From ffb11bc3fbfb44d0543c0e7bd84164cc3c6c566e Mon Sep 17 00:00:00 2001 From: Pavel Dobryakov Date: Fri, 4 Aug 2017 08:56:37 +0300 Subject: [PATCH] wassup --- index.html | 20 ++++ script.js | 335 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 355 insertions(+) create mode 100644 index.html create mode 100644 script.js diff --git a/index.html b/index.html new file mode 100644 index 0000000..0e95554 --- /dev/null +++ b/index.html @@ -0,0 +1,20 @@ + + + + + + + + + \ No newline at end of file diff --git a/script.js b/script.js new file mode 100644 index 0000000..8082db6 --- /dev/null +++ b/script.js @@ -0,0 +1,335 @@ + +'use strict'; + +const canvas = document.getElementsByTagName('canvas')[0]; +const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); + +if (!gl.getExtension("OES_texture_float")) { + console.log("does not support OES_texture_float"); +} + +if (!gl.getExtension("OES_texture_float_linear")) { + console.log("does not support OES_texture_float_linear"); +} + +resizeCanvas(); + +class GLProgram { + constructor (vertexShader, fragmentShader) { + this.uniforms = {}; + this.program = gl.createProgram(); + + gl.attachShader(this.program, vertexShader); + gl.attachShader(this.program, fragmentShader); + gl.linkProgram(this.program); + + if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) { + throw gl.getProgramInfoLog(this.program); + } + + const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); + for (let i = 0; i < uniformCount; i++) { + const uniformName = gl.getActiveUniform(this.program, i).name; + this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); + } + } + + bind () { + gl.useProgram(this.program); + } +} + +function compileShader (type, source) { + const shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + throw gl.getShaderInfoLog(shader); + } + + return shader; +}; + +function createFBO (width, height) { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + const texData = new Uint8Array([ + 238, 95, 64, 255, + 85, 74, 32, 255, + 86, 39, 95, 255, + 75, 37, 37, 255 + ]); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null); + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + gl.clearColor(0.0, 0.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + + return [texture, fbo]; +} + +const blit = ((source, destination) => { + 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 (destination) => { + // gl.bindTexture(gl.TEXTURE_2D, source === null ? null : source[0]); + gl.bindFramebuffer(gl.FRAMEBUFFER, destination); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + } +})(); + +let source = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight); +let source2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight); +let velocity = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight); +let velocity2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight); +let divergence = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight); + +const vertexShader = compileShader(gl.VERTEX_SHADER, ` + attribute vec2 aPosition; + varying vec2 vUv; + + void main () { + vUv = aPosition * 0.5 + 0.5; + gl_Position = vec4(aPosition, 0.0, 1.0); + } +`); + +const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uTexture; + + void main () { + gl_FragColor = texture2D(uTexture, vUv); + } +`); + +const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform vec2 uMouse; + + void main () { + vec4 color = texture2D(uTexture, vUv); + // gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color; + gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0); + } +`); + +const initSourceShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + + void main () { + float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0); + gl_FragColor = vec4(vec3(d), 1.0); + } +`); + +const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + + void main () { + gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0); + } +`); + +const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uVelocity; + uniform sampler2D uSource; + uniform vec2 wh_inv; + uniform float dt; + uniform float rdx; + uniform float dissipation; + + void main () { + vec2 velocity = texture2D(uVelocity, vUv).xy; + vec2 back_pos = vUv - dt * rdx * velocity * wh_inv; + gl_FragColor = dissipation * texture2D(uSource, back_pos); + gl_FragColor.a = 1.0; + } +`); + +const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uVelocity; + uniform vec2 wh_inv; + uniform float halfrdx; + + void main () { + vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy; + vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy; + vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy; + vec2 L = texture2D(uVelocity, vUv - vec2(wh_inv.x, 0.0)).xy; + //vec2 C = texture2D(uVelocity, vUv).xy; + float div = halfrdx * ((R.x - L.x) + (T.y - B.y)); + gl_FragColor = vec4(div, 0.0, 0.0, 1.0); + } +`); + +const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uPressure; + uniform sampler2D uDivergence; + uniform vec2 wh_inv; + uniform float alpha; + + void main () { + float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x; + float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x; + float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x; + float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x; + + float divergence = texture2D(uDivergence, vUv).x; + float pressure = (L + R + B + T + alpha * divergence) * .25; + + gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); + } +`); + +const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + + varying vec2 vUv; + uniform sampler2D uPressure; + uniform sampler2D uVelocity; + uniform vec2 wh_inv; + uniform float halfrdx; + + void main () { + float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x; + float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x; + float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x; + float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x; + + vec2 velocity = texture2D(uVelocity, vUv).xy; + vec2 result = velocity - halfrdx * vec2(R - L, T - B); + + gl_FragColor = vec4(result, 0.0, 1.0); + } +`); + +const simpleProgram = new GLProgram(vertexShader, simpleFragmentShader); +const simulationProgram = new GLProgram(vertexShader, simulationFragmentShader); +const initSourceProgram = new GLProgram(vertexShader, initSourceShader); +const initVelocityProgram = new GLProgram(vertexShader, initVelocityShader); +const advectionProgram = new GLProgram(vertexShader, advectionShader); +const divergenceProgram = new GLProgram(vertexShader, divergenceShader); + +let pointer = { + x: 0, + y: 0 +} + +gl.bindTexture(gl.TEXTURE_2D, null); +initSourceProgram.bind(); +blit(source[1]); +initVelocityProgram.bind(); +blit(velocity[1]); + +Update(); + +function advect (target, dt) { + gl.activeTexture(gl.TEXTURE0 + 0); + gl.bindTexture(gl.TEXTURE_2D, velocity[0]); + gl.activeTexture(gl.TEXTURE0 + 1); + gl.bindTexture(gl.TEXTURE_2D, source[0]); + gl.bindFramebuffer(gl.FRAMEBUFFER, target[1]); + + advectionProgram.bind(); + gl.uniform1i(advectionProgram.uniforms.uVelocity, 0); + gl.uniform1i(advectionProgram.uniforms.uSource, 1); + gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight); + gl.uniform1f(advectionProgram.uniforms.dt, dt); + gl.uniform1f(advectionProgram.uniforms.rdx, 1.0); + gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); +} + +function Update () { + resizeCanvas(); + + // advect(source, 1.0); + + gl.activeTexture(gl.TEXTURE0 + 0); + gl.bindTexture(gl.TEXTURE_2D, velocity[0]); + gl.activeTexture(gl.TEXTURE0 + 1); + gl.bindTexture(gl.TEXTURE_2D, source[0]); + + advectionProgram.bind(); + gl.uniform1i(advectionProgram.uniforms.uVelocity, 0); + gl.uniform1i(advectionProgram.uniforms.uSource, 1); + gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight); + gl.uniform1f(advectionProgram.uniforms.dt, 1.0); + gl.uniform1f(advectionProgram.uniforms.rdx, 1.0); + gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0); + blit(source2[1]); + + // gl.activeTexture(gl.TEXTURE0 + 1); + // gl.bindTexture(gl.TEXTURE_2D, velocity[0]); + // blit(velocity2[1]); + + gl.activeTexture(gl.TEXTURE0 + 0); + gl.bindTexture(gl.TEXTURE_2D, velocity2[0]); + divergenceProgram.bind(); + gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0); + gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight); + gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5); + blit(divergence[1]); + + gl.activeTexture(gl.TEXTURE0 + 0); + gl.bindTexture(gl.TEXTURE_2D, source[0]); + simpleProgram.bind(); + blit(null); + + let temp = source2; + source2 = source; + source = temp; + + temp = velocity2; + velocity2 = velocity; + velocity = temp; + + requestAnimationFrame(Update); +} + +function resizeCanvas () { + if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { + const displayHeight = canvas.clientHeight; + canvas.width = canvas.clientWidth; + canvas.height = displayHeight; + } +} + +window.addEventListener('mousemove', (e) => { + pointer.x = e.offsetX / canvas.width; + pointer.y = e.offsetY / canvas.height; +}); \ No newline at end of file