Files
WebGL-Fluid-Simulation/script.js
Pavel Dobryakov b684f712a3 optimization
2017-08-08 13:21:50 +03:00

361 lines
11 KiB
JavaScript

'use strict';
const canvas = document.getElementsByTagName('canvas')[0];
const gl = canvas.getContext('webgl', { alpha: false });
if (!gl.getExtension("OES_texture_float")) {
console.log("does not support OES_texture_float");
}
if (!gl.getExtension("OES_texture_float_linear")) {
console.log("does not support OES_texture_float_linear");
}
resizeCanvas();
const TEXTURE_WIDTH = gl.drawingBufferWidth;
const TEXTURE_HEIGHT = gl.drawingBufferHeight;
const CELL_SIZE = 1.25;
class GLProgram {
constructor (vertexShader, fragmentShader) {
this.uniforms = {};
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(this.program);
}
const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < uniformCount; i++) {
const uniformName = gl.getActiveUniform(this.program, i).name;
this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
}
}
bind () {
gl.useProgram(this.program);
}
}
function compileShader (type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(shader);
}
return shader;
};
let texId = -1;
function createFBO (width, height, type) {
texId++;
gl.activeTexture(gl.TEXTURE0 + texId);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, type);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, type);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.viewport(0, 0, width, height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo, texId];
}
function createDoubleFBO (width, height, type) {
let fbo1 = createFBO(width, height, type);
let fbo2 = createFBO(width, height, type);
return {
get first () {
return fbo1;
},
get second () {
return fbo2;
},
swap: () => {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
}
}
}
const blit = (() => {
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
return (destination) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
})();
function clear (target) {
gl.bindFramebuffer(gl.FRAMEBUFFER, target);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
attribute vec2 aPosition;
varying vec2 vUv;
void main () {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`);
const displayShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uTexture;
void main () {
gl_FragColor = texture2D(uTexture, vUv);
}
`);
const testShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uTexture;
uniform vec2 uMouse;
void main () {
vec4 color = texture2D(uTexture, vUv);
// gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color;
gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0);
}
`);
const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
void main () {
float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
// vec2 p = vec2(0.5, 0.2);
// float d = length(vUv - p);
// float radius = 0.1;
// float c = smoothstep(radius - .01, radius + .01, d);
gl_FragColor = vec4(vec3(d), 1.0);
}
`);
const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
void main () {
gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0);
}
`);
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 wh_inv;
uniform float dt;
uniform float dissipation;
void main () {
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 coord = vUv - dt * velocity * wh_inv;
gl_FragColor = dissipation * texture2D(uSource, coord);
gl_FragColor.a = 1.0;
}
`);
const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform vec2 wh_inv;
uniform float halfrdx;
void main () {
vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy;
vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy;
vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
vec2 L = texture2D(uVelocity, vUv - vec2(wh_inv.x, 0.0)).xy;
//vec2 C = texture2D(uVelocity, vUv).xy;
float div = halfrdx * (R.x - L.x + T.y - B.y);
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
}
`);
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
uniform vec2 wh_inv;
uniform float alpha;
void main () {
float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
float divergence = texture2D(uDivergence, vUv).x;
float pressure = (L + R + B + T + alpha * divergence) * .25;
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
}
`);
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
varying vec2 vUv;
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
uniform vec2 wh_inv;
uniform float halfrdx;
void main () {
float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
vec2 velocity = texture2D(uVelocity, vUv).xy;
velocity.xy -= halfrdx * vec2(R - L, T - B);
gl_FragColor = vec4(velocity, 0.0, 1.0);
}
`);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
const testProgram = new GLProgram(baseVertexShader, testShader);
const initDensityProgram = new GLProgram(baseVertexShader, initDensityShader);
const initVelocityProgram = new GLProgram(baseVertexShader, initVelocityShader);
const advectionProgram = new GLProgram(baseVertexShader, advectionShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
let pointer = {
x: 0,
y: 0
}
initDensityProgram.bind();
blit(density.first[1]);
initVelocityProgram.bind();
blit(velocity.first[1]);
Update();
function Update () {
resizeCanvas();
gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
// advect velocity
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 0.125);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
blit(velocity.second[1]);
velocity.swap();
// advect density
// advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(advectionProgram.uniforms.dt, 0.125);
gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
blit(density.second[1]);
density.swap();
// calculate divergence
divergenceProgram.bind();
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5 / CELL_SIZE);
blit(divergence[1]);
// pressure
clear(pressure.first[1]);
// clear(pressure.second[1]);
pressureProgram.bind();
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
gl.uniform2f(pressureProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
for (let i = 0; i < 1; i++) {
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
blit(pressure.second[1]);
pressure.swap();
}
// subtract gradient
gradienSubtractProgram.bind();
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
gl.uniform2f(gradienSubtractProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
gl.uniform1f(gradienSubtractProgram.uniforms.halfrdx, 1.125 / CELL_SIZE);
blit(velocity.second[1]);
velocity.swap();
// display result
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
displayProgram.bind();
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
blit(null);
requestAnimationFrame(Update);
}
function resizeCanvas () {
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
const displayHeight = canvas.clientHeight;
canvas.width = canvas.clientWidth;
canvas.height = displayHeight;
}
}
window.addEventListener('mousemove', (e) => {
pointer.x = e.offsetX / canvas.width;
pointer.y = e.offsetY / canvas.height;
});