mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 09:51:38 +02:00
good update
This commit is contained in:
105
script.js
105
script.js
@@ -14,8 +14,8 @@ if (!gl.getExtension("OES_texture_float_linear")) {
|
|||||||
|
|
||||||
resizeCanvas();
|
resizeCanvas();
|
||||||
|
|
||||||
const TEXTURE_WIDTH = gl.drawingBufferWidth;
|
const TEXTURE_WIDTH = 200;//gl.drawingBufferWidth;
|
||||||
const TEXTURE_HEIGHT = gl.drawingBufferHeight;
|
const TEXTURE_HEIGHT = 200;//gl.drawingBufferHeight;
|
||||||
const CELL_SIZE = 1.0;
|
const CELL_SIZE = 1.0;
|
||||||
|
|
||||||
class GLProgram {
|
class GLProgram {
|
||||||
@@ -117,10 +117,9 @@ function clear (target) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
|
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
|
||||||
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
|
||||||
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
||||||
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
||||||
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
|
|
||||||
|
|
||||||
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
|
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
|
||||||
attribute vec2 aPosition;
|
attribute vec2 aPosition;
|
||||||
@@ -182,6 +181,23 @@ const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, `
|
|||||||
}
|
}
|
||||||
`);
|
`);
|
||||||
|
|
||||||
|
const splatShader = compileShader(gl.FRAGMENT_SHADER, `
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
uniform sampler2D uTarget;
|
||||||
|
uniform vec3 color;
|
||||||
|
uniform vec2 point;
|
||||||
|
uniform float radius;
|
||||||
|
|
||||||
|
void main () {
|
||||||
|
vec2 p = vUv - point.xy;
|
||||||
|
vec3 splat = exp(-dot(p, p) / radius) * color;
|
||||||
|
vec3 base = texture2D(uTarget, vUv).xyz;
|
||||||
|
gl_FragColor = vec4(base + splat, 1.0);
|
||||||
|
}
|
||||||
|
`);
|
||||||
|
|
||||||
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
||||||
precision highp float;
|
precision highp float;
|
||||||
|
|
||||||
@@ -193,22 +209,12 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
|||||||
uniform float dt;
|
uniform float dt;
|
||||||
uniform float dissipation;
|
uniform float dissipation;
|
||||||
|
|
||||||
// https://github.com/mharrys/fluids-2d/blob/master/shaders/advect.fs
|
vec4 bilerp (sampler2D sam, vec2 p) {
|
||||||
|
|
||||||
vec4 bilerp (sampler2D sam, vec2 p)
|
|
||||||
{
|
|
||||||
vec2 res = 1.0 / texelSize.xy;
|
|
||||||
// vec2 st = p * res - 0.5;
|
|
||||||
// vec2 iuv = floor(st);
|
|
||||||
// vec2 fuv = fract(st);
|
|
||||||
|
|
||||||
vec4 st;
|
vec4 st;
|
||||||
st.xy = floor(p - 0.5) + 0.5;
|
st.xy = floor(p - 0.5) + 0.5;
|
||||||
st.zw = st.xy + 1.0;
|
st.zw = st.xy + 1.0;
|
||||||
vec4 uv = st / res.xyxy;
|
vec4 uv = st * texelSize.xyxy;
|
||||||
|
|
||||||
// vec2 f = p - floor(p);
|
|
||||||
// p = floor(p);
|
|
||||||
vec4 a = texture2D(sam, uv.xy);
|
vec4 a = texture2D(sam, uv.xy);
|
||||||
vec4 b = texture2D(sam, uv.zy);
|
vec4 b = texture2D(sam, uv.zy);
|
||||||
vec4 c = texture2D(sam, uv.xw);
|
vec4 c = texture2D(sam, uv.xw);
|
||||||
@@ -219,9 +225,8 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
|||||||
}
|
}
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
vec2 coord = vUv - rdx * dt * texture2D(uVelocity, vUv).xy * texelSize;
|
||||||
vec2 coord = gl_FragCoord.xy - rdx * dt * velocity;
|
gl_FragColor = dissipation * texture2D(uSource, coord);
|
||||||
gl_FragColor = dissipation * bilerp(uSource, coord);
|
|
||||||
gl_FragColor.a = 1.0;
|
gl_FragColor.a = 1.0;
|
||||||
}
|
}
|
||||||
`);
|
`);
|
||||||
@@ -288,6 +293,8 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
|
|||||||
}
|
}
|
||||||
`);
|
`);
|
||||||
|
|
||||||
|
const splatProgram = new GLProgram(baseVertexShader, splatShader);
|
||||||
|
|
||||||
const displayProgram = new GLProgram(baseVertexShader, displayShader);
|
const displayProgram = new GLProgram(baseVertexShader, displayShader);
|
||||||
const testProgram = new GLProgram(baseVertexShader, testShader);
|
const testProgram = new GLProgram(baseVertexShader, testShader);
|
||||||
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
|
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
|
||||||
@@ -300,13 +307,18 @@ const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractS
|
|||||||
|
|
||||||
let pointer = {
|
let pointer = {
|
||||||
x: 0,
|
x: 0,
|
||||||
y: 0
|
y: 0,
|
||||||
|
deltax: 0,
|
||||||
|
deltay: 0,
|
||||||
|
down: false,
|
||||||
|
moved: false,
|
||||||
|
color: [0.4, 0, 1]
|
||||||
}
|
}
|
||||||
|
|
||||||
initDensityProgram.bind();
|
initDensityProgram.bind();
|
||||||
blit(density.first[1]);
|
blit(density.first[1]);
|
||||||
initVelocityProgram.bind();
|
// initVelocityProgram.bind();
|
||||||
blit(velocity.first[1]);
|
// blit(velocity.first[1]);
|
||||||
|
|
||||||
Update();
|
Update();
|
||||||
|
|
||||||
@@ -322,17 +334,33 @@ function Update () {
|
|||||||
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
|
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
|
||||||
gl.uniform1f(advectionProgram.uniforms.rdx, 1.0 / CELL_SIZE);
|
gl.uniform1f(advectionProgram.uniforms.rdx, 1.0 / CELL_SIZE);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dt, 0.16);
|
gl.uniform1f(advectionProgram.uniforms.dt, 0.16);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
|
gl.uniform1f(advectionProgram.uniforms.dissipation, .99);
|
||||||
blit(velocity.second[1]);
|
blit(velocity.second[1]);
|
||||||
velocity.swap();
|
velocity.swap();
|
||||||
|
|
||||||
// advect density
|
// advect density
|
||||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
||||||
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
|
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
|
||||||
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
|
gl.uniform1f(advectionProgram.uniforms.dissipation, .999);
|
||||||
blit(density.second[1]);
|
blit(density.second[1]);
|
||||||
density.swap();
|
density.swap();
|
||||||
|
|
||||||
|
if (pointer.moved)
|
||||||
|
{
|
||||||
|
splatProgram.bind();
|
||||||
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
|
||||||
|
gl.uniform2f(splatProgram.uniforms.point, pointer.x / canvas.width, 1.0 - pointer.y / canvas.height);
|
||||||
|
gl.uniform3f(splatProgram.uniforms.color, pointer.deltax, -pointer.deltay, 1.0);
|
||||||
|
gl.uniform1f(splatProgram.uniforms.radius, .001);
|
||||||
|
blit(velocity.second[1]);
|
||||||
|
velocity.swap();
|
||||||
|
|
||||||
|
gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
|
||||||
|
gl.uniform3f(splatProgram.uniforms.color, pointer.color[0] * 0.1, pointer.color[1] * 0.1, pointer.color[2] * 0.1);
|
||||||
|
blit(density.second[1]);
|
||||||
|
density.swap();
|
||||||
|
}
|
||||||
|
|
||||||
// calculate divergence
|
// calculate divergence
|
||||||
divergenceProgram.bind();
|
divergenceProgram.bind();
|
||||||
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
|
||||||
@@ -344,10 +372,15 @@ function Update () {
|
|||||||
clear(pressure.first[1]);
|
clear(pressure.first[1]);
|
||||||
// clear(pressure.second[1]);
|
// clear(pressure.second[1]);
|
||||||
pressureProgram.bind();
|
pressureProgram.bind();
|
||||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
|
||||||
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
|
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
|
||||||
|
// gl.uniform1i(pressureProgram.uniforms.uDivergence, density.first[2]);
|
||||||
|
// gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.second[2]);
|
||||||
|
// gl.uniform1f(pressureProgram.uniforms.alpha, 0.1);
|
||||||
|
// blit(pressure.first[1]);
|
||||||
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
||||||
gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
|
gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
|
||||||
for (let i = 0; i < 10; i++) {
|
|
||||||
|
for (let i = 0; i < 20; i++) {
|
||||||
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
|
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
|
||||||
blit(pressure.second[1]);
|
blit(pressure.second[1]);
|
||||||
pressure.swap();
|
pressure.swap();
|
||||||
@@ -368,6 +401,8 @@ function Update () {
|
|||||||
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
|
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
|
||||||
blit(null);
|
blit(null);
|
||||||
|
|
||||||
|
pointer.moved = false;
|
||||||
|
|
||||||
requestAnimationFrame(Update);
|
requestAnimationFrame(Update);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -379,7 +414,19 @@ function resizeCanvas () {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
window.addEventListener('mousemove', (e) => {
|
canvas.addEventListener('mousemove', (e) => {
|
||||||
pointer.x = e.offsetX / canvas.width;
|
pointer.moved = pointer.down;
|
||||||
pointer.y = e.offsetY / canvas.height;
|
pointer.deltax = e.offsetX - pointer.x;
|
||||||
|
pointer.deltay = e.offsetY - pointer.y;
|
||||||
|
pointer.x = e.offsetX;
|
||||||
|
pointer.y = e.offsetY;
|
||||||
|
});
|
||||||
|
|
||||||
|
canvas.addEventListener('mousedown', (e) => {
|
||||||
|
pointer.down = true;
|
||||||
|
pointer.color = [Math.random() + 0.5, Math.random() + 0.5, Math.random()];
|
||||||
|
});
|
||||||
|
|
||||||
|
window.addEventListener('mouseup', (e) => {
|
||||||
|
pointer.down = false;
|
||||||
});
|
});
|
Reference in New Issue
Block a user