mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-03 17:31:53 +02:00
711 lines
23 KiB
JavaScript
711 lines
23 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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TEXTURE_DOWNSAMPLE: 1,
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DENSITY_DISSIPATION: 0.98,
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VELOCITY_DISSIPATION: 0.99,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 25,
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CURL: 30,
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SPLAT_RADIUS: 0.005
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}
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let pointers = [];
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let splatStack = [];
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const { gl, ext } = getWebGLContext(canvas);
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startGUI();
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function getWebGLContext (canvas) {
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const params = { alpha: false, depth: false, stencil: false, antialias: 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, 'TEXTURE_DOWNSAMPLE', { Full: 0, Half: 1, Quarter: 2 }).name('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', 0.0001, 0.01).name('splat radius');
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let randomSplats = gui.add({ fun: () => {
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splatStack.push(parseInt(Math.random() * 20) + 5);
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}
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}, 'fun').name('Random splats');
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let github = gui.add({ fun : () => { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); } }, '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 : () => { window.open('https://twitter.com/PavelDoGreat'); } }, '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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gui.close();
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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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pointers.push(new pointerPrototype());
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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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precision mediump sampler2D;
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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 highp float;
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precision mediump sampler2D;
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varying 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 displayShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump 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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gl_FragColor = texture2D(uTexture, vUv);
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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 mediump 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 mediump 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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vec4 bilerp (in sampler2D sam, in vec2 p) {
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vec4 st;
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st.xy = floor(p - 0.5) + 0.5;
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st.zw = st.xy + 1.0;
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vec4 uv = st * texelSize.xyxy;
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vec4 a = texture2D(sam, uv.xy);
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vec4 b = texture2D(sam, uv.zy);
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vec4 c = texture2D(sam, uv.xw);
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vec4 d = texture2D(sam, uv.zw);
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vec2 f = p - st.xy;
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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void main () {
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vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;
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gl_FragColor = dissipation * bilerp(uSource, coord);
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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 mediump 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 highp float;
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precision mediump 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 uVelocity;
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vec2 sampleVelocity (in vec2 uv) {
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vec2 multiplier = vec2(1.0, 1.0);
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if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }
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if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }
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if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }
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if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }
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return multiplier * texture2D(uVelocity, uv).xy;
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}
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void main () {
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float L = sampleVelocity(vL).x;
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float R = sampleVelocity(vR).x;
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float T = sampleVelocity(vT).y;
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float B = sampleVelocity(vB).y;
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float div = 0.5 * (R - L + T - B);
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gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
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}
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`);
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const curlShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump 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 uVelocity;
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void main () {
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float L = texture2D(uVelocity, vL).y;
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float R = texture2D(uVelocity, vR).y;
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float T = texture2D(uVelocity, vT).x;
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float B = texture2D(uVelocity, vB).x;
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float vorticity = R - L - T + B;
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gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);
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}
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`);
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const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump sampler2D;
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varying vec2 vUv;
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varying vec2 vT;
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varying vec2 vB;
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uniform sampler2D uVelocity;
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uniform sampler2D uCurl;
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uniform float curl;
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uniform float dt;
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void main () {
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float T = texture2D(uCurl, vT).x;
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float B = texture2D(uCurl, vB).x;
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float C = texture2D(uCurl, vUv).x;
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vec2 force = vec2(abs(T) - abs(B), 0.0);
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force *= 1.0 / length(force + 0.00001) * curl * C;
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vec2 vel = texture2D(uVelocity, vUv).xy;
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gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
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}
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`);
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const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump 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 uPressure;
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uniform sampler2D uDivergence;
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vec2 boundary (in vec2 uv) {
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uv = min(max(uv, 0.0), 1.0);
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return uv;
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}
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void main () {
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float L = texture2D(uPressure, boundary(vL)).x;
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float R = texture2D(uPressure, boundary(vR)).x;
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float T = texture2D(uPressure, boundary(vT)).x;
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float B = texture2D(uPressure, boundary(vB)).x;
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float C = texture2D(uPressure, vUv).x;
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float divergence = texture2D(uDivergence, vUv).x;
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float pressure = (L + R + B + T - divergence) * 0.25;
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gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
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}
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`);
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const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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precision highp float;
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precision mediump 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 uPressure;
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uniform sampler2D uVelocity;
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vec2 boundary (in vec2 uv) {
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uv = min(max(uv, 0.0), 1.0);
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return uv;
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}
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void main () {
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float L = texture2D(uPressure, boundary(vL)).x;
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float R = texture2D(uPressure, boundary(vR)).x;
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float T = texture2D(uPressure, boundary(vT)).x;
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float B = texture2D(uPressure, boundary(vB)).x;
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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velocity.xy -= vec2(R - L, T - B);
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gl_FragColor = vec4(velocity, 0.0, 1.0);
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}
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`);
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let textureWidth;
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let textureHeight;
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let density;
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let velocity;
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let divergence;
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let curl;
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let pressure;
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initFramebuffers();
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const clearProgram = new GLProgram(baseVertexShader, clearShader);
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const displayProgram = new GLProgram(baseVertexShader, displayShader);
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const splatProgram = new GLProgram(baseVertexShader, splatShader);
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const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
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const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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const curlProgram = new GLProgram(baseVertexShader, curlShader);
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const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
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function initFramebuffers () {
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textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
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textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
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const texType = ext.halfFloatTexType;
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const rgba = ext.formatRGBA;
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const rg = ext.formatRG;
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const r = ext.formatR;
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density = createDoubleFBO(0, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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velocity = createDoubleFBO(2, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
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divergence = createFBO (4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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curl = createFBO (5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
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pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 lastTime = Date.now();
|
|
multipleSplats(parseInt(Math.random() * 20) + 5);
|
|
update();
|
|
|
|
function update () {
|
|
resizeCanvas();
|
|
|
|
const dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
|
|
lastTime = Date.now();
|
|
|
|
gl.viewport(0, 0, textureWidth, textureHeight);
|
|
|
|
if (splatStack.length > 0)
|
|
multipleSplats(splatStack.pop());
|
|
|
|
advectionProgram.bind();
|
|
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
|
|
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]);
|
|
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
|
blit(velocity.write[1]);
|
|
velocity.swap();
|
|
|
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
|
|
gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]);
|
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
|
blit(density.write[1]);
|
|
density.swap();
|
|
|
|
for (let i = 0; i < pointers.length; i++) {
|
|
const pointer = pointers[i];
|
|
if (pointer.moved) {
|
|
splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
|
|
pointer.moved = false;
|
|
}
|
|
}
|
|
|
|
curlProgram.bind();
|
|
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
|
|
blit(curl[1]);
|
|
|
|
vorticityProgram.bind();
|
|
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]);
|
|
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
|
|
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
|
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
|
blit(velocity.write[1]);
|
|
velocity.swap();
|
|
|
|
divergenceProgram.bind();
|
|
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
|
|
blit(divergence[1]);
|
|
|
|
clearProgram.bind();
|
|
let pressureTexId = pressure.read[2];
|
|
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
|
gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
|
|
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
|
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
|
blit(pressure.write[1]);
|
|
pressure.swap();
|
|
|
|
pressureProgram.bind();
|
|
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
|
pressureTexId = pressure.read[2];
|
|
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[0]);
|
|
blit(pressure.write[1]);
|
|
pressure.swap();
|
|
}
|
|
|
|
gradienSubtractProgram.bind();
|
|
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
|
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]);
|
|
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]);
|
|
blit(velocity.write[1]);
|
|
velocity.swap();
|
|
|
|
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
|
displayProgram.bind();
|
|
gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]);
|
|
blit(null);
|
|
|
|
requestAnimationFrame(update);
|
|
}
|
|
|
|
function splat (x, y, dx, dy, color) {
|
|
splatProgram.bind();
|
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]);
|
|
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);
|
|
blit(velocity.write[1]);
|
|
velocity.swap();
|
|
|
|
gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]);
|
|
gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
|
|
blit(density.write[1]);
|
|
density.swap();
|
|
}
|
|
|
|
function multipleSplats (amount) {
|
|
for (let i = 0; i < amount; i++) {
|
|
const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
|
|
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) * 10.0;
|
|
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
|
|
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) * 10.0;
|
|
pointer.dy = (touches[i].pageY - pointer.y) * 10.0;
|
|
pointer.x = touches[i].pageX;
|
|
pointer.y = touches[i].pageY;
|
|
}
|
|
}, false);
|
|
|
|
canvas.addEventListener('mousedown', () => {
|
|
pointers[0].down = true;
|
|
pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
|
|
});
|
|
|
|
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 = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
|
|
}
|
|
});
|
|
|
|
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;
|
|
}); |