'use strict'; const canvas = document.getElementsByTagName('canvas')[0]; const gl = canvas.getContext('webgl', { alpha: false }); 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(); const TEXTURE_WIDTH = gl.drawingBufferWidth; const TEXTURE_HEIGHT = gl.drawingBufferHeight; const CELL_SIZE = 1.25; 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; }; let texId = -1; function createFBO (width, height, type) { texId++; gl.activeTexture(gl.TEXTURE0 + texId); var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, type); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, type); 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); 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, width, height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } function createDoubleFBO (width, height, type) { let fbo1 = createFBO(width, height, type); let fbo2 = createFBO(width, height, type); return { get first () { return fbo1; }, get second () { return fbo2; }, swap: () => { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } const blit = (() => { 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.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); function clear (target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); } let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR); let velocity = createDoubleFBO(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 gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST); const baseVertexShader = 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 displayShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); } `); const testShader = 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 initDensityShader = 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); // vec2 p = vec2(0.5, 0.2); // float d = length(vUv - p); // float radius = 0.1; // float c = smoothstep(radius - .01, radius + .01, d); 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 dissipation; void main () { vec2 velocity = texture2D(uVelocity, vUv).xy; vec2 coord = vUv - dt * velocity * wh_inv; gl_FragColor = dissipation * texture2D(uSource, coord); 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; velocity.xy -= halfrdx * vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } `); const displayProgram = new GLProgram(baseVertexShader, displayShader); const testProgram = new GLProgram(baseVertexShader, testShader); const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader); const initVelocityProgram = new GLProgram(baseVertexShader, initVelocityShader); const advectionProgram = new GLProgram(baseVertexShader, advectionShader); const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); const pressureProgram = new GLProgram(baseVertexShader, pressureShader); const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); let pointer = { x: 0, y: 0 } initDensityProgram.bind(); blit(density.first[1]); initVelocityProgram.bind(); blit(velocity.first[1]); Update(); function Update () { resizeCanvas(); gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT); // advect velocity advectionProgram.bind(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT); gl.uniform1f(advectionProgram.uniforms.dt, 0.125); gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0); blit(velocity.second[1]); velocity.swap(); // advect density // advectionProgram.bind(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT); gl.uniform1f(advectionProgram.uniforms.dt, 0.125); gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0); blit(density.second[1]); density.swap(); // calculate divergence divergenceProgram.bind(); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT); gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5 / CELL_SIZE); blit(divergence[1]); // pressure clear(pressure.first[1]); // clear(pressure.second[1]); pressureProgram.bind(); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); gl.uniform2f(pressureProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT); gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE); for (let i = 0; i < 1; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); blit(pressure.second[1]); pressure.swap(); } // subtract gradient gradienSubtractProgram.bind(); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform2f(gradienSubtractProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT); gl.uniform1f(gradienSubtractProgram.uniforms.halfrdx, 1.125 / CELL_SIZE); blit(velocity.second[1]); velocity.swap(); // display result gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); blit(null); 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; });