This commit is contained in:
Pavel Dobryakov
2018-12-23 19:43:35 +03:00
parent f81d9519bd
commit b27eef4001
2 changed files with 189 additions and 104 deletions

15
dat.gui.min.js vendored

File diff suppressed because one or more lines are too long

278
script.js
View File

@@ -5,15 +5,20 @@ canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight; canvas.height = canvas.clientHeight;
var config = { var config = {
TEXTURE_DOWNSAMPLE: 1, SIM_RESOLUTION: 128,
DENSITY_DISSIPATION: 0.98, DYE_RESOLUTION: 512,
VELOCITY_DISSIPATION: 0.99, DENSITY_DISSIPATION: 0.97,
VELOCITY_DISSIPATION: 0.98,
PRESSURE_DISSIPATION: 0.8, PRESSURE_DISSIPATION: 0.8,
PRESSURE_ITERATIONS: 25, PRESSURE_ITERATIONS: 20,
CURL: 30, CURL: 30,
SPLAT_RADIUS: 0.005 SPLAT_RADIUS: 0.5,
SHADING: true
} }
if (isMobile())
{ config.DYE_RESOLUTION = 256; }
var pointers = []; var pointers = [];
var splatStack = []; var splatStack = [];
@@ -119,13 +124,15 @@ function supportRenderTextureFormat (gl, internalFormat, format, type) {
function startGUI () { function startGUI () {
var gui = new dat.GUI({ width: 300 }); var gui = new dat.GUI({ width: 300 });
gui.add(config, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('resolution').onFinishChange(initFramebuffers); gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers);
gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion'); gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion'); gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion'); gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations'); // gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
gui.add(config, 'SPLAT_RADIUS', 0.0001, 0.01).name('splat radius'); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
gui.add(config, 'SHADING').name('shading');
gui.add({ fun: function () { gui.add({ fun: function () {
splatStack.push(parseInt(Math.random() * 20) + 5); splatStack.push(parseInt(Math.random() * 20) + 5);
@@ -152,7 +159,7 @@ function startGUI () {
twitterIcon.className = 'icon twitter'; twitterIcon.className = 'icon twitter';
var app = gui.add({ fun : function () { var app = gui.add({ fun : function () {
window.open('http://onelink.to/5b58bn'); window.open('https://play.google.com/store/apps/details?id=games.paveldogreat.fluidsim');
ga('send', 'event', 'link button', 'app'); ga('send', 'event', 'link button', 'app');
} }, 'fun').name('Check out new improved version'); } }, 'fun').name('Check out new improved version');
app.__li.className = 'cr function appBigFont'; app.__li.className = 'cr function appBigFont';
@@ -161,7 +168,12 @@ function startGUI () {
app.domElement.parentElement.appendChild(appIcon); app.domElement.parentElement.appendChild(appIcon);
appIcon.className = 'icon app'; appIcon.className = 'icon app';
gui.close(); if (isMobile())
{ gui.close(); }
}
function isMobile () {
return /Mobi|Android/i.test(navigator.userAgent);
} }
function pointerPrototype () { function pointerPrototype () {
@@ -218,55 +230,92 @@ var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float
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 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 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 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 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 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"); 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 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 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 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 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 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"); 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 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"); 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 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 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 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 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 textureWidth; var blit = (function () {
var textureHeight; 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 simWidth;
var simHeight;
var dyeWidth;
var dyeHeight;
var density; var density;
var velocity; var velocity;
var divergence; var divergence;
var curl; var curl;
var pressure; var pressure;
initFramebuffers();
var clearProgram = new GLProgram(baseVertexShader, clearShader); var clearProgram = new GLProgram(baseVertexShader, clearShader);
var displayProgram = new GLProgram(baseVertexShader, displayShader); var displayProgram = new GLProgram(baseVertexShader, displayShader);
var splatProgram = new GLProgram(baseVertexShader, splatShader); var displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); var splatProgram = new GLProgram(baseVertexShader, splatShader);
var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
var curlProgram = new GLProgram(baseVertexShader, curlShader); var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); var curlProgram = new GLProgram(baseVertexShader, curlShader);
var pressureProgram = new GLProgram(baseVertexShader, pressureShader); var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
function initFramebuffers () { function initFramebuffers () {
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; var simRes = getResolution(config.SIM_RESOLUTION);
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE; var dyeRes = getResolution(config.DYE_RESOLUTION);
simWidth = simRes.width;
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
};
}