mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 01:41:53 +02:00
wassup
This commit is contained in:
20
index.html
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20
index.html
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<html>
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<head>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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canvas {
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position: absolute;
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width: 100%;
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height: 100%;
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}
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</style>
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</head>
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<body>
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<canvas></canvas>
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<script src="./script.js"></script>
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</body>
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</html>
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335
script.js
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335
script.js
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'use strict';
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const canvas = document.getElementsByTagName('canvas')[0];
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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if (!gl.getExtension("OES_texture_float")) {
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console.log("does not support OES_texture_float");
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}
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if (!gl.getExtension("OES_texture_float_linear")) {
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console.log("does not support OES_texture_float_linear");
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}
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resizeCanvas();
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class GLProgram {
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constructor (vertexShader, fragmentShader) {
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this.uniforms = {};
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this.program = gl.createProgram();
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gl.attachShader(this.program, vertexShader);
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gl.attachShader(this.program, fragmentShader);
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gl.linkProgram(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
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throw gl.getProgramInfoLog(this.program);
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}
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const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
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for (let i = 0; i < uniformCount; i++) {
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const uniformName = gl.getActiveUniform(this.program, i).name;
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this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
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}
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}
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bind () {
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gl.useProgram(this.program);
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}
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}
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function compileShader (type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw gl.getShaderInfoLog(shader);
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}
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return shader;
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};
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function createFBO (width, height) {
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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const texData = new Uint8Array([
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238, 95, 64, 255,
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85, 74, 32, 255,
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86, 39, 95, 255,
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75, 37, 37, 255
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]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return [texture, fbo];
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}
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const blit = ((source, destination) => {
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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 (destination) => {
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// gl.bindTexture(gl.TEXTURE_2D, source === null ? null : source[0]);
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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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let source = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let source2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let velocity = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let velocity2 = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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let divergence = createFBO(gl.drawingBufferWidth, gl.drawingBufferHeight);
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const vertexShader = compileShader(gl.VERTEX_SHADER, `
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attribute vec2 aPosition;
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varying vec2 vUv;
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void main () {
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vUv = aPosition * 0.5 + 0.5;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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`);
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const simpleFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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void main () {
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gl_FragColor = texture2D(uTexture, vUv);
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}
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`);
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const simulationFragmentShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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uniform vec2 uMouse;
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void main () {
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vec4 color = texture2D(uTexture, vUv);
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// gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color;
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gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0);
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}
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`);
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const initSourceShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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void main () {
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float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
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gl_FragColor = vec4(vec3(d), 1.0);
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}
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`);
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const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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void main () {
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gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0);
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}
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`);
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const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uVelocity;
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uniform sampler2D uSource;
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uniform vec2 wh_inv;
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uniform float dt;
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uniform float rdx;
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uniform float dissipation;
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void main () {
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 back_pos = vUv - dt * rdx * velocity * wh_inv;
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gl_FragColor = dissipation * texture2D(uSource, back_pos);
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gl_FragColor.a = 1.0;
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}
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`);
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const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uVelocity;
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uniform vec2 wh_inv;
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uniform float halfrdx;
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void main () {
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vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy;
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vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy;
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vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
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vec2 L = texture2D(uVelocity, vUv - vec2(wh_inv.x, 0.0)).xy;
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//vec2 C = texture2D(uVelocity, vUv).xy;
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float div = halfrdx * ((R.x - L.x) + (T.y - B.y));
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gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
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}
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`);
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const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uPressure;
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uniform sampler2D uDivergence;
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uniform vec2 wh_inv;
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uniform float alpha;
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void main () {
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float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
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float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
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float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
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float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
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float divergence = texture2D(uDivergence, vUv).x;
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float pressure = (L + R + B + T + alpha * divergence) * .25;
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gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
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}
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`);
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const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uPressure;
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uniform sampler2D uVelocity;
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uniform vec2 wh_inv;
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uniform float halfrdx;
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void main () {
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float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
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float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
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float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
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float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 result = velocity - halfrdx * vec2(R - L, T - B);
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gl_FragColor = vec4(result, 0.0, 1.0);
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}
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`);
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const simpleProgram = new GLProgram(vertexShader, simpleFragmentShader);
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const simulationProgram = new GLProgram(vertexShader, simulationFragmentShader);
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const initSourceProgram = new GLProgram(vertexShader, initSourceShader);
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const initVelocityProgram = new GLProgram(vertexShader, initVelocityShader);
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const advectionProgram = new GLProgram(vertexShader, advectionShader);
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const divergenceProgram = new GLProgram(vertexShader, divergenceShader);
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let pointer = {
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x: 0,
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y: 0
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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initSourceProgram.bind();
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blit(source[1]);
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initVelocityProgram.bind();
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blit(velocity[1]);
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Update();
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function advect (target, dt) {
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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gl.bindFramebuffer(gl.FRAMEBUFFER, target[1]);
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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gl.uniform1i(advectionProgram.uniforms.uSource, 1);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform1f(advectionProgram.uniforms.dt, dt);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
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gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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}
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function Update () {
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resizeCanvas();
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// advect(source, 1.0);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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gl.uniform1i(advectionProgram.uniforms.uSource, 1);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1.0);
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gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
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blit(source2[1]);
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// gl.activeTexture(gl.TEXTURE0 + 1);
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// gl.bindTexture(gl.TEXTURE_2D, velocity[0]);
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// blit(velocity2[1]);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity2[0]);
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divergenceProgram.bind();
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
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gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / canvas.clientWidth, 1.0 / canvas.clientHeight);
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gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5);
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blit(divergence[1]);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, source[0]);
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simpleProgram.bind();
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blit(null);
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let temp = source2;
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source2 = source;
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source = temp;
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temp = velocity2;
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velocity2 = velocity;
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velocity = temp;
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requestAnimationFrame(Update);
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}
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function resizeCanvas () {
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if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
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const displayHeight = canvas.clientHeight;
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canvas.width = canvas.clientWidth;
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canvas.height = displayHeight;
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}
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}
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window.addEventListener('mousemove', (e) => {
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pointer.x = e.offsetX / canvas.width;
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pointer.y = e.offsetY / canvas.height;
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});
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Reference in New Issue
Block a user