mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 01:41:53 +02:00
1163 lines
50 KiB
JavaScript
1163 lines
50 KiB
JavaScript
/*
|
|
MIT License
|
|
|
|
Copyright (c) 2017 Pavel Dobryakov
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
|
|
'use strict';
|
|
|
|
var canvas = document.getElementsByTagName('canvas')[0];
|
|
resizeCanvas();
|
|
|
|
var config = {
|
|
SIM_RESOLUTION: 128,
|
|
DYE_RESOLUTION: 1024,
|
|
CAPTURE_RESOLUTION: 512,
|
|
DENSITY_DISSIPATION: 1,
|
|
VELOCITY_DISSIPATION: 0.2,
|
|
PRESSURE: 0.8,
|
|
PRESSURE_ITERATIONS: 20,
|
|
CURL: 30,
|
|
SPLAT_RADIUS: 0.25,
|
|
SPLAT_FORCE: 6000,
|
|
SHADING: true,
|
|
COLORFUL: true,
|
|
COLOR_UPDATE_SPEED: 10,
|
|
PAUSED: false,
|
|
BACK_COLOR: { r: 0, g: 0, b: 0 },
|
|
TRANSPARENT: false,
|
|
BLOOM: true,
|
|
BLOOM_ITERATIONS: 8,
|
|
BLOOM_RESOLUTION: 256,
|
|
BLOOM_INTENSITY: 0.8,
|
|
BLOOM_THRESHOLD: 0.6,
|
|
BLOOM_SOFT_KNEE: 0.7,
|
|
SUNRAYS: true,
|
|
SUNRAYS_RESOLUTION: 196,
|
|
SUNRAYS_WEIGHT: 1.0,
|
|
}
|
|
|
|
function pointerPrototype () {
|
|
this.id = -1;
|
|
this.texcoordX = 0;
|
|
this.texcoordY = 0;
|
|
this.prevTexcoordX = 0;
|
|
this.prevTexcoordY = 0;
|
|
this.deltaX = 0;
|
|
this.deltaY = 0;
|
|
this.down = false;
|
|
this.moved = false;
|
|
this.color = [30, 0, 300];
|
|
}
|
|
|
|
var pointers = [];
|
|
var splatStack = [];
|
|
var bloomFramebuffers = [];
|
|
pointers.push(new pointerPrototype());
|
|
|
|
var ref = getWebGLContext(canvas);
|
|
var gl = ref.gl;
|
|
var ext = ref.ext;
|
|
|
|
if (isMobile()) {
|
|
config.DYE_RESOLUTION = 512;
|
|
}
|
|
if (!ext.supportLinearFiltering) {
|
|
config.DYE_RESOLUTION = 512;
|
|
config.SHADING = false;
|
|
config.BLOOM = false;
|
|
config.SUNRAYS = false;
|
|
}
|
|
|
|
startGUI();
|
|
|
|
function getWebGLContext (canvas) {
|
|
var params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: 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);
|
|
}
|
|
|
|
ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', formatRGBA == null ? 'not supported' : '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);
|
|
return status == gl.FRAMEBUFFER_COMPLETE;
|
|
}
|
|
|
|
function startGUI () {
|
|
var gui = new dat.GUI({ width: 300 });
|
|
gui.add(config, 'DYE_RESOLUTION', { 'high': 1024, 'medium': 512, 'low': 256, 'very low': 128 }).name('quality').onFinishChange(initFramebuffers);
|
|
gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
|
|
gui.add(config, 'DENSITY_DISSIPATION', 0, 4.0).name('density diffusion');
|
|
gui.add(config, 'VELOCITY_DISSIPATION', 0, 4.0).name('velocity diffusion');
|
|
gui.add(config, 'PRESSURE', 0.0, 1.0).name('pressure');
|
|
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').onFinishChange(updateKeywords);
|
|
gui.add(config, 'COLORFUL').name('colorful');
|
|
gui.add(config, 'PAUSED').name('paused').listen();
|
|
|
|
gui.add({ fun: function () {
|
|
splatStack.push(parseInt(Math.random() * 20) + 5);
|
|
} }, 'fun').name('Random splats');
|
|
|
|
var bloomFolder = gui.addFolder('Bloom');
|
|
bloomFolder.add(config, 'BLOOM').name('enabled').onFinishChange(updateKeywords);
|
|
bloomFolder.add(config, 'BLOOM_INTENSITY', 0.1, 2.0).name('intensity');
|
|
bloomFolder.add(config, 'BLOOM_THRESHOLD', 0.0, 1.0).name('threshold');
|
|
|
|
var sunraysFolder = gui.addFolder('Sunrays');
|
|
sunraysFolder.add(config, 'SUNRAYS').name('enabled').onFinishChange(updateKeywords);
|
|
sunraysFolder.add(config, 'SUNRAYS_WEIGHT', 0.3, 1.0).name('weight');
|
|
|
|
var captureFolder = gui.addFolder('Capture');
|
|
captureFolder.addColor(config, 'BACK_COLOR').name('background color');
|
|
captureFolder.add(config, 'TRANSPARENT').name('transparent');
|
|
captureFolder.add({ fun: captureScreenshot }, 'fun').name('take screenshot');
|
|
|
|
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 () {
|
|
ga('send', 'event', 'link button', 'twitter');
|
|
window.open('https://twitter.com/PavelDoGreat');
|
|
} }, '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 discord = gui.add({ fun : function () {
|
|
ga('send', 'event', 'link button', 'discord');
|
|
window.open('https://discordapp.com/invite/CeqZDDE');
|
|
} }, 'fun').name('Discord');
|
|
discord.__li.className = 'cr function bigFont';
|
|
discord.__li.style.borderLeft = '3px solid #8C8C8C';
|
|
var discordIcon = document.createElement('span');
|
|
discord.domElement.parentElement.appendChild(discordIcon);
|
|
discordIcon.className = 'icon discord';
|
|
|
|
var app = gui.add({ fun : function () {
|
|
ga('send', 'event', 'link button', 'app');
|
|
window.open('http://onelink.to/5b58bn');
|
|
} }, 'fun').name('Check out mobile app');
|
|
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 captureScreenshot () {
|
|
var res = getResolution(config.CAPTURE_RESOLUTION);
|
|
var target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST);
|
|
render(target);
|
|
|
|
var texture = framebufferToTexture(target);
|
|
texture = normalizeTexture(texture, target.width, target.height);
|
|
|
|
var captureCanvas = textureToCanvas(texture, target.width, target.height);
|
|
var datauri = captureCanvas.toDataURL();
|
|
downloadURI('fluid.png', datauri);
|
|
URL.revokeObjectURL(datauri);
|
|
}
|
|
|
|
function framebufferToTexture (target) {
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
|
var length = target.width * target.height * 4;
|
|
var texture = new Float32Array(length);
|
|
gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture);
|
|
return texture;
|
|
}
|
|
|
|
function normalizeTexture (texture, width, height) {
|
|
var result = new Uint8Array(texture.length);
|
|
var id = 0;
|
|
for (var i = height - 1; i >= 0; i--) {
|
|
for (var j = 0; j < width; j++) {
|
|
var nid = i * width * 4 + j * 4;
|
|
result[nid + 0] = clamp01(texture[id + 0]) * 255;
|
|
result[nid + 1] = clamp01(texture[id + 1]) * 255;
|
|
result[nid + 2] = clamp01(texture[id + 2]) * 255;
|
|
result[nid + 3] = clamp01(texture[id + 3]) * 255;
|
|
id += 4;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
function clamp01 (input) {
|
|
return Math.min(Math.max(input, 0), 1);
|
|
}
|
|
|
|
function textureToCanvas (texture, width, height) {
|
|
var captureCanvas = document.createElement('canvas');
|
|
var ctx = captureCanvas.getContext('2d');
|
|
captureCanvas.width = width;
|
|
captureCanvas.height = height;
|
|
|
|
var imageData = ctx.createImageData(width, height);
|
|
imageData.data.set(texture);
|
|
ctx.putImageData(imageData, 0, 0);
|
|
|
|
return captureCanvas;
|
|
}
|
|
|
|
function downloadURI (filename, uri) {
|
|
var link = document.createElement('a');
|
|
link.download = filename;
|
|
link.href = uri;
|
|
document.body.appendChild(link);
|
|
link.click();
|
|
document.body.removeChild(link);
|
|
}
|
|
|
|
var Material = function Material (vertexShader, fragmentShaderSource) {
|
|
this.vertexShader = vertexShader;
|
|
this.fragmentShaderSource = fragmentShaderSource;
|
|
this.programs = [];
|
|
this.activeProgram = null;
|
|
this.uniforms = [];
|
|
};
|
|
|
|
Material.prototype.setKeywords = function setKeywords (keywords) {
|
|
var hash = 0;
|
|
for (var i = 0; i < keywords.length; i++)
|
|
{ hash += hashCode(keywords[i]); }
|
|
|
|
var program = this.programs[hash];
|
|
if (program == null)
|
|
{
|
|
var fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);
|
|
program = createProgram(this.vertexShader, fragmentShader);
|
|
this.programs[hash] = program;
|
|
}
|
|
|
|
if (program == this.activeProgram) { return; }
|
|
|
|
this.uniforms = getUniforms(program);
|
|
this.activeProgram = program;
|
|
};
|
|
|
|
Material.prototype.bind = function bind () {
|
|
gl.useProgram(this.activeProgram);
|
|
};
|
|
|
|
var Program = function Program (vertexShader, fragmentShader) {
|
|
this.uniforms = {};
|
|
this.program = createProgram(vertexShader, fragmentShader);
|
|
this.uniforms = getUniforms(this.program);
|
|
};
|
|
|
|
Program.prototype.bind = function bind () {
|
|
gl.useProgram(this.program);
|
|
};
|
|
|
|
function createProgram (vertexShader, fragmentShader) {
|
|
var program = gl.createProgram();
|
|
gl.attachShader(program, vertexShader);
|
|
gl.attachShader(program, fragmentShader);
|
|
gl.linkProgram(program);
|
|
|
|
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
|
{ throw gl.getProgramInfoLog(program); }
|
|
|
|
return program;
|
|
}
|
|
|
|
function getUniforms (program) {
|
|
var uniforms = [];
|
|
var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
|
for (var i = 0; i < uniformCount; i++) {
|
|
var uniformName = gl.getActiveUniform(program, i).name;
|
|
uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
|
|
}
|
|
return uniforms;
|
|
}
|
|
|
|
function compileShader (type, source, keywords) {
|
|
source = addKeywords(source, keywords);
|
|
|
|
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;
|
|
};
|
|
|
|
function addKeywords (source, keywords) {
|
|
if (keywords == null) { return source; }
|
|
var keywordsString = '';
|
|
keywords.forEach(function (keyword) {
|
|
keywordsString += '#define ' + keyword + '\n';
|
|
});
|
|
return keywordsString + source;
|
|
}
|
|
|
|
var baseVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\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 blurVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n float offset = 1.33333333;\n vL = vUv - texelSize * offset;\n vR = vUv + texelSize * offset;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n");
|
|
|
|
var blurShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 sum = texture2D(uTexture, vUv) * 0.29411764;\n sum += texture2D(uTexture, vL) * 0.35294117;\n sum += texture2D(uTexture, vR) * 0.35294117;\n gl_FragColor = sum;\n }\n");
|
|
|
|
var copyShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n");
|
|
|
|
var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n");
|
|
|
|
var colorShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n\n uniform vec4 color;\n\n void main () {\n gl_FragColor = color;\n }\n");
|
|
|
|
var checkerboardShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float aspectRatio;\n\n #define SCALE 25.0\n\n void main () {\n vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));\n float v = mod(uv.x + uv.y, 2.0);\n v = v * 0.1 + 0.8;\n gl_FragColor = vec4(vec3(v), 1.0);\n }\n");
|
|
|
|
var displayShaderSource = "\n precision highp float;\n precision highp 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 sampler2D uBloom;\n uniform sampler2D uSunrays;\n uniform sampler2D uDithering;\n uniform vec2 ditherScale;\n uniform vec2 texelSize;\n\n vec3 linearToGamma (vec3 color) {\n color = max(color, vec3(0));\n return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));\n }\n\n void main () {\n vec3 c = texture2D(uTexture, vUv).rgb;\n\n #ifdef SHADING\n vec3 lc = texture2D(uTexture, vL).rgb;\n vec3 rc = texture2D(uTexture, vR).rgb;\n vec3 tc = texture2D(uTexture, vT).rgb;\n vec3 bc = texture2D(uTexture, vB).rgb;\n\n float dx = length(rc) - length(lc);\n float dy = length(tc) - length(bc);\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 *= diffuse;\n #endif\n\n #ifdef BLOOM\n vec3 bloom = texture2D(uBloom, vUv).rgb;\n #endif\n\n #ifdef SUNRAYS\n float sunrays = texture2D(uSunrays, vUv).r;\n c *= sunrays;\n #ifdef BLOOM\n bloom *= sunrays;\n #endif\n #endif\n\n #ifdef BLOOM\n float noise = texture2D(uDithering, vUv * ditherScale).r;\n noise = noise * 2.0 - 1.0;\n bloom += noise / 255.0;\n bloom = linearToGamma(bloom);\n c += bloom;\n #endif\n\n float a = max(c.r, max(c.g, c.b));\n gl_FragColor = vec4(c, a);\n }\n";
|
|
|
|
var bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform vec3 curve;\n uniform float threshold;\n\n void main () {\n vec3 c = texture2D(uTexture, vUv).rgb;\n float br = max(c.r, max(c.g, c.b));\n float rq = clamp(br - curve.x, 0.0, curve.y);\n rq = curve.z * rq * rq;\n c *= max(rq, br - threshold) / max(br, 0.0001);\n gl_FragColor = vec4(c, 0.0);\n }\n");
|
|
|
|
var bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 sum = vec4(0.0);\n sum += texture2D(uTexture, vL);\n sum += texture2D(uTexture, vR);\n sum += texture2D(uTexture, vT);\n sum += texture2D(uTexture, vB);\n sum *= 0.25;\n gl_FragColor = sum;\n }\n");
|
|
|
|
var bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n uniform float intensity;\n\n void main () {\n vec4 sum = vec4(0.0);\n sum += texture2D(uTexture, vL);\n sum += texture2D(uTexture, vR);\n sum += texture2D(uTexture, vT);\n sum += texture2D(uTexture, vB);\n sum *= 0.25;\n gl_FragColor = sum * intensity;\n }\n");
|
|
|
|
var sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 c = texture2D(uTexture, vUv);\n float br = max(c.r, max(c.g, c.b));\n c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8);\n gl_FragColor = c;\n }\n");
|
|
|
|
var sunraysShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float weight;\n\n #define ITERATIONS 16\n\n void main () {\n float Density = 0.3;\n float Decay = 0.95;\n float Exposure = 0.7;\n\n vec2 coord = vUv;\n vec2 dir = vUv - 0.5;\n\n dir *= 1.0 / float(ITERATIONS) * Density;\n float illuminationDecay = 1.0;\n\n float color = texture2D(uTexture, vUv).a;\n\n for (int i = 0; i < ITERATIONS; i++)\n {\n coord -= dir;\n float col = texture2D(uTexture, coord).a;\n color += col * illuminationDecay * weight;\n illuminationDecay *= Decay;\n }\n\n gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0);\n }\n");
|
|
|
|
var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp 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 advectionShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform vec2 dyeTexelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {\n vec2 st = uv / tsize - 0.5;\n\n vec2 iuv = floor(st);\n vec2 fuv = fract(st);\n\n vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n }\n\n void main () {\n #ifdef MANUAL_FILTERING\n vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n vec4 result = bilerp(uSource, coord, dyeTexelSize);\n #else\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n vec4 result = texture2D(uSource, coord);\n #endif\n float decay = 1.0 + dissipation * dt;\n gl_FragColor = result / decay;\n }",
|
|
ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']
|
|
);
|
|
|
|
var divergenceShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).x;\n float R = texture2D(uVelocity, vR).x;\n float T = texture2D(uVelocity, vT).y;\n float B = texture2D(uVelocity, vB).y;\n\n vec2 C = texture2D(uVelocity, vUv).xy;\n if (vL.x < 0.0) { L = -C.x; }\n if (vR.x > 1.0) { R = -C.x; }\n if (vT.y > 1.0) { T = -C.y; }\n if (vB.y < 0.0) { B = -C.y; }\n\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 mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp 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 highp 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 mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n void main () {\n float L = texture2D(uPressure, vL).x;\n float R = texture2D(uPressure, vR).x;\n float T = texture2D(uPressure, vT).x;\n float B = texture2D(uPressure, 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 mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uPressure, vL).x;\n float R = texture2D(uPressure, vR).x;\n float T = texture2D(uPressure, vT).x;\n float B = texture2D(uPressure, 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 dye;
|
|
var velocity;
|
|
var divergence;
|
|
var curl;
|
|
var pressure;
|
|
var bloom;
|
|
var sunrays;
|
|
var sunraysTemp;
|
|
|
|
var ditheringTexture = createTextureAsync('LDR_LLL1_0.png');
|
|
|
|
var blurProgram = new Program(blurVertexShader, blurShader);
|
|
var copyProgram = new Program(baseVertexShader, copyShader);
|
|
var clearProgram = new Program(baseVertexShader, clearShader);
|
|
var colorProgram = new Program(baseVertexShader, colorShader);
|
|
var checkerboardProgram = new Program(baseVertexShader, checkerboardShader);
|
|
var bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader);
|
|
var bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader);
|
|
var bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader);
|
|
var sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader);
|
|
var sunraysProgram = new Program(baseVertexShader, sunraysShader);
|
|
var splatProgram = new Program(baseVertexShader, splatShader);
|
|
var advectionProgram = new Program(baseVertexShader, advectionShader);
|
|
var divergenceProgram = new Program(baseVertexShader, divergenceShader);
|
|
var curlProgram = new Program(baseVertexShader, curlShader);
|
|
var vorticityProgram = new Program(baseVertexShader, vorticityShader);
|
|
var pressureProgram = new Program(baseVertexShader, pressureShader);
|
|
var gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);
|
|
|
|
var displayMaterial = new Material(baseVertexShader, displayShaderSource);
|
|
|
|
function initFramebuffers () {
|
|
var simRes = getResolution(config.SIM_RESOLUTION);
|
|
var dyeRes = getResolution(config.DYE_RESOLUTION);
|
|
|
|
var texType = ext.halfFloatTexType;
|
|
var rgba = ext.formatRGBA;
|
|
var rg = ext.formatRG;
|
|
var r = ext.formatR;
|
|
var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
|
|
|
if (dye == null)
|
|
{ dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); }
|
|
else
|
|
{ dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); }
|
|
|
|
if (velocity == null)
|
|
{ velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); }
|
|
else
|
|
{ velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); }
|
|
|
|
divergence = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
|
curl = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
|
pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
|
|
|
initBloomFramebuffers();
|
|
initSunraysFramebuffers();
|
|
}
|
|
|
|
function initBloomFramebuffers () {
|
|
var res = getResolution(config.BLOOM_RESOLUTION);
|
|
|
|
var texType = ext.halfFloatTexType;
|
|
var rgba = ext.formatRGBA;
|
|
var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
|
|
|
bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering);
|
|
|
|
bloomFramebuffers.length = 0;
|
|
for (var i = 0; i < config.BLOOM_ITERATIONS; i++)
|
|
{
|
|
var width = res.width >> (i + 1);
|
|
var height = res.height >> (i + 1);
|
|
|
|
if (width < 2 || height < 2) { break; }
|
|
|
|
var fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering);
|
|
bloomFramebuffers.push(fbo);
|
|
}
|
|
}
|
|
|
|
function initSunraysFramebuffers () {
|
|
var res = getResolution(config.SUNRAYS_RESOLUTION);
|
|
|
|
var texType = ext.halfFloatTexType;
|
|
var r = ext.formatR;
|
|
var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
|
|
|
sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
|
sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
|
}
|
|
|
|
function createFBO (w, h, internalFormat, format, type, param) {
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
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);
|
|
|
|
var texelSizeX = 1.0 / w;
|
|
var texelSizeY = 1.0 / h;
|
|
|
|
return {
|
|
texture: texture,
|
|
fbo: fbo,
|
|
width: w,
|
|
height: h,
|
|
texelSizeX: texelSizeX,
|
|
texelSizeY: texelSizeY,
|
|
attach: function attach (id) {
|
|
gl.activeTexture(gl.TEXTURE0 + id);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
return id;
|
|
}
|
|
};
|
|
}
|
|
|
|
function createDoubleFBO (w, h, internalFormat, format, type, param) {
|
|
var fbo1 = createFBO(w, h, internalFormat, format, type, param);
|
|
var fbo2 = createFBO(w, h, internalFormat, format, type, param);
|
|
|
|
return {
|
|
width: w,
|
|
height: h,
|
|
texelSizeX: fbo1.texelSizeX,
|
|
texelSizeY: fbo1.texelSizeY,
|
|
get read () {
|
|
return fbo1;
|
|
},
|
|
set read (value) {
|
|
fbo1 = value;
|
|
},
|
|
get write () {
|
|
return fbo2;
|
|
},
|
|
set write (value) {
|
|
fbo2 = value;
|
|
},
|
|
swap: function swap () {
|
|
var temp = fbo1;
|
|
fbo1 = fbo2;
|
|
fbo2 = temp;
|
|
}
|
|
}
|
|
}
|
|
|
|
function resizeFBO (target, w, h, internalFormat, format, type, param) {
|
|
var newFBO = createFBO(w, h, internalFormat, format, type, param);
|
|
copyProgram.bind();
|
|
gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));
|
|
blit(newFBO.fbo);
|
|
return newFBO;
|
|
}
|
|
|
|
function resizeDoubleFBO (target, w, h, internalFormat, format, type, param) {
|
|
if (target.width == w && target.height == h)
|
|
{ return target; }
|
|
target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);
|
|
target.write = createFBO(w, h, internalFormat, format, type, param);
|
|
target.width = w;
|
|
target.height = h;
|
|
target.texelSizeX = 1.0 / w;
|
|
target.texelSizeY = 1.0 / h;
|
|
return target;
|
|
}
|
|
|
|
function createTextureAsync (url) {
|
|
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.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255]));
|
|
|
|
var obj = {
|
|
texture: texture,
|
|
width: 1,
|
|
height: 1,
|
|
attach: function attach (id) {
|
|
gl.activeTexture(gl.TEXTURE0 + id);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
return id;
|
|
}
|
|
};
|
|
|
|
var image = new Image();
|
|
image.onload = function () {
|
|
obj.width = image.width;
|
|
obj.height = image.height;
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
|
|
};
|
|
image.src = url;
|
|
|
|
return obj;
|
|
}
|
|
|
|
function updateKeywords () {
|
|
var displayKeywords = [];
|
|
if (config.SHADING) { displayKeywords.push("SHADING"); }
|
|
if (config.BLOOM) { displayKeywords.push("BLOOM"); }
|
|
if (config.SUNRAYS) { displayKeywords.push("SUNRAYS"); }
|
|
displayMaterial.setKeywords(displayKeywords);
|
|
}
|
|
|
|
updateKeywords();
|
|
initFramebuffers();
|
|
multipleSplats(parseInt(Math.random() * 20) + 5);
|
|
|
|
var lastUpdateTime = Date.now();
|
|
var colorUpdateTimer = 0.0;
|
|
update();
|
|
|
|
function update () {
|
|
var dt = calcDeltaTime();
|
|
if (resizeCanvas())
|
|
{ initFramebuffers(); }
|
|
updateColors(dt);
|
|
applyInputs();
|
|
if (!config.PAUSED)
|
|
{ step(dt); }
|
|
render(null);
|
|
requestAnimationFrame(update);
|
|
}
|
|
|
|
function calcDeltaTime () {
|
|
var now = Date.now();
|
|
var dt = (now - lastUpdateTime) / 1000;
|
|
dt = Math.min(dt, 0.016666);
|
|
lastUpdateTime = now;
|
|
return dt;
|
|
}
|
|
|
|
function resizeCanvas () {
|
|
var width = scaleByPixelRatio(canvas.clientWidth);
|
|
var height = scaleByPixelRatio(canvas.clientHeight);
|
|
if (canvas.width != width || canvas.height != height) {
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
function updateColors (dt) {
|
|
if (!config.COLORFUL) { return; }
|
|
|
|
colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;
|
|
if (colorUpdateTimer >= 1) {
|
|
colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);
|
|
pointers.forEach(function (p) {
|
|
p.color = generateColor();
|
|
});
|
|
}
|
|
}
|
|
|
|
function applyInputs () {
|
|
if (splatStack.length > 0)
|
|
{ multipleSplats(splatStack.pop()); }
|
|
|
|
pointers.forEach(function (p) {
|
|
if (p.moved) {
|
|
p.moved = false;
|
|
splatPointer(p);
|
|
}
|
|
});
|
|
}
|
|
|
|
function step (dt) {
|
|
gl.disable(gl.BLEND);
|
|
gl.viewport(0, 0, velocity.width, velocity.height);
|
|
|
|
curlProgram.bind();
|
|
gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
|
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));
|
|
blit(curl.fbo);
|
|
|
|
vorticityProgram.bind();
|
|
gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
|
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));
|
|
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
|
|
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, velocity.texelSizeX, velocity.texelSizeY);
|
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0));
|
|
blit(divergence.fbo);
|
|
|
|
clearProgram.bind();
|
|
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
|
|
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);
|
|
blit(pressure.write.fbo);
|
|
pressure.swap();
|
|
|
|
pressureProgram.bind();
|
|
gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));
|
|
for (var i = 0; i < config.PRESSURE_ITERATIONS; i++) {
|
|
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1));
|
|
blit(pressure.write.fbo);
|
|
pressure.swap();
|
|
}
|
|
|
|
gradienSubtractProgram.bind();
|
|
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
|
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));
|
|
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));
|
|
blit(velocity.write.fbo);
|
|
velocity.swap();
|
|
|
|
advectionProgram.bind();
|
|
gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
|
if (!ext.supportLinearFiltering)
|
|
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY); }
|
|
var velocityId = velocity.read.attach(0);
|
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
|
|
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
|
|
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
|
blit(velocity.write.fbo);
|
|
velocity.swap();
|
|
|
|
gl.viewport(0, 0, dye.width, dye.height);
|
|
|
|
if (!ext.supportLinearFiltering)
|
|
{ gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY); }
|
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));
|
|
gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));
|
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
|
blit(dye.write.fbo);
|
|
dye.swap();
|
|
}
|
|
|
|
function render (target) {
|
|
if (config.BLOOM)
|
|
{ applyBloom(dye.read, bloom); }
|
|
if (config.SUNRAYS) {
|
|
applySunrays(dye.read, dye.write, sunrays);
|
|
blur(sunrays, sunraysTemp, 1);
|
|
}
|
|
|
|
if (target == null || !config.TRANSPARENT) {
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
gl.enable(gl.BLEND);
|
|
}
|
|
else {
|
|
gl.disable(gl.BLEND);
|
|
}
|
|
|
|
var width = target == null ? gl.drawingBufferWidth : target.width;
|
|
var height = target == null ? gl.drawingBufferHeight : target.height;
|
|
gl.viewport(0, 0, width, height);
|
|
|
|
var fbo = target == null ? null : target.fbo;
|
|
if (!config.TRANSPARENT)
|
|
{ drawColor(fbo, normalizeColor(config.BACK_COLOR)); }
|
|
if (target == null && config.TRANSPARENT)
|
|
{ drawCheckerboard(fbo); }
|
|
drawDisplay(fbo, width, height);
|
|
}
|
|
|
|
function drawColor (fbo, color) {
|
|
colorProgram.bind();
|
|
gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1);
|
|
blit(fbo);
|
|
}
|
|
|
|
function drawCheckerboard (fbo) {
|
|
checkerboardProgram.bind();
|
|
gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
|
blit(fbo);
|
|
}
|
|
|
|
function drawDisplay (fbo, width, height) {
|
|
displayMaterial.bind();
|
|
if (config.SHADING)
|
|
{ gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height); }
|
|
gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));
|
|
if (config.BLOOM) {
|
|
gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1));
|
|
gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2));
|
|
var scale = getTextureScale(ditheringTexture, width, height);
|
|
gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y);
|
|
}
|
|
if (config.SUNRAYS)
|
|
{ gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3)); }
|
|
blit(fbo);
|
|
}
|
|
|
|
function applyBloom (source, destination) {
|
|
if (bloomFramebuffers.length < 2)
|
|
{ return; }
|
|
|
|
var last = destination;
|
|
|
|
gl.disable(gl.BLEND);
|
|
bloomPrefilterProgram.bind();
|
|
var knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001;
|
|
var curve0 = config.BLOOM_THRESHOLD - knee;
|
|
var curve1 = knee * 2;
|
|
var curve2 = 0.25 / knee;
|
|
gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2);
|
|
gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD);
|
|
gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0));
|
|
gl.viewport(0, 0, last.width, last.height);
|
|
blit(last.fbo);
|
|
|
|
bloomBlurProgram.bind();
|
|
for (var i = 0; i < bloomFramebuffers.length; i++) {
|
|
var dest = bloomFramebuffers[i];
|
|
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
|
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
|
gl.viewport(0, 0, dest.width, dest.height);
|
|
blit(dest.fbo);
|
|
last = dest;
|
|
}
|
|
|
|
gl.blendFunc(gl.ONE, gl.ONE);
|
|
gl.enable(gl.BLEND);
|
|
|
|
for (var i$1 = bloomFramebuffers.length - 2; i$1 >= 0; i$1--) {
|
|
var baseTex = bloomFramebuffers[i$1];
|
|
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
|
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
|
gl.viewport(0, 0, baseTex.width, baseTex.height);
|
|
blit(baseTex.fbo);
|
|
last = baseTex;
|
|
}
|
|
|
|
gl.disable(gl.BLEND);
|
|
bloomFinalProgram.bind();
|
|
gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
|
gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0));
|
|
gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY);
|
|
gl.viewport(0, 0, destination.width, destination.height);
|
|
blit(destination.fbo);
|
|
}
|
|
|
|
function applySunrays (source, mask, destination) {
|
|
gl.disable(gl.BLEND);
|
|
sunraysMaskProgram.bind();
|
|
gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0));
|
|
gl.viewport(0, 0, mask.width, mask.height);
|
|
blit(mask.fbo);
|
|
|
|
sunraysProgram.bind();
|
|
gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT);
|
|
gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0));
|
|
gl.viewport(0, 0, destination.width, destination.height);
|
|
blit(destination.fbo);
|
|
}
|
|
|
|
function blur (target, temp, iterations) {
|
|
blurProgram.bind();
|
|
for (var i = 0; i < iterations; i++) {
|
|
gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0);
|
|
gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0));
|
|
blit(temp.fbo);
|
|
|
|
gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY);
|
|
gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0));
|
|
blit(target.fbo);
|
|
}
|
|
}
|
|
|
|
function splatPointer (pointer) {
|
|
var dx = pointer.deltaX * config.SPLAT_FORCE;
|
|
var dy = pointer.deltaY * config.SPLAT_FORCE;
|
|
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);
|
|
}
|
|
|
|
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 = Math.random();
|
|
var y = Math.random();
|
|
var dx = 1000 * (Math.random() - 0.5);
|
|
var dy = 1000 * (Math.random() - 0.5);
|
|
splat(x, y, dx, dy, color);
|
|
}
|
|
}
|
|
|
|
function splat (x, y, dx, dy, color) {
|
|
gl.viewport(0, 0, velocity.width, velocity.height);
|
|
splatProgram.bind();
|
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));
|
|
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
|
gl.uniform2f(splatProgram.uniforms.point, x, y);
|
|
gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0);
|
|
gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0));
|
|
blit(velocity.write.fbo);
|
|
velocity.swap();
|
|
|
|
gl.viewport(0, 0, dye.width, dye.height);
|
|
gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));
|
|
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
|
|
blit(dye.write.fbo);
|
|
dye.swap();
|
|
}
|
|
|
|
function correctRadius (radius) {
|
|
var aspectRatio = canvas.width / canvas.height;
|
|
if (aspectRatio > 1)
|
|
{ radius *= aspectRatio; }
|
|
return radius;
|
|
}
|
|
|
|
canvas.addEventListener('mousedown', function (e) {
|
|
var posX = scaleByPixelRatio(e.offsetX);
|
|
var posY = scaleByPixelRatio(e.offsetY);
|
|
var pointer = pointers.find(function (p) { return p.id == -1; });
|
|
updatePointerDownData(pointer, -1, posX, posY);
|
|
});
|
|
|
|
canvas.addEventListener('mousemove', function (e) {
|
|
var posX = scaleByPixelRatio(e.offsetX);
|
|
var posY = scaleByPixelRatio(e.offsetY);
|
|
updatePointerMoveData(pointers[0], posX, posY);
|
|
});
|
|
|
|
window.addEventListener('mouseup', function () {
|
|
updatePoinerUpData(pointers[0]);
|
|
});
|
|
|
|
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()); }
|
|
var posX = scaleByPixelRatio(touches[i].pageX);
|
|
var posY = scaleByPixelRatio(touches[i].pageY);
|
|
updatePointerDownData(pointers[i], touches[i].identifier, posX, posY);
|
|
}
|
|
});
|
|
|
|
canvas.addEventListener('touchmove', function (e) {
|
|
e.preventDefault();
|
|
var touches = e.targetTouches;
|
|
for (var i = 0; i < touches.length; i++) {
|
|
var posX = scaleByPixelRatio(touches[i].pageX);
|
|
var posY = scaleByPixelRatio(touches[i].pageY);
|
|
updatePointerMoveData(pointers[i], posX, posY);
|
|
}
|
|
}, 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)
|
|
{ updatePoinerUpData(pointers[j]); } } }
|
|
});
|
|
|
|
window.addEventListener('keydown', function (e) {
|
|
if (e.code === 'KeyP')
|
|
{ config.PAUSED = !config.PAUSED; }
|
|
if (e.key === ' ')
|
|
{ splatStack.push(parseInt(Math.random() * 20) + 5); }
|
|
});
|
|
|
|
function updatePointerDownData (pointer, id, posX, posY) {
|
|
pointer.id = id;
|
|
pointer.down = true;
|
|
pointer.moved = false;
|
|
pointer.texcoordX = posX / canvas.width;
|
|
pointer.texcoordY = 1.0 - posY / canvas.height;
|
|
pointer.prevTexcoordX = pointer.texcoordX;
|
|
pointer.prevTexcoordY = pointer.texcoordY;
|
|
pointer.deltaX = 0;
|
|
pointer.deltaY = 0;
|
|
pointer.color = generateColor();
|
|
}
|
|
|
|
function updatePointerMoveData (pointer, posX, posY) {
|
|
pointer.moved = pointer.down;
|
|
pointer.prevTexcoordX = pointer.texcoordX;
|
|
pointer.prevTexcoordY = pointer.texcoordY;
|
|
pointer.texcoordX = posX / canvas.width;
|
|
pointer.texcoordY = 1.0 - posY / canvas.height;
|
|
pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX);
|
|
pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY);
|
|
}
|
|
|
|
function updatePoinerUpData (pointer) {
|
|
pointer.down = false;
|
|
}
|
|
|
|
function correctDeltaX (delta) {
|
|
var aspectRatio = canvas.width / canvas.height;
|
|
if (aspectRatio < 1) { delta *= aspectRatio; }
|
|
return delta;
|
|
}
|
|
|
|
function correctDeltaY (delta) {
|
|
var aspectRatio = canvas.width / canvas.height;
|
|
if (aspectRatio > 1) { delta /= aspectRatio; }
|
|
return delta;
|
|
}
|
|
|
|
function generateColor () {
|
|
var c = HSVtoRGB(Math.random(), 1.0, 1.0);
|
|
c.r *= 0.15;
|
|
c.g *= 0.15;
|
|
c.b *= 0.15;
|
|
return c;
|
|
}
|
|
|
|
function HSVtoRGB (h, s, v) {
|
|
var r, g, b, i, f, p, q, t;
|
|
i = Math.floor(h * 6);
|
|
f = h * 6 - i;
|
|
p = v * (1 - s);
|
|
q = v * (1 - f * s);
|
|
t = v * (1 - (1 - f) * s);
|
|
|
|
switch (i % 6) {
|
|
case 0: r = v, g = t, b = p; break;
|
|
case 1: r = q, g = v, b = p; break;
|
|
case 2: r = p, g = v, b = t; break;
|
|
case 3: r = p, g = q, b = v; break;
|
|
case 4: r = t, g = p, b = v; break;
|
|
case 5: r = v, g = p, b = q; break;
|
|
}
|
|
|
|
return {
|
|
r: r,
|
|
g: g,
|
|
b: b
|
|
};
|
|
}
|
|
|
|
function normalizeColor (input) {
|
|
var output = {
|
|
r: input.r / 255,
|
|
g: input.g / 255,
|
|
b: input.b / 255
|
|
};
|
|
return output;
|
|
}
|
|
|
|
function wrap (value, min, max) {
|
|
var range = max - min;
|
|
if (range == 0) { return min; }
|
|
return (value - min) % range + min;
|
|
}
|
|
|
|
function getResolution (resolution) {
|
|
var aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
|
if (aspectRatio < 1)
|
|
{ aspectRatio = 1.0 / aspectRatio; }
|
|
|
|
var min = Math.round(resolution);
|
|
var max = Math.round(resolution * aspectRatio);
|
|
|
|
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
|
|
{ return { width: max, height: min }; }
|
|
else
|
|
{ return { width: min, height: max }; }
|
|
}
|
|
|
|
function getTextureScale (texture, width, height) {
|
|
return {
|
|
x: width / texture.width,
|
|
y: height / texture.height
|
|
};
|
|
}
|
|
|
|
function scaleByPixelRatio (input) {
|
|
var pixelRatio = window.devicePixelRatio || 1;
|
|
return Math.floor(input * pixelRatio);
|
|
}
|
|
|
|
function hashCode (s) {
|
|
if (s.length == 0) { return 0; }
|
|
var hash = 0;
|
|
for (var i = 0; i < s.length; i++) {
|
|
hash = (hash << 5) - hash + s.charCodeAt(i);
|
|
hash |= 0; // Convert to 32bit integer
|
|
}
|
|
return hash;
|
|
}; |