good update

This commit is contained in:
Pavel Dobryakov
2017-08-12 23:30:19 +03:00
parent 482e1b9033
commit badc1b5d06

107
script.js
View File

@@ -14,8 +14,8 @@ if (!gl.getExtension("OES_texture_float_linear")) {
resizeCanvas();
const TEXTURE_WIDTH = gl.drawingBufferWidth;
const TEXTURE_HEIGHT = gl.drawingBufferHeight;
const TEXTURE_WIDTH = 200;//gl.drawingBufferWidth;
const TEXTURE_HEIGHT = 200;//gl.drawingBufferHeight;
const CELL_SIZE = 1.0;
class GLProgram {
@@ -117,10 +117,9 @@ function clear (target) {
}
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 pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
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, `
precision highp float;
@@ -193,22 +209,12 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
uniform float dt;
uniform float dissipation;
// https://github.com/mharrys/fluids-2d/blob/master/shaders/advect.fs
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 bilerp (sampler2D sam, vec2 p) {
vec4 st;
st.xy = floor(p - 0.5) + 0.5;
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 b = texture2D(sam, uv.zy);
vec4 c = texture2D(sam, uv.xw);
@@ -219,9 +225,8 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
}
void main () {
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 coord = gl_FragCoord.xy - rdx * dt * velocity;
gl_FragColor = dissipation * bilerp(uSource, coord);
vec2 coord = vUv - rdx * dt * texture2D(uVelocity, vUv).xy * texelSize;
gl_FragColor = dissipation * texture2D(uSource, coord);
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 testProgram = new GLProgram(baseVertexShader, testShader);
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
@@ -300,13 +307,18 @@ const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractS
let pointer = {
x: 0,
y: 0
y: 0,
deltax: 0,
deltay: 0,
down: false,
moved: false,
color: [0.4, 0, 1]
}
initDensityProgram.bind();
blit(density.first[1]);
initVelocityProgram.bind();
blit(velocity.first[1]);
// initVelocityProgram.bind();
// blit(velocity.first[1]);
Update();
@@ -314,7 +326,7 @@ function Update () {
resizeCanvas();
gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
// advect velocity
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
@@ -322,17 +334,33 @@ function Update () {
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.dt, 0.16);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
gl.uniform1f(advectionProgram.uniforms.dissipation, .99);
blit(velocity.second[1]);
velocity.swap();
// advect density
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.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]);
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
divergenceProgram.bind();
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
@@ -344,10 +372,15 @@ function Update () {
clear(pressure.first[1]);
// clear(pressure.second[1]);
pressureProgram.bind();
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
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);
for (let i = 0; i < 10; i++) {
for (let i = 0; i < 20; i++) {
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
blit(pressure.second[1]);
pressure.swap();
@@ -368,6 +401,8 @@ function Update () {
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
blit(null);
pointer.moved = false;
requestAnimationFrame(Update);
}
@@ -379,7 +414,19 @@ function resizeCanvas () {
}
}
window.addEventListener('mousemove', (e) => {
pointer.x = e.offsetX / canvas.width;
pointer.y = e.offsetY / canvas.height;
canvas.addEventListener('mousemove', (e) => {
pointer.moved = pointer.down;
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;
});