mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 09:21:59 +02:00
1020 lines
32 KiB
JavaScript
1020 lines
32 KiB
JavaScript
'use strict';
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const canvas = document.getElementsByTagName('canvas')[0];
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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let config = {
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SIM_RESOLUTION: 128,
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DYE_RESOLUTION: 512,
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DENSITY_DISSIPATION: 0.97,
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VELOCITY_DISSIPATION: 0.98,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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SPLAT_RADIUS: 0.5,
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SHADING: true,
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COLORFUL: true,
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PAUSED: false,
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BACK_COLOR: { r: 0, g: 0, b: 0 },
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TRANSPARENT: false
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}
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function pointerPrototype () {
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this.id = -1;
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this.x = 0;
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this.y = 0;
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this.dx = 0;
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this.dy = 0;
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this.down = false;
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this.moved = false;
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this.color = [30, 0, 300];
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}
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let pointers = [];
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let splatStack = [];
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pointers.push(new pointerPrototype());
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const { gl, ext } = getWebGLContext(canvas);
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if (isMobile())
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config.SHADING = false;
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if (!ext.supportLinearFiltering)
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config.SHADING = false;
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startGUI();
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function getWebGLContext (canvas) {
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const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false };
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let gl = canvas.getContext('webgl2', params);
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const isWebGL2 = !!gl;
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if (!isWebGL2)
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gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
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let halfFloat;
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let supportLinearFiltering;
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if (isWebGL2) {
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gl.getExtension('EXT_color_buffer_float');
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supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
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} else {
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halfFloat = gl.getExtension('OES_texture_half_float');
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supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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let formatRGBA;
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let formatRG;
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let formatR;
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if (isWebGL2)
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
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}
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else
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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}
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if (formatRGBA == null)
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ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'not supported');
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else
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ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'supported');
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return {
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gl,
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ext: {
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formatRGBA,
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formatRG,
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formatR,
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halfFloatTexType,
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supportLinearFiltering
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}
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};
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}
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function getSupportedFormat (gl, internalFormat, format, type)
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{
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if (!supportRenderTextureFormat(gl, internalFormat, format, type))
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{
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switch (internalFormat)
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{
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case gl.R16F:
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return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
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case gl.RG16F:
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return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
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default:
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return null;
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}
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}
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return {
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internalFormat,
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format
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}
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}
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function supportRenderTextureFormat (gl, internalFormat, format, type) {
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let 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.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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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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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
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let 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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const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if (status != gl.FRAMEBUFFER_COMPLETE)
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return false;
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return true;
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}
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function startGUI () {
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var gui = new dat.GUI({ width: 300 });
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gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers);
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gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion');
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gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion');
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gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion');
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// gui.add(config, 'PRESSURE_ITERATIONS', 1, 60).name('iterations');
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gui.add(config, 'CURL', 0, 50).name('vorticity').step(1);
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gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius');
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gui.add(config, 'SHADING').name('shading');
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gui.add(config, 'COLORFUL').name('colorful');
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gui.add(config, 'PAUSED').name('paused').listen();
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gui.add({ fun: () => {
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splatStack.push(parseInt(Math.random() * 20) + 5);
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} }, 'fun').name('Random splats');
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let captureFolder = gui.addFolder('Capture');
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captureFolder.addColor(config, 'BACK_COLOR').name('background color');
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captureFolder.add(config, 'TRANSPARENT').name('transparent');
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captureFolder.add({ fun: captureScreenshot }, 'fun').name('take screenshot');
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let github = gui.add({ fun : () => {
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window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation');
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ga('send', 'event', 'link button', 'github');
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} }, 'fun').name('Github');
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github.__li.className = 'cr function bigFont';
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github.__li.style.borderLeft = '3px solid #8C8C8C';
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let githubIcon = document.createElement('span');
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github.domElement.parentElement.appendChild(githubIcon);
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githubIcon.className = 'icon github';
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let twitter = gui.add({ fun : () => {
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window.open('https://twitter.com/PavelDoGreat');
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ga('send', 'event', 'link button', 'twitter');
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} }, 'fun').name('Twitter');
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twitter.__li.className = 'cr function bigFont';
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twitter.__li.style.borderLeft = '3px solid #8C8C8C';
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let twitterIcon = document.createElement('span');
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twitter.domElement.parentElement.appendChild(twitterIcon);
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twitterIcon.className = 'icon twitter';
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let discord = gui.add({ fun : () => {
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window.open('https://discordapp.com/invite/CeqZDDE');
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ga('send', 'event', 'link button', 'discord');
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} }, 'fun').name('Discord');
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discord.__li.className = 'cr function bigFont';
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discord.__li.style.borderLeft = '3px solid #8C8C8C';
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let discordIcon = document.createElement('span');
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discord.domElement.parentElement.appendChild(discordIcon);
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discordIcon.className = 'icon discord';
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let app = gui.add({ fun : () => {
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window.open('http://onelink.to/5b58bn');
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ga('send', 'event', 'link button', 'app');
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} }, 'fun').name('Check out new improved version');
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app.__li.className = 'cr function appBigFont';
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app.__li.style.borderLeft = '3px solid #00FF7F';
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let appIcon = document.createElement('span');
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app.domElement.parentElement.appendChild(appIcon);
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appIcon.className = 'icon app';
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if (isMobile())
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gui.close();
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}
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function captureScreenshot () {
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colorProgram.bind();
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gl.uniform4f(colorProgram.uniforms.color, 0, 0, 0, 1);
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blit(density.write.fbo);
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render(density.write.fbo);
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gl.bindFramebuffer(gl.FRAMEBUFFER, density.write.fbo);
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let length = dyeWidth * dyeHeight * 4;
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let pixels = new Float32Array(length);
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gl.readPixels(0, 0, dyeWidth, dyeHeight, gl.RGBA, gl.FLOAT, pixels);
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let newPixels = new Uint8Array(length);
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let id = 0;
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for (let i = dyeHeight - 1; i >= 0; i--) {
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for (let j = 0; j < dyeWidth; j++) {
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let nid = i * dyeWidth * 4 + j * 4;
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newPixels[nid + 0] = clamp01(pixels[id + 0]) * 255;
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newPixels[nid + 1] = clamp01(pixels[id + 1]) * 255;
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newPixels[nid + 2] = clamp01(pixels[id + 2]) * 255;
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newPixels[nid + 3] = clamp01(pixels[id + 3]) * 255;
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id += 4;
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}
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}
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let captureCanvas = document.createElement('canvas');
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let ctx = captureCanvas.getContext('2d');
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captureCanvas.width = dyeWidth;
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captureCanvas.height = dyeHeight;
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let imageData = ctx.createImageData(dyeWidth, dyeHeight);
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imageData.data.set(newPixels);
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ctx.putImageData(imageData, 0, 0);
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let datauri = captureCanvas.toDataURL();
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downloadURI("fluid.png", datauri);
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URL.revokeObjectURL(datauri);
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}
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function clamp01 (input) {
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return Math.min(Math.max(input, 0), 1);
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}
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function downloadURI (filename, uri) {
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let link = document.createElement("a");
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link.download = filename;
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link.href = uri;
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document.body.appendChild(link);
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link.click();
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document.body.removeChild(link);
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}
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function isMobile () {
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return /Mobi|Android/i.test(navigator.userAgent);
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}
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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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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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return shader;
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};
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const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
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precision highp float;
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attribute vec2 aPosition;
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varying vec2 vUv;
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varying vec2 vL;
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varying vec2 vR;
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varying vec2 vT;
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varying vec2 vB;
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uniform vec2 texelSize;
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void main () {
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vUv = aPosition * 0.5 + 0.5;
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vL = vUv - vec2(texelSize.x, 0.0);
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vR = vUv + vec2(texelSize.x, 0.0);
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vT = vUv + vec2(0.0, texelSize.y);
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vB = vUv - vec2(0.0, texelSize.y);
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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 clearShader = compileShader(gl.FRAGMENT_SHADER, `
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precision mediump float;
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precision mediump sampler2D;
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varying highp vec2 vUv;
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uniform sampler2D uTexture;
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uniform float value;
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void main () {
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gl_FragColor = value * texture2D(uTexture, vUv);
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}
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`);
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const colorShader = compileShader(gl.FRAGMENT_SHADER, `
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precision mediump float;
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uniform vec4 color;
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void main () {
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gl_FragColor = color;
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}
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`);
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const backgroundShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp sampler2D;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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uniform float aspectRatio;
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#define SCALE 25.0
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void main () {
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vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));
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float v = mod(uv.x + uv.y, 2.0);
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v = v * 0.1 + 0.8;
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gl_FragColor = vec4(vec3(v), 1.0);
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}
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`);
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const displayShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp sampler2D;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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void main () {
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vec3 C = texture2D(uTexture, vUv).rgb;
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float a = max(C.r, max(C.g, C.b));
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gl_FragColor = vec4(C, a);
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}
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`);
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const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp sampler2D;
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varying vec2 vUv;
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varying vec2 vL;
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varying vec2 vR;
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varying vec2 vT;
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varying vec2 vB;
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uniform sampler2D uTexture;
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uniform vec2 texelSize;
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void main () {
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vec3 L = texture2D(uTexture, vL).rgb;
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vec3 R = texture2D(uTexture, vR).rgb;
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vec3 T = texture2D(uTexture, vT).rgb;
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vec3 B = texture2D(uTexture, vB).rgb;
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vec3 C = texture2D(uTexture, vUv).rgb;
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float dx = length(R) - length(L);
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float dy = length(T) - length(B);
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vec3 n = normalize(vec3(dx, dy, length(texelSize)));
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vec3 l = vec3(0.0, 0.0, 1.0);
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float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
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C.rgb *= diffuse;
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float a = max(C.r, max(C.g, C.b));
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gl_FragColor = vec4(C, a);
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}
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`);
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const splatShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp sampler2D;
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varying vec2 vUv;
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uniform sampler2D uTarget;
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uniform float aspectRatio;
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uniform vec3 color;
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uniform vec2 point;
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uniform float radius;
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void main () {
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vec2 p = vUv - point.xy;
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p.x *= aspectRatio;
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vec3 splat = exp(-dot(p, p) / radius) * color;
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vec3 base = texture2D(uTarget, vUv).xyz;
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gl_FragColor = vec4(base + splat, 1.0);
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}
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`);
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const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision highp sampler2D;
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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 texelSize;
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uniform vec2 dyeTexelSize;
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uniform float dt;
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uniform float dissipation;
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vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
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vec2 st = uv / tsize - 0.5;
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vec2 iuv = floor(st);
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vec2 fuv = fract(st);
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vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
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vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
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vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
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vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
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return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
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}
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void main () {
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vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
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gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);
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gl_FragColor.a = 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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precision highp sampler2D;
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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 texelSize;
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uniform float dt;
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uniform float dissipation;
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void main () {
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vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
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gl_FragColor = dissipation * texture2D(uSource, coord);
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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 mediump float;
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precision mediump sampler2D;
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varying highp vec2 vUv;
|
|
varying highp vec2 vL;
|
|
varying highp vec2 vR;
|
|
varying highp vec2 vT;
|
|
varying highp vec2 vB;
|
|
uniform sampler2D uVelocity;
|
|
|
|
void main () {
|
|
float L = texture2D(uVelocity, vL).x;
|
|
float R = texture2D(uVelocity, vR).x;
|
|
float T = texture2D(uVelocity, vT).y;
|
|
float B = texture2D(uVelocity, vB).y;
|
|
|
|
vec2 C = texture2D(uVelocity, vUv).xy;
|
|
if (vL.x < 0.0) { L = -C.x; }
|
|
if (vR.x > 1.0) { R = -C.x; }
|
|
if (vT.y > 1.0) { T = -C.y; }
|
|
if (vB.y < 0.0) { B = -C.y; }
|
|
|
|
float div = 0.5 * (R - L + T - B);
|
|
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
|
|
}
|
|
`);
|
|
|
|
const curlShader = compileShader(gl.FRAGMENT_SHADER, `
|
|
precision mediump float;
|
|
precision mediump sampler2D;
|
|
|
|
varying highp vec2 vUv;
|
|
varying highp vec2 vL;
|
|
varying highp vec2 vR;
|
|
varying highp vec2 vT;
|
|
varying highp vec2 vB;
|
|
uniform sampler2D uVelocity;
|
|
|
|
void main () {
|
|
float L = texture2D(uVelocity, vL).y;
|
|
float R = texture2D(uVelocity, vR).y;
|
|
float T = texture2D(uVelocity, vT).x;
|
|
float B = texture2D(uVelocity, vB).x;
|
|
float vorticity = R - L - T + B;
|
|
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
|
|
}
|
|
`);
|
|
|
|
const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
|
|
precision highp float;
|
|
precision highp sampler2D;
|
|
|
|
varying vec2 vUv;
|
|
varying vec2 vL;
|
|
varying vec2 vR;
|
|
varying vec2 vT;
|
|
varying vec2 vB;
|
|
uniform sampler2D uVelocity;
|
|
uniform sampler2D uCurl;
|
|
uniform float curl;
|
|
uniform float dt;
|
|
|
|
void main () {
|
|
float L = texture2D(uCurl, vL).x;
|
|
float R = texture2D(uCurl, vR).x;
|
|
float T = texture2D(uCurl, vT).x;
|
|
float B = texture2D(uCurl, vB).x;
|
|
float C = texture2D(uCurl, vUv).x;
|
|
|
|
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
|
|
force /= length(force) + 0.0001;
|
|
force *= curl * C;
|
|
force.y *= -1.0;
|
|
|
|
vec2 vel = texture2D(uVelocity, vUv).xy;
|
|
gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
|
|
}
|
|
`);
|
|
|
|
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
|
|
precision mediump float;
|
|
precision mediump sampler2D;
|
|
|
|
varying highp vec2 vUv;
|
|
varying highp vec2 vL;
|
|
varying highp vec2 vR;
|
|
varying highp vec2 vT;
|
|
varying highp vec2 vB;
|
|
uniform sampler2D uPressure;
|
|
uniform sampler2D uDivergence;
|
|
|
|
vec2 boundary (vec2 uv) {
|
|
return uv;
|
|
// uncomment if you use wrap or repeat texture mode
|
|
// uv = min(max(uv, 0.0), 1.0);
|
|
// return uv;
|
|
}
|
|
|
|
void main () {
|
|
float L = texture2D(uPressure, boundary(vL)).x;
|
|
float R = texture2D(uPressure, boundary(vR)).x;
|
|
float T = texture2D(uPressure, boundary(vT)).x;
|
|
float B = texture2D(uPressure, boundary(vB)).x;
|
|
float C = texture2D(uPressure, vUv).x;
|
|
float divergence = texture2D(uDivergence, vUv).x;
|
|
float pressure = (L + R + B + T - divergence) * 0.25;
|
|
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
|
|
}
|
|
`);
|
|
|
|
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
|
|
precision mediump float;
|
|
precision mediump sampler2D;
|
|
|
|
varying highp vec2 vUv;
|
|
varying highp vec2 vL;
|
|
varying highp vec2 vR;
|
|
varying highp vec2 vT;
|
|
varying highp vec2 vB;
|
|
uniform sampler2D uPressure;
|
|
uniform sampler2D uVelocity;
|
|
|
|
vec2 boundary (vec2 uv) {
|
|
return uv;
|
|
// uv = min(max(uv, 0.0), 1.0);
|
|
// return uv;
|
|
}
|
|
|
|
void main () {
|
|
float L = texture2D(uPressure, boundary(vL)).x;
|
|
float R = texture2D(uPressure, boundary(vR)).x;
|
|
float T = texture2D(uPressure, boundary(vT)).x;
|
|
float B = texture2D(uPressure, boundary(vB)).x;
|
|
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
|
velocity.xy -= vec2(R - L, T - B);
|
|
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
|
}
|
|
`);
|
|
|
|
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);
|
|
}
|
|
})();
|
|
|
|
let simWidth;
|
|
let simHeight;
|
|
let dyeWidth;
|
|
let dyeHeight;
|
|
let density;
|
|
let velocity;
|
|
let divergence;
|
|
let curl;
|
|
let pressure;
|
|
|
|
const clearProgram = new GLProgram(baseVertexShader, clearShader);
|
|
const colorProgram = new GLProgram(baseVertexShader, colorShader);
|
|
const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader);
|
|
const displayProgram = new GLProgram(baseVertexShader, displayShader);
|
|
const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
|
|
const splatProgram = new GLProgram(baseVertexShader, splatShader);
|
|
const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
|
|
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
|
|
const curlProgram = new GLProgram(baseVertexShader, curlShader);
|
|
const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
|
|
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
|
|
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
|
|
|
|
function initFramebuffers () {
|
|
let simRes = getResolution(config.SIM_RESOLUTION);
|
|
let dyeRes = getResolution(config.DYE_RESOLUTION);
|
|
|
|
simWidth = simRes.width;
|
|
simHeight = simRes.height;
|
|
dyeWidth = dyeRes.width;
|
|
dyeHeight = dyeRes.height;
|
|
|
|
const texType = ext.halfFloatTexType;
|
|
const rgba = ext.formatRGBA;
|
|
const rg = ext.formatRG;
|
|
const 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) {
|
|
let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
|
if (aspectRatio < 1)
|
|
aspectRatio = 1.0 / aspectRatio;
|
|
|
|
let max = Math.round(resolution * aspectRatio);
|
|
let min = Math.round(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);
|
|
let 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);
|
|
|
|
let 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,
|
|
fbo,
|
|
texId
|
|
};
|
|
}
|
|
|
|
function createDoubleFBO (texId, w, h, internalFormat, format, type, param) {
|
|
let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param);
|
|
let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
|
|
|
|
return {
|
|
get read () {
|
|
return fbo1;
|
|
},
|
|
get write () {
|
|
return fbo2;
|
|
},
|
|
swap () {
|
|
let temp = fbo1;
|
|
fbo1 = fbo2;
|
|
fbo2 = temp;
|
|
}
|
|
}
|
|
}
|
|
|
|
initFramebuffers();
|
|
multipleSplats(parseInt(Math.random() * 20) + 5);
|
|
|
|
let lastColorChangeTime = Date.now();
|
|
|
|
update();
|
|
|
|
function update () {
|
|
resizeCanvas();
|
|
input();
|
|
if (!config.PAUSED)
|
|
step(0.016);
|
|
render(null);
|
|
requestAnimationFrame(update);
|
|
}
|
|
|
|
function input () {
|
|
if (splatStack.length > 0)
|
|
multipleSplats(splatStack.pop());
|
|
|
|
for (let i = 0; i < pointers.length; i++) {
|
|
const p = pointers[i];
|
|
if (p.moved) {
|
|
splat(p.x, p.y, p.dx, p.dy, p.color);
|
|
p.moved = false;
|
|
}
|
|
}
|
|
|
|
if (!config.COLORFUL)
|
|
return;
|
|
|
|
if (lastColorChangeTime + 100 < Date.now())
|
|
{
|
|
lastColorChangeTime = Date.now();
|
|
for (let i = 0; i < pointers.length; i++) {
|
|
const p = pointers[i];
|
|
p.color = generateColor();
|
|
}
|
|
}
|
|
}
|
|
|
|
function step (dt) {
|
|
gl.disable(gl.BLEND);
|
|
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();
|
|
let 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 (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
|
|
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();
|
|
|
|
advectionProgram.bind();
|
|
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
|
|
if (!ext.supportLinearFiltering)
|
|
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 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);
|
|
|
|
if (!ext.supportLinearFiltering)
|
|
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / 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();
|
|
}
|
|
|
|
function render (target) {
|
|
if (target == null || !config.TRANSPARENT) {
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
gl.enable(gl.BLEND);
|
|
}
|
|
else {
|
|
gl.disable(gl.BLEND);
|
|
}
|
|
|
|
let width = target == null ? gl.drawingBufferWidth : dyeWidth;
|
|
let height = target == null ? gl.drawingBufferHeight : dyeHeight;
|
|
|
|
gl.viewport(0, 0, width, height);
|
|
|
|
if (!config.TRANSPARENT) {
|
|
colorProgram.bind();
|
|
let bc = config.BACK_COLOR;
|
|
gl.uniform4f(colorProgram.uniforms.color, bc.r / 255, bc.g / 255, bc.b / 255, 1);
|
|
blit(target);
|
|
}
|
|
|
|
if (target == null && config.TRANSPARENT) {
|
|
backgroundProgram.bind();
|
|
gl.uniform1f(backgroundProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
|
blit(null);
|
|
}
|
|
|
|
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(target);
|
|
}
|
|
|
|
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 (let i = 0; i < amount; i++) {
|
|
const color = generateColor();
|
|
color.r *= 10.0;
|
|
color.g *= 10.0;
|
|
color.b *= 10.0;
|
|
const x = canvas.width * Math.random();
|
|
const y = canvas.height * Math.random();
|
|
const dx = 1000 * (Math.random() - 0.5);
|
|
const 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', 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', e => {
|
|
e.preventDefault();
|
|
const touches = e.targetTouches;
|
|
for (let i = 0; i < touches.length; i++) {
|
|
let 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', () => {
|
|
pointers[0].down = true;
|
|
pointers[0].color = generateColor();
|
|
});
|
|
|
|
canvas.addEventListener('touchstart', e => {
|
|
e.preventDefault();
|
|
const touches = e.targetTouches;
|
|
for (let 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', () => {
|
|
pointers[0].down = false;
|
|
});
|
|
|
|
window.addEventListener('touchend', e => {
|
|
const touches = e.changedTouches;
|
|
for (let i = 0; i < touches.length; i++)
|
|
for (let j = 0; j < pointers.length; j++)
|
|
if (touches[i].identifier == pointers[j].id)
|
|
pointers[j].down = false;
|
|
});
|
|
|
|
window.addEventListener('keydown', e => {
|
|
if (e.key === 'p')
|
|
config.PAUSED = !config.PAUSED;
|
|
if (e.key === ' ')
|
|
splatStack.push(parseInt(Math.random() * 20) + 5);
|
|
});
|
|
|
|
function generateColor () {
|
|
let 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) {
|
|
let 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,
|
|
g,
|
|
b
|
|
};
|
|
} |