'use strict'; var canvas = document.getElementsByTagName('canvas')[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; var config = { SIM_RESOLUTION: 128, DYE_RESOLUTION: 512, DENSITY_DISSIPATION: 0.97, VELOCITY_DISSIPATION: 0.98, PRESSURE_DISSIPATION: 0.8, PRESSURE_ITERATIONS: 20, CURL: 30, SPLAT_RADIUS: 0.5, SHADING: true } if (isMobile()) { config.DYE_RESOLUTION = 256; } var pointers = []; var splatStack = []; var ref = getWebGLContext(canvas); var gl = ref.gl; var ext = ref.ext; startGUI(); function getWebGLContext (canvas) { var params = { alpha: false, depth: false, stencil: false, antialias: false }; var gl = canvas.getContext('webgl2', params); var isWebGL2 = !!gl; if (!isWebGL2) { gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); } var halfFloat; var supportLinearFiltering; if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); supportLinearFiltering = gl.getExtension('OES_texture_float_linear'); } else { halfFloat = gl.getExtension('OES_texture_half_float'); supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear'); } gl.clearColor(0.0, 0.0, 0.0, 1.0); var halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; var formatRGBA; var formatRG; var formatR; if (isWebGL2) { formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType); formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType); } else { formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); } if (formatRGBA == null) { ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'not supported'); } else { ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'supported'); } return { gl: gl, ext: { formatRGBA: formatRGBA, formatRG: formatRG, formatR: formatR, halfFloatTexType: halfFloatTexType, supportLinearFiltering: supportLinearFiltering } }; } function getSupportedFormat (gl, internalFormat, format, type) { if (!supportRenderTextureFormat(gl, internalFormat, format, type)) { switch (internalFormat) { case gl.R16F: return getSupportedFormat(gl, gl.RG16F, gl.RG, type); case gl.RG16F: return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type); default: return null; } } return { internalFormat: internalFormat, format: format } } function supportRenderTextureFormat (gl, internalFormat, format, type) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 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, internalFormat, 4, 4, 0, format, type, null); var fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status != gl.FRAMEBUFFER_COMPLETE) { return false; } return true; } function startGUI () { var gui = new dat.GUI({ width: 300 }); gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers); gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers); gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion'); gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion'); gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion'); // gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations'); gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); gui.add(config, 'SHADING').name('shading'); gui.add({ fun: function () { splatStack.push(parseInt(Math.random() * 20) + 5); } }, 'fun').name('Random splats'); var github = gui.add({ fun : function () { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); ga('send', 'event', 'link button', 'github'); } }, 'fun').name('Github'); github.__li.className = 'cr function bigFont'; github.__li.style.borderLeft = '3px solid #8C8C8C'; var githubIcon = document.createElement('span'); github.domElement.parentElement.appendChild(githubIcon); githubIcon.className = 'icon github'; var twitter = gui.add({ fun : function () { window.open('https://twitter.com/PavelDoGreat'); ga('send', 'event', 'link button', 'twitter'); } }, 'fun').name('Twitter'); twitter.__li.className = 'cr function bigFont'; twitter.__li.style.borderLeft = '3px solid #8C8C8C'; var twitterIcon = document.createElement('span'); twitter.domElement.parentElement.appendChild(twitterIcon); twitterIcon.className = 'icon twitter'; var app = gui.add({ fun : function () { window.open('https://play.google.com/store/apps/details?id=games.paveldogreat.fluidsim'); ga('send', 'event', 'link button', 'app'); } }, 'fun').name('Check out new improved version'); app.__li.className = 'cr function appBigFont'; app.__li.style.borderLeft = '3px solid #00FF7F'; var appIcon = document.createElement('span'); app.domElement.parentElement.appendChild(appIcon); appIcon.className = 'icon app'; if (isMobile()) { gui.close(); } } function isMobile () { return /Mobi|Android/i.test(navigator.userAgent); } function pointerPrototype () { this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [30, 0, 300]; } pointers.push(new pointerPrototype()); var GLProgram = function GLProgram (vertexShader, fragmentShader) { var this$1 = this; 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); } var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < uniformCount; i++) { var uniformName = gl.getActiveUniform(this$1.program, i).name; this$1.uniforms[uniformName] = gl.getUniformLocation(this$1.program, uniformName); } }; GLProgram.prototype.bind = function bind () { gl.useProgram(this.program); }; function compileShader (type, source) { var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw gl.getShaderInfoLog(shader); } return shader; }; var baseVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"); var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n"); var displayShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n"); var displayShadingShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n uniform vec2 texelSize;\n\n void main () {\n vec3 L = texture2D(uTexture, vL).rgb;\n vec3 R = texture2D(uTexture, vR).rgb;\n vec3 T = texture2D(uTexture, vT).rgb;\n vec3 B = texture2D(uTexture, vB).rgb;\n vec3 C = texture2D(uTexture, vUv).rgb;\n\n float dx = length(R) - length(L);\n float dy = length(T) - length(B);\n\n vec3 n = normalize(vec3(dx, dy, length(texelSize)));\n vec3 l = vec3(0.0, 0.0, 1.0);\n\n float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);\n C.rgb *= diffuse;\n\n gl_FragColor = vec4(C, 1.0);\n }\n"); var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n"); var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * bilerp(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n"); var advectionShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n"); var divergenceShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n"); var curlShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);\n }\n"); var vorticityShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).x;\n float R = texture2D(uCurl, vR).x;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n\n vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * C;\n force.y *= -1.0;\n\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n"); var pressureShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n"); var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n"); var blit = (function () { 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 function (destination) { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); var simWidth; var simHeight; var dyeWidth; var dyeHeight; var density; var velocity; var divergence; var curl; var pressure; var clearProgram = new GLProgram(baseVertexShader, clearShader); var displayProgram = new GLProgram(baseVertexShader, displayShader); var displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); var splatProgram = new GLProgram(baseVertexShader, splatShader); var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); var curlProgram = new GLProgram(baseVertexShader, curlShader); var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); var pressureProgram = new GLProgram(baseVertexShader, pressureShader); var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function initFramebuffers () { var simRes = getResolution(config.SIM_RESOLUTION); var dyeRes = getResolution(config.DYE_RESOLUTION); simWidth = simRes.width; simHeight = simRes.height; dyeWidth = dyeRes.width; dyeHeight = dyeRes.height; var texType = ext.halfFloatTexType; var rgba = ext.formatRGBA; var rg = ext.formatRG; var r = ext.formatR; density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); divergence = createFBO (4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); curl = createFBO (5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); } function getResolution (resolution) { var aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; if (aspectRatio < 1) { aspectRatio = 1.0 / aspectRatio; } var max = resolution * aspectRatio; var min = resolution; if (gl.drawingBufferWidth > gl.drawingBufferHeight) { return { width: max, height: min }; } else { return { width: min, height: max }; } } function createFBO (texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); 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, internalFormat, w, h, 0, format, type, 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, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return { texture: texture, fbo: fbo, texId: texId }; } function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { var fbo1 = createFBO(texId , w, h, internalFormat, format, type, param); var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); return { get read () { return fbo1; }, get write () { return fbo2; }, swap: function swap () { var temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } initFramebuffers(); multipleSplats(parseInt(Math.random() * 20) + 5); update(); function update () { resizeCanvas(); step(0.016); render(); requestAnimationFrame(update); } function step (dt) { if (splatStack.length > 0) { multipleSplats(splatStack.pop()); } gl.viewport(0, 0, simWidth, simHeight); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write.fbo); velocity.swap(); gl.viewport(0, 0, dyeWidth, dyeHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(density.write.fbo); density.swap(); for (var i = 0; i < pointers.length; i++) { var pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } } gl.viewport(0, 0, simWidth, simHeight); curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId); blit(curl.fbo); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write.fbo); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId); blit(divergence.fbo); clearProgram.bind(); var pressureTexId = pressure.read.texId; gl.activeTexture(gl.TEXTURE0 + pressureTexId); gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture); gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); blit(pressure.write.fbo); pressure.swap(); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId); pressureTexId = pressure.read.texId; gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId); gl.activeTexture(gl.TEXTURE0 + pressureTexId); for (var i$1 = 0; i$1 < config.PRESSURE_ITERATIONS; i$1++) { gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture); blit(pressure.write.fbo); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId); blit(velocity.write.fbo); velocity.swap(); } function render () { var width = gl.drawingBufferWidth; var height = gl.drawingBufferHeight; gl.viewport(0, 0, width, height); if (config.SHADING) { displayShadingProgram.bind(); gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height); gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId); } else { displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId); } blit(null); } function splat (x, y, dx, dy, color) { gl.viewport(0, 0, simWidth, simHeight); splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.texId); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS / 100.0); blit(velocity.write.fbo); velocity.swap(); gl.viewport(0, 0, dyeWidth, dyeHeight); gl.uniform1i(splatProgram.uniforms.uTarget, density.read.texId); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(density.write.fbo); density.swap(); } function multipleSplats (amount) { for (var i = 0; i < amount; i++) { var color = generateColor(); color.r *= 10.0; color.g *= 10.0; color.b *= 10.0; var x = canvas.width * Math.random(); var y = canvas.height * Math.random(); var dx = 1000 * (Math.random() - 0.5); var dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } } function resizeCanvas () { if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } canvas.addEventListener('mousemove', function (e) { pointers[0].moved = pointers[0].down; pointers[0].dx = (e.offsetX - pointers[0].x) * 5.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 5.0; pointers[0].x = e.offsetX; pointers[0].y = e.offsetY; }); canvas.addEventListener('touchmove', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { var pointer = pointers[i]; pointer.moved = pointer.down; pointer.dx = (touches[i].pageX - pointer.x) * 8.0; pointer.dy = (touches[i].pageY - pointer.y) * 8.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false); canvas.addEventListener('mousedown', function () { pointers[0].down = true; pointers[0].color = generateColor(); }); canvas.addEventListener('touchstart', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { if (i >= pointers.length) { pointers.push(new pointerPrototype()); } pointers[i].id = touches[i].identifier; pointers[i].down = true; pointers[i].x = touches[i].pageX; pointers[i].y = touches[i].pageY; pointers[i].color = generateColor(); } }); window.addEventListener('mouseup', function () { pointers[0].down = false; }); window.addEventListener('touchend', function (e) { var touches = e.changedTouches; for (var i = 0; i < touches.length; i++) { for (var j = 0; j < pointers.length; j++) { if (touches[i].identifier == pointers[j].id) { pointers[j].down = false; } } } }); function generateColor () { return { r: Math.random() * 0.15 + 0.05, g: Math.random() * 0.15 + 0.05, b: Math.random() * 0.15 + 0.05 }; }