
||||||
|
g: Math.random() * 0.15 + 0.05,
|
||||||
|
b: Math.random() * 0.15 + 0.05
|
||||||
|
};
|
||||||
|
}
|
Reference in New Issue
Block a user