Spaces:
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Tecnhotron
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·
62a7201
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Parent(s):
a5d1816
Initial commit
Browse files- templates/index.html +1618 -1
- templates/script.js +0 -1618
templates/index.html
CHANGED
@@ -240,7 +240,1624 @@
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|
244 |
|
245 |
<script>
|
246 |
const form = document.getElementById('video-form');
|
|
|
240 |
</div>
|
241 |
</div>
|
242 |
|
243 |
+
<script>/*
|
244 |
+
MIT License
|
245 |
+
|
246 |
+
Copyright (c) 2017 Pavel Dobryakov
|
247 |
+
|
248 |
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
249 |
+
of this software and associated documentation files (the "Software"), to deal
|
250 |
+
in the Software without restriction, including without limitation the rights
|
251 |
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
252 |
+
copies of the Software, and to permit persons to whom the Software is
|
253 |
+
furnished to do so, subject to the following conditions:
|
254 |
+
|
255 |
+
The above copyright notice and this permission notice shall be included in all
|
256 |
+
copies or substantial portions of the Software.
|
257 |
+
|
258 |
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
259 |
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
260 |
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
261 |
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
262 |
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
263 |
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
264 |
+
SOFTWARE.
|
265 |
+
*/
|
266 |
+
|
267 |
+
'use strict';
|
268 |
+
|
269 |
+
// Simulation section
|
270 |
+
|
271 |
+
const canvas = document.getElementsByTagName('canvas')[0];
|
272 |
+
resizeCanvas();
|
273 |
+
|
274 |
+
let config = {
|
275 |
+
SIM_RESOLUTION: 128,
|
276 |
+
DYE_RESOLUTION: 1024,
|
277 |
+
CAPTURE_RESOLUTION: 512,
|
278 |
+
DENSITY_DISSIPATION: 1,
|
279 |
+
VELOCITY_DISSIPATION: 0.2,
|
280 |
+
PRESSURE: 0.8,
|
281 |
+
PRESSURE_ITERATIONS: 20,
|
282 |
+
CURL: 30,
|
283 |
+
SPLAT_RADIUS: 0.25,
|
284 |
+
SPLAT_FORCE: 6000,
|
285 |
+
SHADING: true,
|
286 |
+
COLORFUL: true,
|
287 |
+
COLOR_UPDATE_SPEED: 10,
|
288 |
+
PAUSED: false,
|
289 |
+
BACK_COLOR: { r: 0, g: 0, b: 0 },
|
290 |
+
TRANSPARENT: false,
|
291 |
+
BLOOM: true,
|
292 |
+
BLOOM_ITERATIONS: 8,
|
293 |
+
BLOOM_RESOLUTION: 256,
|
294 |
+
BLOOM_INTENSITY: 0.8,
|
295 |
+
BLOOM_THRESHOLD: 0.6,
|
296 |
+
BLOOM_SOFT_KNEE: 0.7,
|
297 |
+
SUNRAYS: true,
|
298 |
+
SUNRAYS_RESOLUTION: 196,
|
299 |
+
SUNRAYS_WEIGHT: 1.0,
|
300 |
+
}
|
301 |
+
|
302 |
+
function pointerPrototype () {
|
303 |
+
this.id = -1;
|
304 |
+
this.texcoordX = 0;
|
305 |
+
this.texcoordY = 0;
|
306 |
+
this.prevTexcoordX = 0;
|
307 |
+
this.prevTexcoordY = 0;
|
308 |
+
this.deltaX = 0;
|
309 |
+
this.deltaY = 0;
|
310 |
+
this.down = false;
|
311 |
+
this.moved = false;
|
312 |
+
this.color = [30, 0, 300];
|
313 |
+
}
|
314 |
+
|
315 |
+
let pointers = [];
|
316 |
+
let splatStack = [];
|
317 |
+
pointers.push(new pointerPrototype());
|
318 |
+
|
319 |
+
const { gl, ext } = getWebGLContext(canvas);
|
320 |
+
|
321 |
+
if (isMobile()) {
|
322 |
+
config.DYE_RESOLUTION = 512;
|
323 |
+
}
|
324 |
+
if (!ext.supportLinearFiltering) {
|
325 |
+
config.DYE_RESOLUTION = 512;
|
326 |
+
config.SHADING = false;
|
327 |
+
config.BLOOM = false;
|
328 |
+
config.SUNRAYS = false;
|
329 |
+
}
|
330 |
+
|
331 |
+
startGUI();
|
332 |
+
|
333 |
+
function getWebGLContext (canvas) {
|
334 |
+
const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false };
|
335 |
+
|
336 |
+
let gl = canvas.getContext('webgl2', params);
|
337 |
+
const isWebGL2 = !!gl;
|
338 |
+
if (!isWebGL2)
|
339 |
+
gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
|
340 |
+
|
341 |
+
let halfFloat;
|
342 |
+
let supportLinearFiltering;
|
343 |
+
if (isWebGL2) {
|
344 |
+
gl.getExtension('EXT_color_buffer_float');
|
345 |
+
supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
|
346 |
+
} else {
|
347 |
+
halfFloat = gl.getExtension('OES_texture_half_float');
|
348 |
+
supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
|
349 |
+
}
|
350 |
+
|
351 |
+
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
352 |
+
|
353 |
+
const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
|
354 |
+
let formatRGBA;
|
355 |
+
let formatRG;
|
356 |
+
let formatR;
|
357 |
+
|
358 |
+
if (isWebGL2)
|
359 |
+
{
|
360 |
+
formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
|
361 |
+
formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
|
362 |
+
formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
|
363 |
+
}
|
364 |
+
else
|
365 |
+
{
|
366 |
+
formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
367 |
+
formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
368 |
+
formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
369 |
+
}
|
370 |
+
|
371 |
+
return {
|
372 |
+
gl,
|
373 |
+
ext: {
|
374 |
+
formatRGBA,
|
375 |
+
formatRG,
|
376 |
+
formatR,
|
377 |
+
halfFloatTexType,
|
378 |
+
supportLinearFiltering
|
379 |
+
}
|
380 |
+
};
|
381 |
+
}
|
382 |
+
|
383 |
+
function getSupportedFormat (gl, internalFormat, format, type)
|
384 |
+
{
|
385 |
+
if (!supportRenderTextureFormat(gl, internalFormat, format, type))
|
386 |
+
{
|
387 |
+
switch (internalFormat)
|
388 |
+
{
|
389 |
+
case gl.R16F:
|
390 |
+
return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
|
391 |
+
case gl.RG16F:
|
392 |
+
return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
|
393 |
+
default:
|
394 |
+
return null;
|
395 |
+
}
|
396 |
+
}
|
397 |
+
|
398 |
+
return {
|
399 |
+
internalFormat,
|
400 |
+
format
|
401 |
+
}
|
402 |
+
}
|
403 |
+
|
404 |
+
function supportRenderTextureFormat (gl, internalFormat, format, type) {
|
405 |
+
let texture = gl.createTexture();
|
406 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
407 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
408 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
409 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
410 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
411 |
+
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
|
412 |
+
|
413 |
+
let fbo = gl.createFramebuffer();
|
414 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
415 |
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
416 |
+
|
417 |
+
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
418 |
+
return status == gl.FRAMEBUFFER_COMPLETE;
|
419 |
+
}
|
420 |
+
|
421 |
+
function startGUI () {
|
422 |
+
}
|
423 |
+
|
424 |
+
function isMobile () {
|
425 |
+
return /Mobi|Android/i.test(navigator.userAgent);
|
426 |
+
}
|
427 |
+
|
428 |
+
function captureScreenshot () {
|
429 |
+
let res = getResolution(config.CAPTURE_RESOLUTION);
|
430 |
+
let target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST);
|
431 |
+
render(target);
|
432 |
+
|
433 |
+
let texture = framebufferToTexture(target);
|
434 |
+
texture = normalizeTexture(texture, target.width, target.height);
|
435 |
+
|
436 |
+
let captureCanvas = textureToCanvas(texture, target.width, target.height);
|
437 |
+
let datauri = captureCanvas.toDataURL();
|
438 |
+
downloadURI('fluid.png', datauri);
|
439 |
+
URL.revokeObjectURL(datauri);
|
440 |
+
}
|
441 |
+
|
442 |
+
function framebufferToTexture (target) {
|
443 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
444 |
+
let length = target.width * target.height * 4;
|
445 |
+
let texture = new Float32Array(length);
|
446 |
+
gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture);
|
447 |
+
return texture;
|
448 |
+
}
|
449 |
+
|
450 |
+
function normalizeTexture (texture, width, height) {
|
451 |
+
let result = new Uint8Array(texture.length);
|
452 |
+
let id = 0;
|
453 |
+
for (let i = height - 1; i >= 0; i--) {
|
454 |
+
for (let j = 0; j < width; j++) {
|
455 |
+
let nid = i * width * 4 + j * 4;
|
456 |
+
result[nid + 0] = clamp01(texture[id + 0]) * 255;
|
457 |
+
result[nid + 1] = clamp01(texture[id + 1]) * 255;
|
458 |
+
result[nid + 2] = clamp01(texture[id + 2]) * 255;
|
459 |
+
result[nid + 3] = clamp01(texture[id + 3]) * 255;
|
460 |
+
id += 4;
|
461 |
+
}
|
462 |
+
}
|
463 |
+
return result;
|
464 |
+
}
|
465 |
+
|
466 |
+
function clamp01 (input) {
|
467 |
+
return Math.min(Math.max(input, 0), 1);
|
468 |
+
}
|
469 |
+
|
470 |
+
function textureToCanvas (texture, width, height) {
|
471 |
+
let captureCanvas = document.createElement('canvas');
|
472 |
+
let ctx = captureCanvas.getContext('2d');
|
473 |
+
captureCanvas.width = width;
|
474 |
+
captureCanvas.height = height;
|
475 |
+
|
476 |
+
let imageData = ctx.createImageData(width, height);
|
477 |
+
imageData.data.set(texture);
|
478 |
+
ctx.putImageData(imageData, 0, 0);
|
479 |
+
|
480 |
+
return captureCanvas;
|
481 |
+
}
|
482 |
+
|
483 |
+
function downloadURI (filename, uri) {
|
484 |
+
let link = document.createElement('a');
|
485 |
+
link.download = filename;
|
486 |
+
link.href = uri;
|
487 |
+
document.body.appendChild(link);
|
488 |
+
link.click();
|
489 |
+
document.body.removeChild(link);
|
490 |
+
}
|
491 |
+
|
492 |
+
class Material {
|
493 |
+
constructor (vertexShader, fragmentShaderSource) {
|
494 |
+
this.vertexShader = vertexShader;
|
495 |
+
this.fragmentShaderSource = fragmentShaderSource;
|
496 |
+
this.programs = [];
|
497 |
+
this.activeProgram = null;
|
498 |
+
this.uniforms = [];
|
499 |
+
}
|
500 |
+
|
501 |
+
setKeywords (keywords) {
|
502 |
+
let hash = 0;
|
503 |
+
for (let i = 0; i < keywords.length; i++)
|
504 |
+
hash += hashCode(keywords[i]);
|
505 |
+
|
506 |
+
let program = this.programs[hash];
|
507 |
+
if (program == null)
|
508 |
+
{
|
509 |
+
let fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);
|
510 |
+
program = createProgram(this.vertexShader, fragmentShader);
|
511 |
+
this.programs[hash] = program;
|
512 |
+
}
|
513 |
+
|
514 |
+
if (program == this.activeProgram) return;
|
515 |
+
|
516 |
+
this.uniforms = getUniforms(program);
|
517 |
+
this.activeProgram = program;
|
518 |
+
}
|
519 |
+
|
520 |
+
bind () {
|
521 |
+
gl.useProgram(this.activeProgram);
|
522 |
+
}
|
523 |
+
}
|
524 |
+
|
525 |
+
class Program {
|
526 |
+
constructor (vertexShader, fragmentShader) {
|
527 |
+
this.uniforms = {};
|
528 |
+
this.program = createProgram(vertexShader, fragmentShader);
|
529 |
+
this.uniforms = getUniforms(this.program);
|
530 |
+
}
|
531 |
+
|
532 |
+
bind () {
|
533 |
+
gl.useProgram(this.program);
|
534 |
+
}
|
535 |
+
}
|
536 |
+
|
537 |
+
function createProgram (vertexShader, fragmentShader) {
|
538 |
+
let program = gl.createProgram();
|
539 |
+
gl.attachShader(program, vertexShader);
|
540 |
+
gl.attachShader(program, fragmentShader);
|
541 |
+
gl.linkProgram(program);
|
542 |
+
|
543 |
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
544 |
+
console.trace(gl.getProgramInfoLog(program));
|
545 |
+
|
546 |
+
return program;
|
547 |
+
}
|
548 |
+
|
549 |
+
function getUniforms (program) {
|
550 |
+
let uniforms = [];
|
551 |
+
let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
552 |
+
for (let i = 0; i < uniformCount; i++) {
|
553 |
+
let uniformName = gl.getActiveUniform(program, i).name;
|
554 |
+
uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
|
555 |
+
}
|
556 |
+
return uniforms;
|
557 |
+
}
|
558 |
+
|
559 |
+
function compileShader (type, source, keywords) {
|
560 |
+
source = addKeywords(source, keywords);
|
561 |
+
|
562 |
+
const shader = gl.createShader(type);
|
563 |
+
gl.shaderSource(shader, source);
|
564 |
+
gl.compileShader(shader);
|
565 |
+
|
566 |
+
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
567 |
+
console.trace(gl.getShaderInfoLog(shader));
|
568 |
+
|
569 |
+
return shader;
|
570 |
+
};
|
571 |
+
|
572 |
+
function addKeywords (source, keywords) {
|
573 |
+
if (keywords == null) return source;
|
574 |
+
let keywordsString = '';
|
575 |
+
keywords.forEach(keyword => {
|
576 |
+
keywordsString += '#define ' + keyword + '\n';
|
577 |
+
});
|
578 |
+
return keywordsString + source;
|
579 |
+
}
|
580 |
+
|
581 |
+
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
|
582 |
+
precision highp float;
|
583 |
+
|
584 |
+
attribute vec2 aPosition;
|
585 |
+
varying vec2 vUv;
|
586 |
+
varying vec2 vL;
|
587 |
+
varying vec2 vR;
|
588 |
+
varying vec2 vT;
|
589 |
+
varying vec2 vB;
|
590 |
+
uniform vec2 texelSize;
|
591 |
+
|
592 |
+
void main () {
|
593 |
+
vUv = aPosition * 0.5 + 0.5;
|
594 |
+
vL = vUv - vec2(texelSize.x, 0.0);
|
595 |
+
vR = vUv + vec2(texelSize.x, 0.0);
|
596 |
+
vT = vUv + vec2(0.0, texelSize.y);
|
597 |
+
vB = vUv - vec2(0.0, texelSize.y);
|
598 |
+
gl_Position = vec4(aPosition, 0.0, 1.0);
|
599 |
+
}
|
600 |
+
`);
|
601 |
+
|
602 |
+
const blurVertexShader = compileShader(gl.VERTEX_SHADER, `
|
603 |
+
precision highp float;
|
604 |
+
|
605 |
+
attribute vec2 aPosition;
|
606 |
+
varying vec2 vUv;
|
607 |
+
varying vec2 vL;
|
608 |
+
varying vec2 vR;
|
609 |
+
uniform vec2 texelSize;
|
610 |
+
|
611 |
+
void main () {
|
612 |
+
vUv = aPosition * 0.5 + 0.5;
|
613 |
+
float offset = 1.33333333;
|
614 |
+
vL = vUv - texelSize * offset;
|
615 |
+
vR = vUv + texelSize * offset;
|
616 |
+
gl_Position = vec4(aPosition, 0.0, 1.0);
|
617 |
+
}
|
618 |
+
`);
|
619 |
+
|
620 |
+
const blurShader = compileShader(gl.FRAGMENT_SHADER, `
|
621 |
+
precision mediump float;
|
622 |
+
precision mediump sampler2D;
|
623 |
+
|
624 |
+
varying vec2 vUv;
|
625 |
+
varying vec2 vL;
|
626 |
+
varying vec2 vR;
|
627 |
+
uniform sampler2D uTexture;
|
628 |
+
|
629 |
+
void main () {
|
630 |
+
vec4 sum = texture2D(uTexture, vUv) * 0.29411764;
|
631 |
+
sum += texture2D(uTexture, vL) * 0.35294117;
|
632 |
+
sum += texture2D(uTexture, vR) * 0.35294117;
|
633 |
+
gl_FragColor = sum;
|
634 |
+
}
|
635 |
+
`);
|
636 |
+
|
637 |
+
const copyShader = compileShader(gl.FRAGMENT_SHADER, `
|
638 |
+
precision mediump float;
|
639 |
+
precision mediump sampler2D;
|
640 |
+
|
641 |
+
varying highp vec2 vUv;
|
642 |
+
uniform sampler2D uTexture;
|
643 |
+
|
644 |
+
void main () {
|
645 |
+
gl_FragColor = texture2D(uTexture, vUv);
|
646 |
+
}
|
647 |
+
`);
|
648 |
+
|
649 |
+
const clearShader = compileShader(gl.FRAGMENT_SHADER, `
|
650 |
+
precision mediump float;
|
651 |
+
precision mediump sampler2D;
|
652 |
+
|
653 |
+
varying highp vec2 vUv;
|
654 |
+
uniform sampler2D uTexture;
|
655 |
+
uniform float value;
|
656 |
+
|
657 |
+
void main () {
|
658 |
+
gl_FragColor = value * texture2D(uTexture, vUv);
|
659 |
+
}
|
660 |
+
`);
|
661 |
+
|
662 |
+
const colorShader = compileShader(gl.FRAGMENT_SHADER, `
|
663 |
+
precision mediump float;
|
664 |
+
|
665 |
+
uniform vec4 color;
|
666 |
+
|
667 |
+
void main () {
|
668 |
+
gl_FragColor = color;
|
669 |
+
}
|
670 |
+
`);
|
671 |
+
|
672 |
+
const checkerboardShader = compileShader(gl.FRAGMENT_SHADER, `
|
673 |
+
precision highp float;
|
674 |
+
precision highp sampler2D;
|
675 |
+
|
676 |
+
varying vec2 vUv;
|
677 |
+
uniform sampler2D uTexture;
|
678 |
+
uniform float aspectRatio;
|
679 |
+
|
680 |
+
#define SCALE 25.0
|
681 |
+
|
682 |
+
void main () {
|
683 |
+
vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));
|
684 |
+
float v = mod(uv.x + uv.y, 2.0);
|
685 |
+
v = v * 0.1 + 0.8;
|
686 |
+
gl_FragColor = vec4(vec3(v), 1.0);
|
687 |
+
}
|
688 |
+
`);
|
689 |
+
|
690 |
+
const displayShaderSource = `
|
691 |
+
precision highp float;
|
692 |
+
precision highp sampler2D;
|
693 |
+
|
694 |
+
varying vec2 vUv;
|
695 |
+
varying vec2 vL;
|
696 |
+
varying vec2 vR;
|
697 |
+
varying vec2 vT;
|
698 |
+
varying vec2 vB;
|
699 |
+
uniform sampler2D uTexture;
|
700 |
+
uniform sampler2D uBloom;
|
701 |
+
uniform sampler2D uSunrays;
|
702 |
+
uniform sampler2D uDithering;
|
703 |
+
uniform vec2 ditherScale;
|
704 |
+
uniform vec2 texelSize;
|
705 |
+
|
706 |
+
vec3 linearToGamma (vec3 color) {
|
707 |
+
color = max(color, vec3(0));
|
708 |
+
return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));
|
709 |
+
}
|
710 |
+
|
711 |
+
void main () {
|
712 |
+
vec3 c = texture2D(uTexture, vUv).rgb;
|
713 |
+
|
714 |
+
#ifdef SHADING
|
715 |
+
vec3 lc = texture2D(uTexture, vL).rgb;
|
716 |
+
vec3 rc = texture2D(uTexture, vR).rgb;
|
717 |
+
vec3 tc = texture2D(uTexture, vT).rgb;
|
718 |
+
vec3 bc = texture2D(uTexture, vB).rgb;
|
719 |
+
|
720 |
+
float dx = length(rc) - length(lc);
|
721 |
+
float dy = length(tc) - length(bc);
|
722 |
+
|
723 |
+
vec3 n = normalize(vec3(dx, dy, length(texelSize)));
|
724 |
+
vec3 l = vec3(0.0, 0.0, 1.0);
|
725 |
+
|
726 |
+
float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
|
727 |
+
c *= diffuse;
|
728 |
+
#endif
|
729 |
+
|
730 |
+
#ifdef BLOOM
|
731 |
+
vec3 bloom = texture2D(uBloom, vUv).rgb;
|
732 |
+
#endif
|
733 |
+
|
734 |
+
#ifdef SUNRAYS
|
735 |
+
float sunrays = texture2D(uSunrays, vUv).r;
|
736 |
+
c *= sunrays;
|
737 |
+
#ifdef BLOOM
|
738 |
+
bloom *= sunrays;
|
739 |
+
#endif
|
740 |
+
#endif
|
741 |
+
|
742 |
+
#ifdef BLOOM
|
743 |
+
float noise = texture2D(uDithering, vUv * ditherScale).r;
|
744 |
+
noise = noise * 2.0 - 1.0;
|
745 |
+
bloom += noise / 255.0;
|
746 |
+
bloom = linearToGamma(bloom);
|
747 |
+
c += bloom;
|
748 |
+
#endif
|
749 |
+
|
750 |
+
float a = max(c.r, max(c.g, c.b));
|
751 |
+
gl_FragColor = vec4(c, a);
|
752 |
+
}
|
753 |
+
`;
|
754 |
+
|
755 |
+
const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, `
|
756 |
+
precision mediump float;
|
757 |
+
precision mediump sampler2D;
|
758 |
+
|
759 |
+
varying vec2 vUv;
|
760 |
+
uniform sampler2D uTexture;
|
761 |
+
uniform vec3 curve;
|
762 |
+
uniform float threshold;
|
763 |
+
|
764 |
+
void main () {
|
765 |
+
vec3 c = texture2D(uTexture, vUv).rgb;
|
766 |
+
float br = max(c.r, max(c.g, c.b));
|
767 |
+
float rq = clamp(br - curve.x, 0.0, curve.y);
|
768 |
+
rq = curve.z * rq * rq;
|
769 |
+
c *= max(rq, br - threshold) / max(br, 0.0001);
|
770 |
+
gl_FragColor = vec4(c, 0.0);
|
771 |
+
}
|
772 |
+
`);
|
773 |
+
|
774 |
+
const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, `
|
775 |
+
precision mediump float;
|
776 |
+
precision mediump sampler2D;
|
777 |
+
|
778 |
+
varying vec2 vL;
|
779 |
+
varying vec2 vR;
|
780 |
+
varying vec2 vT;
|
781 |
+
varying vec2 vB;
|
782 |
+
uniform sampler2D uTexture;
|
783 |
+
|
784 |
+
void main () {
|
785 |
+
vec4 sum = vec4(0.0);
|
786 |
+
sum += texture2D(uTexture, vL);
|
787 |
+
sum += texture2D(uTexture, vR);
|
788 |
+
sum += texture2D(uTexture, vT);
|
789 |
+
sum += texture2D(uTexture, vB);
|
790 |
+
sum *= 0.25;
|
791 |
+
gl_FragColor = sum;
|
792 |
+
}
|
793 |
+
`);
|
794 |
+
|
795 |
+
const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, `
|
796 |
+
precision mediump float;
|
797 |
+
precision mediump sampler2D;
|
798 |
+
|
799 |
+
varying vec2 vL;
|
800 |
+
varying vec2 vR;
|
801 |
+
varying vec2 vT;
|
802 |
+
varying vec2 vB;
|
803 |
+
uniform sampler2D uTexture;
|
804 |
+
uniform float intensity;
|
805 |
+
|
806 |
+
void main () {
|
807 |
+
vec4 sum = vec4(0.0);
|
808 |
+
sum += texture2D(uTexture, vL);
|
809 |
+
sum += texture2D(uTexture, vR);
|
810 |
+
sum += texture2D(uTexture, vT);
|
811 |
+
sum += texture2D(uTexture, vB);
|
812 |
+
sum *= 0.25;
|
813 |
+
gl_FragColor = sum * intensity;
|
814 |
+
}
|
815 |
+
`);
|
816 |
+
|
817 |
+
const sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, `
|
818 |
+
precision highp float;
|
819 |
+
precision highp sampler2D;
|
820 |
+
|
821 |
+
varying vec2 vUv;
|
822 |
+
uniform sampler2D uTexture;
|
823 |
+
|
824 |
+
void main () {
|
825 |
+
vec4 c = texture2D(uTexture, vUv);
|
826 |
+
float br = max(c.r, max(c.g, c.b));
|
827 |
+
c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8);
|
828 |
+
gl_FragColor = c;
|
829 |
+
}
|
830 |
+
`);
|
831 |
+
|
832 |
+
const sunraysShader = compileShader(gl.FRAGMENT_SHADER, `
|
833 |
+
precision highp float;
|
834 |
+
precision highp sampler2D;
|
835 |
+
|
836 |
+
varying vec2 vUv;
|
837 |
+
uniform sampler2D uTexture;
|
838 |
+
uniform float weight;
|
839 |
+
|
840 |
+
#define ITERATIONS 16
|
841 |
+
|
842 |
+
void main () {
|
843 |
+
float Density = 0.3;
|
844 |
+
float Decay = 0.95;
|
845 |
+
float Exposure = 0.7;
|
846 |
+
|
847 |
+
vec2 coord = vUv;
|
848 |
+
vec2 dir = vUv - 0.5;
|
849 |
+
|
850 |
+
dir *= 1.0 / float(ITERATIONS) * Density;
|
851 |
+
float illuminationDecay = 1.0;
|
852 |
+
|
853 |
+
float color = texture2D(uTexture, vUv).a;
|
854 |
+
|
855 |
+
for (int i = 0; i < ITERATIONS; i++)
|
856 |
+
{
|
857 |
+
coord -= dir;
|
858 |
+
float col = texture2D(uTexture, coord).a;
|
859 |
+
color += col * illuminationDecay * weight;
|
860 |
+
illuminationDecay *= Decay;
|
861 |
+
}
|
862 |
+
|
863 |
+
gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0);
|
864 |
+
}
|
865 |
+
`);
|
866 |
+
|
867 |
+
const splatShader = compileShader(gl.FRAGMENT_SHADER, `
|
868 |
+
precision highp float;
|
869 |
+
precision highp sampler2D;
|
870 |
+
|
871 |
+
varying vec2 vUv;
|
872 |
+
uniform sampler2D uTarget;
|
873 |
+
uniform float aspectRatio;
|
874 |
+
uniform vec3 color;
|
875 |
+
uniform vec2 point;
|
876 |
+
uniform float radius;
|
877 |
+
|
878 |
+
void main () {
|
879 |
+
vec2 p = vUv - point.xy;
|
880 |
+
p.x *= aspectRatio;
|
881 |
+
vec3 splat = exp(-dot(p, p) / radius) * color;
|
882 |
+
vec3 base = texture2D(uTarget, vUv).xyz;
|
883 |
+
gl_FragColor = vec4(base + splat, 1.0);
|
884 |
+
}
|
885 |
+
`);
|
886 |
+
|
887 |
+
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
888 |
+
precision highp float;
|
889 |
+
precision highp sampler2D;
|
890 |
+
|
891 |
+
varying vec2 vUv;
|
892 |
+
uniform sampler2D uVelocity;
|
893 |
+
uniform sampler2D uSource;
|
894 |
+
uniform vec2 texelSize;
|
895 |
+
uniform vec2 dyeTexelSize;
|
896 |
+
uniform float dt;
|
897 |
+
uniform float dissipation;
|
898 |
+
|
899 |
+
vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
|
900 |
+
vec2 st = uv / tsize - 0.5;
|
901 |
+
|
902 |
+
vec2 iuv = floor(st);
|
903 |
+
vec2 fuv = fract(st);
|
904 |
+
|
905 |
+
vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
|
906 |
+
vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
|
907 |
+
vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
|
908 |
+
vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
|
909 |
+
|
910 |
+
return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
|
911 |
+
}
|
912 |
+
|
913 |
+
void main () {
|
914 |
+
#ifdef MANUAL_FILTERING
|
915 |
+
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
|
916 |
+
vec4 result = bilerp(uSource, coord, dyeTexelSize);
|
917 |
+
#else
|
918 |
+
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
|
919 |
+
vec4 result = texture2D(uSource, coord);
|
920 |
+
#endif
|
921 |
+
float decay = 1.0 + dissipation * dt;
|
922 |
+
gl_FragColor = result / decay;
|
923 |
+
}`,
|
924 |
+
ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']
|
925 |
+
);
|
926 |
+
|
927 |
+
const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
|
928 |
+
precision mediump float;
|
929 |
+
precision mediump sampler2D;
|
930 |
+
|
931 |
+
varying highp vec2 vUv;
|
932 |
+
varying highp vec2 vL;
|
933 |
+
varying highp vec2 vR;
|
934 |
+
varying highp vec2 vT;
|
935 |
+
varying highp vec2 vB;
|
936 |
+
uniform sampler2D uVelocity;
|
937 |
+
|
938 |
+
void main () {
|
939 |
+
float L = texture2D(uVelocity, vL).x;
|
940 |
+
float R = texture2D(uVelocity, vR).x;
|
941 |
+
float T = texture2D(uVelocity, vT).y;
|
942 |
+
float B = texture2D(uVelocity, vB).y;
|
943 |
+
|
944 |
+
vec2 C = texture2D(uVelocity, vUv).xy;
|
945 |
+
if (vL.x < 0.0) { L = -C.x; }
|
946 |
+
if (vR.x > 1.0) { R = -C.x; }
|
947 |
+
if (vT.y > 1.0) { T = -C.y; }
|
948 |
+
if (vB.y < 0.0) { B = -C.y; }
|
949 |
+
|
950 |
+
float div = 0.5 * (R - L + T - B);
|
951 |
+
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
|
952 |
+
}
|
953 |
+
`);
|
954 |
+
|
955 |
+
const curlShader = compileShader(gl.FRAGMENT_SHADER, `
|
956 |
+
precision mediump float;
|
957 |
+
precision mediump sampler2D;
|
958 |
+
|
959 |
+
varying highp vec2 vUv;
|
960 |
+
varying highp vec2 vL;
|
961 |
+
varying highp vec2 vR;
|
962 |
+
varying highp vec2 vT;
|
963 |
+
varying highp vec2 vB;
|
964 |
+
uniform sampler2D uVelocity;
|
965 |
+
|
966 |
+
void main () {
|
967 |
+
float L = texture2D(uVelocity, vL).y;
|
968 |
+
float R = texture2D(uVelocity, vR).y;
|
969 |
+
float T = texture2D(uVelocity, vT).x;
|
970 |
+
float B = texture2D(uVelocity, vB).x;
|
971 |
+
float vorticity = R - L - T + B;
|
972 |
+
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
|
973 |
+
}
|
974 |
+
`);
|
975 |
+
|
976 |
+
const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
|
977 |
+
precision highp float;
|
978 |
+
precision highp sampler2D;
|
979 |
+
|
980 |
+
varying vec2 vUv;
|
981 |
+
varying vec2 vL;
|
982 |
+
varying vec2 vR;
|
983 |
+
varying vec2 vT;
|
984 |
+
varying vec2 vB;
|
985 |
+
uniform sampler2D uVelocity;
|
986 |
+
uniform sampler2D uCurl;
|
987 |
+
uniform float curl;
|
988 |
+
uniform float dt;
|
989 |
+
|
990 |
+
void main () {
|
991 |
+
float L = texture2D(uCurl, vL).x;
|
992 |
+
float R = texture2D(uCurl, vR).x;
|
993 |
+
float T = texture2D(uCurl, vT).x;
|
994 |
+
float B = texture2D(uCurl, vB).x;
|
995 |
+
float C = texture2D(uCurl, vUv).x;
|
996 |
+
|
997 |
+
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
|
998 |
+
force /= length(force) + 0.0001;
|
999 |
+
force *= curl * C;
|
1000 |
+
force.y *= -1.0;
|
1001 |
+
|
1002 |
+
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
1003 |
+
velocity += force * dt;
|
1004 |
+
velocity = min(max(velocity, -1000.0), 1000.0);
|
1005 |
+
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
1006 |
+
}
|
1007 |
+
`);
|
1008 |
+
|
1009 |
+
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
|
1010 |
+
precision mediump float;
|
1011 |
+
precision mediump sampler2D;
|
1012 |
+
|
1013 |
+
varying highp vec2 vUv;
|
1014 |
+
varying highp vec2 vL;
|
1015 |
+
varying highp vec2 vR;
|
1016 |
+
varying highp vec2 vT;
|
1017 |
+
varying highp vec2 vB;
|
1018 |
+
uniform sampler2D uPressure;
|
1019 |
+
uniform sampler2D uDivergence;
|
1020 |
+
|
1021 |
+
void main () {
|
1022 |
+
float L = texture2D(uPressure, vL).x;
|
1023 |
+
float R = texture2D(uPressure, vR).x;
|
1024 |
+
float T = texture2D(uPressure, vT).x;
|
1025 |
+
float B = texture2D(uPressure, vB).x;
|
1026 |
+
float C = texture2D(uPressure, vUv).x;
|
1027 |
+
float divergence = texture2D(uDivergence, vUv).x;
|
1028 |
+
float pressure = (L + R + B + T - divergence) * 0.25;
|
1029 |
+
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
|
1030 |
+
}
|
1031 |
+
`);
|
1032 |
+
|
1033 |
+
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
|
1034 |
+
precision mediump float;
|
1035 |
+
precision mediump sampler2D;
|
1036 |
+
|
1037 |
+
varying highp vec2 vUv;
|
1038 |
+
varying highp vec2 vL;
|
1039 |
+
varying highp vec2 vR;
|
1040 |
+
varying highp vec2 vT;
|
1041 |
+
varying highp vec2 vB;
|
1042 |
+
uniform sampler2D uPressure;
|
1043 |
+
uniform sampler2D uVelocity;
|
1044 |
+
|
1045 |
+
void main () {
|
1046 |
+
float L = texture2D(uPressure, vL).x;
|
1047 |
+
float R = texture2D(uPressure, vR).x;
|
1048 |
+
float T = texture2D(uPressure, vT).x;
|
1049 |
+
float B = texture2D(uPressure, vB).x;
|
1050 |
+
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
1051 |
+
velocity.xy -= vec2(R - L, T - B);
|
1052 |
+
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
1053 |
+
}
|
1054 |
+
`);
|
1055 |
+
|
1056 |
+
const blit = (() => {
|
1057 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1058 |
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
|
1059 |
+
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
1060 |
+
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
|
1061 |
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
1062 |
+
gl.enableVertexAttribArray(0);
|
1063 |
+
|
1064 |
+
return (target, clear = false) => {
|
1065 |
+
if (target == null)
|
1066 |
+
{
|
1067 |
+
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
1068 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
1069 |
+
}
|
1070 |
+
else
|
1071 |
+
{
|
1072 |
+
gl.viewport(0, 0, target.width, target.height);
|
1073 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
1074 |
+
}
|
1075 |
+
if (clear)
|
1076 |
+
{
|
1077 |
+
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
1078 |
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
1079 |
+
}
|
1080 |
+
// CHECK_FRAMEBUFFER_STATUS();
|
1081 |
+
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
1082 |
+
}
|
1083 |
+
})();
|
1084 |
+
|
1085 |
+
function CHECK_FRAMEBUFFER_STATUS () {
|
1086 |
+
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
1087 |
+
if (status != gl.FRAMEBUFFER_COMPLETE)
|
1088 |
+
console.trace("Framebuffer error: " + status);
|
1089 |
+
}
|
1090 |
+
|
1091 |
+
let dye;
|
1092 |
+
let velocity;
|
1093 |
+
let divergence;
|
1094 |
+
let curl;
|
1095 |
+
let pressure;
|
1096 |
+
let bloom;
|
1097 |
+
let bloomFramebuffers = [];
|
1098 |
+
let sunrays;
|
1099 |
+
let sunraysTemp;
|
1100 |
+
|
1101 |
+
let ditheringTexture = createTextureAsync('LDR_LLL1_0.png');
|
1102 |
+
|
1103 |
+
const blurProgram = new Program(blurVertexShader, blurShader);
|
1104 |
+
const copyProgram = new Program(baseVertexShader, copyShader);
|
1105 |
+
const clearProgram = new Program(baseVertexShader, clearShader);
|
1106 |
+
const colorProgram = new Program(baseVertexShader, colorShader);
|
1107 |
+
const checkerboardProgram = new Program(baseVertexShader, checkerboardShader);
|
1108 |
+
const bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader);
|
1109 |
+
const bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader);
|
1110 |
+
const bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader);
|
1111 |
+
const sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader);
|
1112 |
+
const sunraysProgram = new Program(baseVertexShader, sunraysShader);
|
1113 |
+
const splatProgram = new Program(baseVertexShader, splatShader);
|
1114 |
+
const advectionProgram = new Program(baseVertexShader, advectionShader);
|
1115 |
+
const divergenceProgram = new Program(baseVertexShader, divergenceShader);
|
1116 |
+
const curlProgram = new Program(baseVertexShader, curlShader);
|
1117 |
+
const vorticityProgram = new Program(baseVertexShader, vorticityShader);
|
1118 |
+
const pressureProgram = new Program(baseVertexShader, pressureShader);
|
1119 |
+
const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);
|
1120 |
+
|
1121 |
+
const displayMaterial = new Material(baseVertexShader, displayShaderSource);
|
1122 |
+
|
1123 |
+
function initFramebuffers () {
|
1124 |
+
let simRes = getResolution(config.SIM_RESOLUTION);
|
1125 |
+
let dyeRes = getResolution(config.DYE_RESOLUTION);
|
1126 |
+
|
1127 |
+
const texType = ext.halfFloatTexType;
|
1128 |
+
const rgba = ext.formatRGBA;
|
1129 |
+
const rg = ext.formatRG;
|
1130 |
+
const r = ext.formatR;
|
1131 |
+
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
1132 |
+
|
1133 |
+
gl.disable(gl.BLEND);
|
1134 |
+
|
1135 |
+
if (dye == null)
|
1136 |
+
dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
1137 |
+
else
|
1138 |
+
dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
1139 |
+
|
1140 |
+
if (velocity == null)
|
1141 |
+
velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
1142 |
+
else
|
1143 |
+
velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
1144 |
+
|
1145 |
+
divergence = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
1146 |
+
curl = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
1147 |
+
pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
1148 |
+
|
1149 |
+
initBloomFramebuffers();
|
1150 |
+
initSunraysFramebuffers();
|
1151 |
+
}
|
1152 |
+
|
1153 |
+
function initBloomFramebuffers () {
|
1154 |
+
let res = getResolution(config.BLOOM_RESOLUTION);
|
1155 |
+
|
1156 |
+
const texType = ext.halfFloatTexType;
|
1157 |
+
const rgba = ext.formatRGBA;
|
1158 |
+
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
1159 |
+
|
1160 |
+
bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering);
|
1161 |
+
|
1162 |
+
bloomFramebuffers.length = 0;
|
1163 |
+
for (let i = 0; i < config.BLOOM_ITERATIONS; i++)
|
1164 |
+
{
|
1165 |
+
let width = res.width >> (i + 1);
|
1166 |
+
let height = res.height >> (i + 1);
|
1167 |
+
|
1168 |
+
if (width < 2 || height < 2) break;
|
1169 |
+
|
1170 |
+
let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering);
|
1171 |
+
bloomFramebuffers.push(fbo);
|
1172 |
+
}
|
1173 |
+
}
|
1174 |
+
|
1175 |
+
function initSunraysFramebuffers () {
|
1176 |
+
let res = getResolution(config.SUNRAYS_RESOLUTION);
|
1177 |
+
|
1178 |
+
const texType = ext.halfFloatTexType;
|
1179 |
+
const r = ext.formatR;
|
1180 |
+
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
1181 |
+
|
1182 |
+
sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
1183 |
+
sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
1184 |
+
}
|
1185 |
+
|
1186 |
+
function createFBO (w, h, internalFormat, format, type, param) {
|
1187 |
+
gl.activeTexture(gl.TEXTURE0);
|
1188 |
+
let texture = gl.createTexture();
|
1189 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1190 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
|
1191 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
|
1192 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
1193 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
1194 |
+
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
|
1195 |
+
|
1196 |
+
let fbo = gl.createFramebuffer();
|
1197 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
1198 |
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
1199 |
+
gl.viewport(0, 0, w, h);
|
1200 |
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
1201 |
+
|
1202 |
+
let texelSizeX = 1.0 / w;
|
1203 |
+
let texelSizeY = 1.0 / h;
|
1204 |
+
|
1205 |
+
return {
|
1206 |
+
texture,
|
1207 |
+
fbo,
|
1208 |
+
width: w,
|
1209 |
+
height: h,
|
1210 |
+
texelSizeX,
|
1211 |
+
texelSizeY,
|
1212 |
+
attach (id) {
|
1213 |
+
gl.activeTexture(gl.TEXTURE0 + id);
|
1214 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1215 |
+
return id;
|
1216 |
+
}
|
1217 |
+
};
|
1218 |
+
}
|
1219 |
+
|
1220 |
+
function createDoubleFBO (w, h, internalFormat, format, type, param) {
|
1221 |
+
let fbo1 = createFBO(w, h, internalFormat, format, type, param);
|
1222 |
+
let fbo2 = createFBO(w, h, internalFormat, format, type, param);
|
1223 |
+
|
1224 |
+
return {
|
1225 |
+
width: w,
|
1226 |
+
height: h,
|
1227 |
+
texelSizeX: fbo1.texelSizeX,
|
1228 |
+
texelSizeY: fbo1.texelSizeY,
|
1229 |
+
get read () {
|
1230 |
+
return fbo1;
|
1231 |
+
},
|
1232 |
+
set read (value) {
|
1233 |
+
fbo1 = value;
|
1234 |
+
},
|
1235 |
+
get write () {
|
1236 |
+
return fbo2;
|
1237 |
+
},
|
1238 |
+
set write (value) {
|
1239 |
+
fbo2 = value;
|
1240 |
+
},
|
1241 |
+
swap () {
|
1242 |
+
let temp = fbo1;
|
1243 |
+
fbo1 = fbo2;
|
1244 |
+
fbo2 = temp;
|
1245 |
+
}
|
1246 |
+
}
|
1247 |
+
}
|
1248 |
+
|
1249 |
+
function resizeFBO (target, w, h, internalFormat, format, type, param) {
|
1250 |
+
let newFBO = createFBO(w, h, internalFormat, format, type, param);
|
1251 |
+
copyProgram.bind();
|
1252 |
+
gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));
|
1253 |
+
blit(newFBO);
|
1254 |
+
return newFBO;
|
1255 |
+
}
|
1256 |
+
|
1257 |
+
function resizeDoubleFBO (target, w, h, internalFormat, format, type, param) {
|
1258 |
+
if (target.width == w && target.height == h)
|
1259 |
+
return target;
|
1260 |
+
target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);
|
1261 |
+
target.write = createFBO(w, h, internalFormat, format, type, param);
|
1262 |
+
target.width = w;
|
1263 |
+
target.height = h;
|
1264 |
+
target.texelSizeX = 1.0 / w;
|
1265 |
+
target.texelSizeY = 1.0 / h;
|
1266 |
+
return target;
|
1267 |
+
}
|
1268 |
+
|
1269 |
+
function createTextureAsync (url) {
|
1270 |
+
let texture = gl.createTexture();
|
1271 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1272 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
1273 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
1274 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
1275 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
1276 |
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255]));
|
1277 |
+
|
1278 |
+
let obj = {
|
1279 |
+
texture,
|
1280 |
+
width: 1,
|
1281 |
+
height: 1,
|
1282 |
+
attach (id) {
|
1283 |
+
gl.activeTexture(gl.TEXTURE0 + id);
|
1284 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1285 |
+
return id;
|
1286 |
+
}
|
1287 |
+
};
|
1288 |
+
|
1289 |
+
let image = new Image();
|
1290 |
+
image.onload = () => {
|
1291 |
+
obj.width = image.width;
|
1292 |
+
obj.height = image.height;
|
1293 |
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1294 |
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
|
1295 |
+
};
|
1296 |
+
image.src = url;
|
1297 |
+
|
1298 |
+
return obj;
|
1299 |
+
}
|
1300 |
+
|
1301 |
+
function updateKeywords () {
|
1302 |
+
let displayKeywords = [];
|
1303 |
+
if (config.SHADING) displayKeywords.push("SHADING");
|
1304 |
+
if (config.BLOOM) displayKeywords.push("BLOOM");
|
1305 |
+
if (config.SUNRAYS) displayKeywords.push("SUNRAYS");
|
1306 |
+
displayMaterial.setKeywords(displayKeywords);
|
1307 |
+
}
|
1308 |
+
|
1309 |
+
updateKeywords();
|
1310 |
+
initFramebuffers();
|
1311 |
+
|
1312 |
+
multipleSplats(parseInt(Math.random() * 10) + 5, 0.8); // Initial burst with slightly
|
1313 |
+
|
1314 |
+
// Configuration for ambient splats
|
1315 |
+
const AMBIENT_INTERVAL = 1000; // Time between ambient splats in milliseconds (e.g., 2 seconds)
|
1316 |
+
const MAX_AMBIENT_SPLATS = 5; // Maximum number of random splats per interval (e.g., 1 or 2)
|
1317 |
+
const AMBIENT_INTENSITY = 0.3; // How strong the ambient splats are (e.g., 20% of normal)
|
1318 |
+
|
1319 |
+
setInterval(() => {
|
1320 |
+
// Only add ambient splats if the simulation isn't paused by the user (P key)
|
1321 |
+
if (!config.PAUSED) {
|
1322 |
+
// Generate a small number of splats (1 to MAX_AMBIENT_SPLATS)
|
1323 |
+
const numSplats = Math.floor(Math.random() * MAX_AMBIENT_SPLATS) + 1;
|
1324 |
+
// Call multipleSplats with the low ambient intensity
|
1325 |
+
multipleSplats(numSplats, AMBIENT_INTENSITY);
|
1326 |
+
}
|
1327 |
+
}, AMBIENT_INTERVAL);
|
1328 |
+
|
1329 |
+
|
1330 |
+
let lastUpdateTime = Date.now();
|
1331 |
+
let colorUpdateTimer = 0.0;
|
1332 |
+
update();
|
1333 |
+
|
1334 |
+
function update () {
|
1335 |
+
const dt = calcDeltaTime();
|
1336 |
+
if (resizeCanvas())
|
1337 |
+
initFramebuffers();
|
1338 |
+
updateColors(dt);
|
1339 |
+
applyInputs();
|
1340 |
+
if (!config.PAUSED)
|
1341 |
+
step(dt);
|
1342 |
+
render(null);
|
1343 |
+
requestAnimationFrame(update);
|
1344 |
+
}
|
1345 |
+
|
1346 |
+
function calcDeltaTime () {
|
1347 |
+
let now = Date.now();
|
1348 |
+
let dt = (now - lastUpdateTime) / 1000;
|
1349 |
+
dt = Math.min(dt, 0.016666);
|
1350 |
+
lastUpdateTime = now;
|
1351 |
+
return dt;
|
1352 |
+
}
|
1353 |
+
|
1354 |
+
function resizeCanvas () {
|
1355 |
+
let width = scaleByPixelRatio(canvas.clientWidth);
|
1356 |
+
let height = scaleByPixelRatio(canvas.clientHeight);
|
1357 |
+
if (canvas.width != width || canvas.height != height) {
|
1358 |
+
canvas.width = width;
|
1359 |
+
canvas.height = height;
|
1360 |
+
return true;
|
1361 |
+
}
|
1362 |
+
return false;
|
1363 |
+
}
|
1364 |
+
|
1365 |
+
function updateColors (dt) {
|
1366 |
+
if (!config.COLORFUL) return;
|
1367 |
+
|
1368 |
+
colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;
|
1369 |
+
if (colorUpdateTimer >= 1) {
|
1370 |
+
colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);
|
1371 |
+
pointers.forEach(p => {
|
1372 |
+
p.color = generateColor();
|
1373 |
+
});
|
1374 |
+
}
|
1375 |
+
}
|
1376 |
+
|
1377 |
+
function applyInputs () {
|
1378 |
+
if (splatStack.length > 0)
|
1379 |
+
multipleSplats(splatStack.pop());
|
1380 |
+
|
1381 |
+
pointers.forEach(p => {
|
1382 |
+
if (p.moved) {
|
1383 |
+
p.moved = false;
|
1384 |
+
splatPointer(p);
|
1385 |
+
}
|
1386 |
+
});
|
1387 |
+
}
|
1388 |
+
|
1389 |
+
function step (dt) {
|
1390 |
+
gl.disable(gl.BLEND);
|
1391 |
+
|
1392 |
+
curlProgram.bind();
|
1393 |
+
gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1394 |
+
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1395 |
+
blit(curl);
|
1396 |
+
|
1397 |
+
vorticityProgram.bind();
|
1398 |
+
gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1399 |
+
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1400 |
+
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
|
1401 |
+
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
1402 |
+
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
1403 |
+
blit(velocity.write);
|
1404 |
+
velocity.swap();
|
1405 |
+
|
1406 |
+
divergenceProgram.bind();
|
1407 |
+
gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1408 |
+
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1409 |
+
blit(divergence);
|
1410 |
+
|
1411 |
+
clearProgram.bind();
|
1412 |
+
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
|
1413 |
+
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);
|
1414 |
+
blit(pressure.write);
|
1415 |
+
pressure.swap();
|
1416 |
+
|
1417 |
+
pressureProgram.bind();
|
1418 |
+
gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1419 |
+
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));
|
1420 |
+
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
|
1421 |
+
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1));
|
1422 |
+
blit(pressure.write);
|
1423 |
+
pressure.swap();
|
1424 |
+
}
|
1425 |
+
|
1426 |
+
gradienSubtractProgram.bind();
|
1427 |
+
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1428 |
+
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));
|
1429 |
+
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));
|
1430 |
+
blit(velocity.write);
|
1431 |
+
velocity.swap();
|
1432 |
+
|
1433 |
+
advectionProgram.bind();
|
1434 |
+
gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1435 |
+
if (!ext.supportLinearFiltering)
|
1436 |
+
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1437 |
+
let velocityId = velocity.read.attach(0);
|
1438 |
+
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
|
1439 |
+
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
|
1440 |
+
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
1441 |
+
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
1442 |
+
blit(velocity.write);
|
1443 |
+
velocity.swap();
|
1444 |
+
|
1445 |
+
if (!ext.supportLinearFiltering)
|
1446 |
+
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY);
|
1447 |
+
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1448 |
+
gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));
|
1449 |
+
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
1450 |
+
blit(dye.write);
|
1451 |
+
dye.swap();
|
1452 |
+
}
|
1453 |
+
|
1454 |
+
function render (target) {
|
1455 |
+
if (config.BLOOM)
|
1456 |
+
applyBloom(dye.read, bloom);
|
1457 |
+
if (config.SUNRAYS) {
|
1458 |
+
applySunrays(dye.read, dye.write, sunrays);
|
1459 |
+
blur(sunrays, sunraysTemp, 1);
|
1460 |
+
}
|
1461 |
+
|
1462 |
+
if (target == null || !config.TRANSPARENT) {
|
1463 |
+
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
1464 |
+
gl.enable(gl.BLEND);
|
1465 |
+
}
|
1466 |
+
else {
|
1467 |
+
gl.disable(gl.BLEND);
|
1468 |
+
}
|
1469 |
+
|
1470 |
+
if (!config.TRANSPARENT)
|
1471 |
+
drawColor(target, normalizeColor(config.BACK_COLOR));
|
1472 |
+
if (target == null && config.TRANSPARENT)
|
1473 |
+
drawCheckerboard(target);
|
1474 |
+
drawDisplay(target);
|
1475 |
+
}
|
1476 |
+
|
1477 |
+
function drawColor (target, color) {
|
1478 |
+
colorProgram.bind();
|
1479 |
+
gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1);
|
1480 |
+
blit(target);
|
1481 |
+
}
|
1482 |
+
|
1483 |
+
function drawCheckerboard (target) {
|
1484 |
+
checkerboardProgram.bind();
|
1485 |
+
gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
1486 |
+
blit(target);
|
1487 |
+
}
|
1488 |
+
|
1489 |
+
function drawDisplay (target) {
|
1490 |
+
let width = target == null ? gl.drawingBufferWidth : target.width;
|
1491 |
+
let height = target == null ? gl.drawingBufferHeight : target.height;
|
1492 |
+
|
1493 |
+
displayMaterial.bind();
|
1494 |
+
if (config.SHADING)
|
1495 |
+
gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height);
|
1496 |
+
gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));
|
1497 |
+
if (config.BLOOM) {
|
1498 |
+
gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1));
|
1499 |
+
gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2));
|
1500 |
+
let scale = getTextureScale(ditheringTexture, width, height);
|
1501 |
+
gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y);
|
1502 |
+
}
|
1503 |
+
if (config.SUNRAYS)
|
1504 |
+
gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3));
|
1505 |
+
blit(target);
|
1506 |
+
}
|
1507 |
+
|
1508 |
+
function applyBloom (source, destination) {
|
1509 |
+
if (bloomFramebuffers.length < 2)
|
1510 |
+
return;
|
1511 |
+
|
1512 |
+
let last = destination;
|
1513 |
+
|
1514 |
+
gl.disable(gl.BLEND);
|
1515 |
+
bloomPrefilterProgram.bind();
|
1516 |
+
let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001;
|
1517 |
+
let curve0 = config.BLOOM_THRESHOLD - knee;
|
1518 |
+
let curve1 = knee * 2;
|
1519 |
+
let curve2 = 0.25 / knee;
|
1520 |
+
gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2);
|
1521 |
+
gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD);
|
1522 |
+
gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0));
|
1523 |
+
blit(last);
|
1524 |
+
|
1525 |
+
bloomBlurProgram.bind();
|
1526 |
+
for (let i = 0; i < bloomFramebuffers.length; i++) {
|
1527 |
+
let dest = bloomFramebuffers[i];
|
1528 |
+
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1529 |
+
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
1530 |
+
blit(dest);
|
1531 |
+
last = dest;
|
1532 |
+
}
|
1533 |
+
|
1534 |
+
gl.blendFunc(gl.ONE, gl.ONE);
|
1535 |
+
gl.enable(gl.BLEND);
|
1536 |
+
|
1537 |
+
for (let i = bloomFramebuffers.length - 2; i >= 0; i--) {
|
1538 |
+
let baseTex = bloomFramebuffers[i];
|
1539 |
+
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1540 |
+
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
1541 |
+
gl.viewport(0, 0, baseTex.width, baseTex.height);
|
1542 |
+
blit(baseTex);
|
1543 |
+
last = baseTex;
|
1544 |
+
}
|
1545 |
+
|
1546 |
+
gl.disable(gl.BLEND);
|
1547 |
+
bloomFinalProgram.bind();
|
1548 |
+
gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1549 |
+
gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0));
|
1550 |
+
gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY);
|
1551 |
+
blit(destination);
|
1552 |
+
}
|
1553 |
+
|
1554 |
+
function applySunrays (source, mask, destination) {
|
1555 |
+
gl.disable(gl.BLEND);
|
1556 |
+
sunraysMaskProgram.bind();
|
1557 |
+
gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0));
|
1558 |
+
blit(mask);
|
1559 |
+
|
1560 |
+
sunraysProgram.bind();
|
1561 |
+
gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT);
|
1562 |
+
gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0));
|
1563 |
+
blit(destination);
|
1564 |
+
}
|
1565 |
+
|
1566 |
+
function blur (target, temp, iterations) {
|
1567 |
+
blurProgram.bind();
|
1568 |
+
for (let i = 0; i < iterations; i++) {
|
1569 |
+
gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0);
|
1570 |
+
gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0));
|
1571 |
+
blit(temp);
|
1572 |
+
|
1573 |
+
gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY);
|
1574 |
+
gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0));
|
1575 |
+
blit(target);
|
1576 |
+
}
|
1577 |
+
}
|
1578 |
+
|
1579 |
+
function splatPointer (pointer) {
|
1580 |
+
let dx = pointer.deltaX * config.SPLAT_FORCE;
|
1581 |
+
let dy = pointer.deltaY * config.SPLAT_FORCE;
|
1582 |
+
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);
|
1583 |
+
}
|
1584 |
+
|
1585 |
+
function multipleSplats (amount, intensityMultiplier = 1.0) { // Added intensityMultiplier
|
1586 |
+
for (let i = 0; i < amount; i++) {
|
1587 |
+
const color = generateColor();
|
1588 |
+
// Scale color intensity based on the multiplier
|
1589 |
+
color.r *= 10.0 * intensityMultiplier;
|
1590 |
+
color.g *= 10.0 * intensityMultiplier;
|
1591 |
+
color.b *= 10.0 * intensityMultiplier;
|
1592 |
+
const x = Math.random();
|
1593 |
+
const y = Math.random();
|
1594 |
+
// Scale velocity intensity based on the multiplier
|
1595 |
+
const dx = 1000 * (Math.random() - 0.5) * intensityMultiplier;
|
1596 |
+
const dy = 1000 * (Math.random() - 0.5) * intensityMultiplier;
|
1597 |
+
splat(x, y, dx, dy, color);
|
1598 |
+
}
|
1599 |
+
}
|
1600 |
+
|
1601 |
+
|
1602 |
+
function splat (x, y, dx, dy, color) {
|
1603 |
+
splatProgram.bind();
|
1604 |
+
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));
|
1605 |
+
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
1606 |
+
gl.uniform2f(splatProgram.uniforms.point, x, y);
|
1607 |
+
gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0);
|
1608 |
+
gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0));
|
1609 |
+
blit(velocity.write);
|
1610 |
+
velocity.swap();
|
1611 |
+
|
1612 |
+
gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));
|
1613 |
+
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
|
1614 |
+
blit(dye.write);
|
1615 |
+
dye.swap();
|
1616 |
+
}
|
1617 |
+
|
1618 |
+
function correctRadius (radius) {
|
1619 |
+
let aspectRatio = canvas.width / canvas.height;
|
1620 |
+
if (aspectRatio > 1)
|
1621 |
+
radius *= aspectRatio;
|
1622 |
+
return radius;
|
1623 |
+
}
|
1624 |
+
|
1625 |
+
// Get reference to container to check event targets
|
1626 |
+
const containerElement = document.querySelector('.container');
|
1627 |
+
|
1628 |
+
window.addEventListener('mousedown', e => {
|
1629 |
+
// Check if the click started inside the container/form
|
1630 |
+
if (containerElement && containerElement.contains(e.target)) {
|
1631 |
+
// If the target (or its ancestor) is the container, ignore for fluid
|
1632 |
+
return;
|
1633 |
+
}
|
1634 |
+
|
1635 |
+
const rect = canvas.getBoundingClientRect();
|
1636 |
+
// Calculate position relative to the canvas origin
|
1637 |
+
let posX = scaleByPixelRatio(e.clientX - rect.left);
|
1638 |
+
let posY = scaleByPixelRatio(e.clientY - rect.top);
|
1639 |
+
|
1640 |
+
let pointer = pointers.find(p => p.id == -1);
|
1641 |
+
if (pointer == null)
|
1642 |
+
pointer = new pointerPrototype();
|
1643 |
+
|
1644 |
+
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1645 |
+
updatePointerDownData(pointer, -1, posX, posY);
|
1646 |
+
});
|
1647 |
+
|
1648 |
+
window.addEventListener('mousemove', e => {
|
1649 |
+
let pointer = pointers[0]; // Assuming the first pointer is for mouse
|
1650 |
+
if (!pointer.down) return; // Only track if mouse is down
|
1651 |
+
|
1652 |
+
const rect = canvas.getBoundingClientRect();
|
1653 |
+
// Calculate position relative to the canvas origin
|
1654 |
+
let posX = scaleByPixelRatio(e.clientX - rect.left);
|
1655 |
+
let posY = scaleByPixelRatio(e.clientY - rect.top);
|
1656 |
+
|
1657 |
+
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1658 |
+
updatePointerMoveData(pointer, posX, posY);
|
1659 |
+
});
|
1660 |
+
|
1661 |
+
// window.addEventListener('mouseup', ...) // Keep this listener as is
|
1662 |
+
|
1663 |
+
window.addEventListener('touchstart', e => {
|
1664 |
+
// Note: We generally avoid preventDefault on window touchstart/move
|
1665 |
+
// as it can break scrolling. Let's see if it works without it.
|
1666 |
+
|
1667 |
+
const touches = e.targetTouches;
|
1668 |
+
const rect = canvas.getBoundingClientRect();
|
1669 |
+
let didProcessTouchOutside = false;
|
1670 |
+
|
1671 |
+
for (let i = 0; i < touches.length; i++) {
|
1672 |
+
// Check if the touch started inside the container/form
|
1673 |
+
if (containerElement && containerElement.contains(touches[i].target)) {
|
1674 |
+
continue; // Ignore this specific touch for fluid
|
1675 |
+
}
|
1676 |
+
|
1677 |
+
didProcessTouchOutside = true; // Mark that at least one touch outside occurred
|
1678 |
+
|
1679 |
+
// Ensure pointers array is large enough
|
1680 |
+
// Use pointers.length directly, as pointers[0] is mouse
|
1681 |
+
while (pointers.length <= touches[i].identifier + 1)
|
1682 |
+
pointers.push(new pointerPrototype());
|
1683 |
+
|
1684 |
+
// Calculate position relative to the canvas origin
|
1685 |
+
let relativeX = touches[i].clientX - rect.left;
|
1686 |
+
let relativeY = touches[i].clientY - rect.top;
|
1687 |
+
let posX = scaleByPixelRatio(relativeX);
|
1688 |
+
let posY = scaleByPixelRatio(relativeY);
|
1689 |
+
|
1690 |
+
// Find the correct pointer slot or reuse an inactive one if needed
|
1691 |
+
// For simplicity, let's just assign based on identifier + 1 for now
|
1692 |
+
// (assuming identifier 0 is first touch, 1 is second etc.)
|
1693 |
+
let pointerIndex = touches[i].identifier + 1;
|
1694 |
+
if(pointerIndex >= pointers.length) pointerIndex = pointers.length -1; // Safety check
|
1695 |
+
|
1696 |
+
|
1697 |
+
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1698 |
+
updatePointerDownData(pointers[pointerIndex], touches[i].identifier, posX, posY);
|
1699 |
+
}
|
1700 |
+
// if (didProcessTouchOutside) { e.preventDefault(); } // Avoid if possible
|
1701 |
+
});
|
1702 |
+
|
1703 |
+
window.addEventListener('touchmove', e => {
|
1704 |
+
const touches = e.targetTouches;
|
1705 |
+
const rect = canvas.getBoundingClientRect();
|
1706 |
+
|
1707 |
+
for (let i = 0; i < touches.length; i++) {
|
1708 |
+
// Find the pointer associated with this touch ID
|
1709 |
+
let pointer = pointers.find(p => p.id == touches[i].identifier);
|
1710 |
+
if (!pointer || !pointer.down) continue; // Ignore if not tracked or not down
|
1711 |
+
|
1712 |
+
// Calculate position relative to the canvas origin
|
1713 |
+
let relativeX = touches[i].clientX - rect.left;
|
1714 |
+
let relativeY = touches[i].clientY - rect.top;
|
1715 |
+
let posX = scaleByPixelRatio(relativeX);
|
1716 |
+
let posY = scaleByPixelRatio(relativeY);
|
1717 |
+
|
1718 |
+
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1719 |
+
updatePointerMoveData(pointer, posX, posY);
|
1720 |
+
}
|
1721 |
+
}, false); // UseCapture = false is default, but good to be explicit
|
1722 |
+
|
1723 |
+
window.addEventListener('touchend', e => {
|
1724 |
+
const touches = e.changedTouches;
|
1725 |
+
for (let i = 0; i < touches.length; i++)
|
1726 |
+
{
|
1727 |
+
let pointer = pointers.find(p => p.id == touches[i].identifier);
|
1728 |
+
if (pointer == null) continue;
|
1729 |
+
updatePointerUpData(pointer);
|
1730 |
+
}
|
1731 |
+
});
|
1732 |
+
|
1733 |
+
window.addEventListener('keydown', e => {
|
1734 |
+
if (e.code === 'KeyP')
|
1735 |
+
config.PAUSED = !config.PAUSED;
|
1736 |
+
if (e.key === ' ')
|
1737 |
+
splatStack.push(parseInt(Math.random() * 20) + 5);
|
1738 |
+
});
|
1739 |
+
|
1740 |
+
function updatePointerDownData (pointer, id, posX, posY) {
|
1741 |
+
pointer.id = id;
|
1742 |
+
pointer.down = true;
|
1743 |
+
pointer.moved = false;
|
1744 |
+
pointer.texcoordX = posX / canvas.width;
|
1745 |
+
pointer.texcoordY = 1.0 - posY / canvas.height;
|
1746 |
+
pointer.prevTexcoordX = pointer.texcoordX;
|
1747 |
+
pointer.prevTexcoordY = pointer.texcoordY;
|
1748 |
+
pointer.deltaX = 0;
|
1749 |
+
pointer.deltaY = 0;
|
1750 |
+
pointer.color = generateColor();
|
1751 |
+
}
|
1752 |
+
|
1753 |
+
function updatePointerMoveData (pointer, posX, posY) {
|
1754 |
+
pointer.prevTexcoordX = pointer.texcoordX;
|
1755 |
+
pointer.prevTexcoordY = pointer.texcoordY;
|
1756 |
+
pointer.texcoordX = posX / canvas.width;
|
1757 |
+
pointer.texcoordY = 1.0 - posY / canvas.height;
|
1758 |
+
pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX);
|
1759 |
+
pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY);
|
1760 |
+
pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0;
|
1761 |
+
}
|
1762 |
+
|
1763 |
+
function updatePointerUpData (pointer) {
|
1764 |
+
pointer.down = false;
|
1765 |
+
}
|
1766 |
+
|
1767 |
+
function correctDeltaX (delta) {
|
1768 |
+
let aspectRatio = canvas.width / canvas.height;
|
1769 |
+
if (aspectRatio < 1) delta *= aspectRatio;
|
1770 |
+
return delta;
|
1771 |
+
}
|
1772 |
+
|
1773 |
+
function correctDeltaY (delta) {
|
1774 |
+
let aspectRatio = canvas.width / canvas.height;
|
1775 |
+
if (aspectRatio > 1) delta /= aspectRatio;
|
1776 |
+
return delta;
|
1777 |
+
}
|
1778 |
+
|
1779 |
+
function generateColor () {
|
1780 |
+
let c = HSVtoRGB(Math.random(), 1.0, 1.0);
|
1781 |
+
c.r *= 0.15;
|
1782 |
+
c.g *= 0.15;
|
1783 |
+
c.b *= 0.15;
|
1784 |
+
return c;
|
1785 |
+
}
|
1786 |
+
|
1787 |
+
function HSVtoRGB (h, s, v) {
|
1788 |
+
let r, g, b, i, f, p, q, t;
|
1789 |
+
i = Math.floor(h * 6);
|
1790 |
+
f = h * 6 - i;
|
1791 |
+
p = v * (1 - s);
|
1792 |
+
q = v * (1 - f * s);
|
1793 |
+
t = v * (1 - (1 - f) * s);
|
1794 |
+
|
1795 |
+
switch (i % 6) {
|
1796 |
+
case 0: r = v, g = t, b = p; break;
|
1797 |
+
case 1: r = q, g = v, b = p; break;
|
1798 |
+
case 2: r = p, g = v, b = t; break;
|
1799 |
+
case 3: r = p, g = q, b = v; break;
|
1800 |
+
case 4: r = t, g = p, b = v; break;
|
1801 |
+
case 5: r = v, g = p, b = q; break;
|
1802 |
+
}
|
1803 |
+
|
1804 |
+
return {
|
1805 |
+
r,
|
1806 |
+
g,
|
1807 |
+
b
|
1808 |
+
};
|
1809 |
+
}
|
1810 |
+
|
1811 |
+
function normalizeColor (input) {
|
1812 |
+
let output = {
|
1813 |
+
r: input.r / 255,
|
1814 |
+
g: input.g / 255,
|
1815 |
+
b: input.b / 255
|
1816 |
+
};
|
1817 |
+
return output;
|
1818 |
+
}
|
1819 |
+
|
1820 |
+
function wrap (value, min, max) {
|
1821 |
+
let range = max - min;
|
1822 |
+
if (range == 0) return min;
|
1823 |
+
return (value - min) % range + min;
|
1824 |
+
}
|
1825 |
+
|
1826 |
+
function getResolution (resolution) {
|
1827 |
+
let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
1828 |
+
if (aspectRatio < 1)
|
1829 |
+
aspectRatio = 1.0 / aspectRatio;
|
1830 |
+
|
1831 |
+
let min = Math.round(resolution);
|
1832 |
+
let max = Math.round(resolution * aspectRatio);
|
1833 |
+
|
1834 |
+
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
|
1835 |
+
return { width: max, height: min };
|
1836 |
+
else
|
1837 |
+
return { width: min, height: max };
|
1838 |
+
}
|
1839 |
+
|
1840 |
+
function getTextureScale (texture, width, height) {
|
1841 |
+
return {
|
1842 |
+
x: width / texture.width,
|
1843 |
+
y: height / texture.height
|
1844 |
+
};
|
1845 |
+
}
|
1846 |
+
|
1847 |
+
function scaleByPixelRatio (input) {
|
1848 |
+
let pixelRatio = window.devicePixelRatio || 1;
|
1849 |
+
return Math.floor(input * pixelRatio);
|
1850 |
+
}
|
1851 |
+
|
1852 |
+
function hashCode (s) {
|
1853 |
+
if (s.length == 0) return 0;
|
1854 |
+
let hash = 0;
|
1855 |
+
for (let i = 0; i < s.length; i++) {
|
1856 |
+
hash = (hash << 5) - hash + s.charCodeAt(i);
|
1857 |
+
hash |= 0; // Convert to 32bit integer
|
1858 |
+
}
|
1859 |
+
return hash;
|
1860 |
+
};</script>
|
1861 |
|
1862 |
<script>
|
1863 |
const form = document.getElementById('video-form');
|
templates/script.js
DELETED
@@ -1,1618 +0,0 @@
|
|
1 |
-
/*
|
2 |
-
MIT License
|
3 |
-
|
4 |
-
Copyright (c) 2017 Pavel Dobryakov
|
5 |
-
|
6 |
-
Permission is hereby granted, free of charge, to any person obtaining a copy
|
7 |
-
of this software and associated documentation files (the "Software"), to deal
|
8 |
-
in the Software without restriction, including without limitation the rights
|
9 |
-
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
10 |
-
copies of the Software, and to permit persons to whom the Software is
|
11 |
-
furnished to do so, subject to the following conditions:
|
12 |
-
|
13 |
-
The above copyright notice and this permission notice shall be included in all
|
14 |
-
copies or substantial portions of the Software.
|
15 |
-
|
16 |
-
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
17 |
-
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
18 |
-
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
19 |
-
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
20 |
-
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
21 |
-
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
22 |
-
SOFTWARE.
|
23 |
-
*/
|
24 |
-
|
25 |
-
'use strict';
|
26 |
-
|
27 |
-
// Simulation section
|
28 |
-
|
29 |
-
const canvas = document.getElementsByTagName('canvas')[0];
|
30 |
-
resizeCanvas();
|
31 |
-
|
32 |
-
let config = {
|
33 |
-
SIM_RESOLUTION: 128,
|
34 |
-
DYE_RESOLUTION: 1024,
|
35 |
-
CAPTURE_RESOLUTION: 512,
|
36 |
-
DENSITY_DISSIPATION: 1,
|
37 |
-
VELOCITY_DISSIPATION: 0.2,
|
38 |
-
PRESSURE: 0.8,
|
39 |
-
PRESSURE_ITERATIONS: 20,
|
40 |
-
CURL: 30,
|
41 |
-
SPLAT_RADIUS: 0.25,
|
42 |
-
SPLAT_FORCE: 6000,
|
43 |
-
SHADING: true,
|
44 |
-
COLORFUL: true,
|
45 |
-
COLOR_UPDATE_SPEED: 10,
|
46 |
-
PAUSED: false,
|
47 |
-
BACK_COLOR: { r: 0, g: 0, b: 0 },
|
48 |
-
TRANSPARENT: false,
|
49 |
-
BLOOM: true,
|
50 |
-
BLOOM_ITERATIONS: 8,
|
51 |
-
BLOOM_RESOLUTION: 256,
|
52 |
-
BLOOM_INTENSITY: 0.8,
|
53 |
-
BLOOM_THRESHOLD: 0.6,
|
54 |
-
BLOOM_SOFT_KNEE: 0.7,
|
55 |
-
SUNRAYS: true,
|
56 |
-
SUNRAYS_RESOLUTION: 196,
|
57 |
-
SUNRAYS_WEIGHT: 1.0,
|
58 |
-
}
|
59 |
-
|
60 |
-
function pointerPrototype () {
|
61 |
-
this.id = -1;
|
62 |
-
this.texcoordX = 0;
|
63 |
-
this.texcoordY = 0;
|
64 |
-
this.prevTexcoordX = 0;
|
65 |
-
this.prevTexcoordY = 0;
|
66 |
-
this.deltaX = 0;
|
67 |
-
this.deltaY = 0;
|
68 |
-
this.down = false;
|
69 |
-
this.moved = false;
|
70 |
-
this.color = [30, 0, 300];
|
71 |
-
}
|
72 |
-
|
73 |
-
let pointers = [];
|
74 |
-
let splatStack = [];
|
75 |
-
pointers.push(new pointerPrototype());
|
76 |
-
|
77 |
-
const { gl, ext } = getWebGLContext(canvas);
|
78 |
-
|
79 |
-
if (isMobile()) {
|
80 |
-
config.DYE_RESOLUTION = 512;
|
81 |
-
}
|
82 |
-
if (!ext.supportLinearFiltering) {
|
83 |
-
config.DYE_RESOLUTION = 512;
|
84 |
-
config.SHADING = false;
|
85 |
-
config.BLOOM = false;
|
86 |
-
config.SUNRAYS = false;
|
87 |
-
}
|
88 |
-
|
89 |
-
startGUI();
|
90 |
-
|
91 |
-
function getWebGLContext (canvas) {
|
92 |
-
const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false };
|
93 |
-
|
94 |
-
let gl = canvas.getContext('webgl2', params);
|
95 |
-
const isWebGL2 = !!gl;
|
96 |
-
if (!isWebGL2)
|
97 |
-
gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
|
98 |
-
|
99 |
-
let halfFloat;
|
100 |
-
let supportLinearFiltering;
|
101 |
-
if (isWebGL2) {
|
102 |
-
gl.getExtension('EXT_color_buffer_float');
|
103 |
-
supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
|
104 |
-
} else {
|
105 |
-
halfFloat = gl.getExtension('OES_texture_half_float');
|
106 |
-
supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
|
107 |
-
}
|
108 |
-
|
109 |
-
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
110 |
-
|
111 |
-
const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
|
112 |
-
let formatRGBA;
|
113 |
-
let formatRG;
|
114 |
-
let formatR;
|
115 |
-
|
116 |
-
if (isWebGL2)
|
117 |
-
{
|
118 |
-
formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
|
119 |
-
formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
|
120 |
-
formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
|
121 |
-
}
|
122 |
-
else
|
123 |
-
{
|
124 |
-
formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
125 |
-
formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
126 |
-
formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
|
127 |
-
}
|
128 |
-
|
129 |
-
return {
|
130 |
-
gl,
|
131 |
-
ext: {
|
132 |
-
formatRGBA,
|
133 |
-
formatRG,
|
134 |
-
formatR,
|
135 |
-
halfFloatTexType,
|
136 |
-
supportLinearFiltering
|
137 |
-
}
|
138 |
-
};
|
139 |
-
}
|
140 |
-
|
141 |
-
function getSupportedFormat (gl, internalFormat, format, type)
|
142 |
-
{
|
143 |
-
if (!supportRenderTextureFormat(gl, internalFormat, format, type))
|
144 |
-
{
|
145 |
-
switch (internalFormat)
|
146 |
-
{
|
147 |
-
case gl.R16F:
|
148 |
-
return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
|
149 |
-
case gl.RG16F:
|
150 |
-
return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
|
151 |
-
default:
|
152 |
-
return null;
|
153 |
-
}
|
154 |
-
}
|
155 |
-
|
156 |
-
return {
|
157 |
-
internalFormat,
|
158 |
-
format
|
159 |
-
}
|
160 |
-
}
|
161 |
-
|
162 |
-
function supportRenderTextureFormat (gl, internalFormat, format, type) {
|
163 |
-
let texture = gl.createTexture();
|
164 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
165 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
166 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
167 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
168 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
169 |
-
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
|
170 |
-
|
171 |
-
let fbo = gl.createFramebuffer();
|
172 |
-
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
173 |
-
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
174 |
-
|
175 |
-
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
176 |
-
return status == gl.FRAMEBUFFER_COMPLETE;
|
177 |
-
}
|
178 |
-
|
179 |
-
function startGUI () {
|
180 |
-
}
|
181 |
-
|
182 |
-
function isMobile () {
|
183 |
-
return /Mobi|Android/i.test(navigator.userAgent);
|
184 |
-
}
|
185 |
-
|
186 |
-
function captureScreenshot () {
|
187 |
-
let res = getResolution(config.CAPTURE_RESOLUTION);
|
188 |
-
let target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST);
|
189 |
-
render(target);
|
190 |
-
|
191 |
-
let texture = framebufferToTexture(target);
|
192 |
-
texture = normalizeTexture(texture, target.width, target.height);
|
193 |
-
|
194 |
-
let captureCanvas = textureToCanvas(texture, target.width, target.height);
|
195 |
-
let datauri = captureCanvas.toDataURL();
|
196 |
-
downloadURI('fluid.png', datauri);
|
197 |
-
URL.revokeObjectURL(datauri);
|
198 |
-
}
|
199 |
-
|
200 |
-
function framebufferToTexture (target) {
|
201 |
-
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
202 |
-
let length = target.width * target.height * 4;
|
203 |
-
let texture = new Float32Array(length);
|
204 |
-
gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture);
|
205 |
-
return texture;
|
206 |
-
}
|
207 |
-
|
208 |
-
function normalizeTexture (texture, width, height) {
|
209 |
-
let result = new Uint8Array(texture.length);
|
210 |
-
let id = 0;
|
211 |
-
for (let i = height - 1; i >= 0; i--) {
|
212 |
-
for (let j = 0; j < width; j++) {
|
213 |
-
let nid = i * width * 4 + j * 4;
|
214 |
-
result[nid + 0] = clamp01(texture[id + 0]) * 255;
|
215 |
-
result[nid + 1] = clamp01(texture[id + 1]) * 255;
|
216 |
-
result[nid + 2] = clamp01(texture[id + 2]) * 255;
|
217 |
-
result[nid + 3] = clamp01(texture[id + 3]) * 255;
|
218 |
-
id += 4;
|
219 |
-
}
|
220 |
-
}
|
221 |
-
return result;
|
222 |
-
}
|
223 |
-
|
224 |
-
function clamp01 (input) {
|
225 |
-
return Math.min(Math.max(input, 0), 1);
|
226 |
-
}
|
227 |
-
|
228 |
-
function textureToCanvas (texture, width, height) {
|
229 |
-
let captureCanvas = document.createElement('canvas');
|
230 |
-
let ctx = captureCanvas.getContext('2d');
|
231 |
-
captureCanvas.width = width;
|
232 |
-
captureCanvas.height = height;
|
233 |
-
|
234 |
-
let imageData = ctx.createImageData(width, height);
|
235 |
-
imageData.data.set(texture);
|
236 |
-
ctx.putImageData(imageData, 0, 0);
|
237 |
-
|
238 |
-
return captureCanvas;
|
239 |
-
}
|
240 |
-
|
241 |
-
function downloadURI (filename, uri) {
|
242 |
-
let link = document.createElement('a');
|
243 |
-
link.download = filename;
|
244 |
-
link.href = uri;
|
245 |
-
document.body.appendChild(link);
|
246 |
-
link.click();
|
247 |
-
document.body.removeChild(link);
|
248 |
-
}
|
249 |
-
|
250 |
-
class Material {
|
251 |
-
constructor (vertexShader, fragmentShaderSource) {
|
252 |
-
this.vertexShader = vertexShader;
|
253 |
-
this.fragmentShaderSource = fragmentShaderSource;
|
254 |
-
this.programs = [];
|
255 |
-
this.activeProgram = null;
|
256 |
-
this.uniforms = [];
|
257 |
-
}
|
258 |
-
|
259 |
-
setKeywords (keywords) {
|
260 |
-
let hash = 0;
|
261 |
-
for (let i = 0; i < keywords.length; i++)
|
262 |
-
hash += hashCode(keywords[i]);
|
263 |
-
|
264 |
-
let program = this.programs[hash];
|
265 |
-
if (program == null)
|
266 |
-
{
|
267 |
-
let fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);
|
268 |
-
program = createProgram(this.vertexShader, fragmentShader);
|
269 |
-
this.programs[hash] = program;
|
270 |
-
}
|
271 |
-
|
272 |
-
if (program == this.activeProgram) return;
|
273 |
-
|
274 |
-
this.uniforms = getUniforms(program);
|
275 |
-
this.activeProgram = program;
|
276 |
-
}
|
277 |
-
|
278 |
-
bind () {
|
279 |
-
gl.useProgram(this.activeProgram);
|
280 |
-
}
|
281 |
-
}
|
282 |
-
|
283 |
-
class Program {
|
284 |
-
constructor (vertexShader, fragmentShader) {
|
285 |
-
this.uniforms = {};
|
286 |
-
this.program = createProgram(vertexShader, fragmentShader);
|
287 |
-
this.uniforms = getUniforms(this.program);
|
288 |
-
}
|
289 |
-
|
290 |
-
bind () {
|
291 |
-
gl.useProgram(this.program);
|
292 |
-
}
|
293 |
-
}
|
294 |
-
|
295 |
-
function createProgram (vertexShader, fragmentShader) {
|
296 |
-
let program = gl.createProgram();
|
297 |
-
gl.attachShader(program, vertexShader);
|
298 |
-
gl.attachShader(program, fragmentShader);
|
299 |
-
gl.linkProgram(program);
|
300 |
-
|
301 |
-
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
302 |
-
console.trace(gl.getProgramInfoLog(program));
|
303 |
-
|
304 |
-
return program;
|
305 |
-
}
|
306 |
-
|
307 |
-
function getUniforms (program) {
|
308 |
-
let uniforms = [];
|
309 |
-
let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
310 |
-
for (let i = 0; i < uniformCount; i++) {
|
311 |
-
let uniformName = gl.getActiveUniform(program, i).name;
|
312 |
-
uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
|
313 |
-
}
|
314 |
-
return uniforms;
|
315 |
-
}
|
316 |
-
|
317 |
-
function compileShader (type, source, keywords) {
|
318 |
-
source = addKeywords(source, keywords);
|
319 |
-
|
320 |
-
const shader = gl.createShader(type);
|
321 |
-
gl.shaderSource(shader, source);
|
322 |
-
gl.compileShader(shader);
|
323 |
-
|
324 |
-
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
325 |
-
console.trace(gl.getShaderInfoLog(shader));
|
326 |
-
|
327 |
-
return shader;
|
328 |
-
};
|
329 |
-
|
330 |
-
function addKeywords (source, keywords) {
|
331 |
-
if (keywords == null) return source;
|
332 |
-
let keywordsString = '';
|
333 |
-
keywords.forEach(keyword => {
|
334 |
-
keywordsString += '#define ' + keyword + '\n';
|
335 |
-
});
|
336 |
-
return keywordsString + source;
|
337 |
-
}
|
338 |
-
|
339 |
-
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
|
340 |
-
precision highp float;
|
341 |
-
|
342 |
-
attribute vec2 aPosition;
|
343 |
-
varying vec2 vUv;
|
344 |
-
varying vec2 vL;
|
345 |
-
varying vec2 vR;
|
346 |
-
varying vec2 vT;
|
347 |
-
varying vec2 vB;
|
348 |
-
uniform vec2 texelSize;
|
349 |
-
|
350 |
-
void main () {
|
351 |
-
vUv = aPosition * 0.5 + 0.5;
|
352 |
-
vL = vUv - vec2(texelSize.x, 0.0);
|
353 |
-
vR = vUv + vec2(texelSize.x, 0.0);
|
354 |
-
vT = vUv + vec2(0.0, texelSize.y);
|
355 |
-
vB = vUv - vec2(0.0, texelSize.y);
|
356 |
-
gl_Position = vec4(aPosition, 0.0, 1.0);
|
357 |
-
}
|
358 |
-
`);
|
359 |
-
|
360 |
-
const blurVertexShader = compileShader(gl.VERTEX_SHADER, `
|
361 |
-
precision highp float;
|
362 |
-
|
363 |
-
attribute vec2 aPosition;
|
364 |
-
varying vec2 vUv;
|
365 |
-
varying vec2 vL;
|
366 |
-
varying vec2 vR;
|
367 |
-
uniform vec2 texelSize;
|
368 |
-
|
369 |
-
void main () {
|
370 |
-
vUv = aPosition * 0.5 + 0.5;
|
371 |
-
float offset = 1.33333333;
|
372 |
-
vL = vUv - texelSize * offset;
|
373 |
-
vR = vUv + texelSize * offset;
|
374 |
-
gl_Position = vec4(aPosition, 0.0, 1.0);
|
375 |
-
}
|
376 |
-
`);
|
377 |
-
|
378 |
-
const blurShader = compileShader(gl.FRAGMENT_SHADER, `
|
379 |
-
precision mediump float;
|
380 |
-
precision mediump sampler2D;
|
381 |
-
|
382 |
-
varying vec2 vUv;
|
383 |
-
varying vec2 vL;
|
384 |
-
varying vec2 vR;
|
385 |
-
uniform sampler2D uTexture;
|
386 |
-
|
387 |
-
void main () {
|
388 |
-
vec4 sum = texture2D(uTexture, vUv) * 0.29411764;
|
389 |
-
sum += texture2D(uTexture, vL) * 0.35294117;
|
390 |
-
sum += texture2D(uTexture, vR) * 0.35294117;
|
391 |
-
gl_FragColor = sum;
|
392 |
-
}
|
393 |
-
`);
|
394 |
-
|
395 |
-
const copyShader = compileShader(gl.FRAGMENT_SHADER, `
|
396 |
-
precision mediump float;
|
397 |
-
precision mediump sampler2D;
|
398 |
-
|
399 |
-
varying highp vec2 vUv;
|
400 |
-
uniform sampler2D uTexture;
|
401 |
-
|
402 |
-
void main () {
|
403 |
-
gl_FragColor = texture2D(uTexture, vUv);
|
404 |
-
}
|
405 |
-
`);
|
406 |
-
|
407 |
-
const clearShader = compileShader(gl.FRAGMENT_SHADER, `
|
408 |
-
precision mediump float;
|
409 |
-
precision mediump sampler2D;
|
410 |
-
|
411 |
-
varying highp vec2 vUv;
|
412 |
-
uniform sampler2D uTexture;
|
413 |
-
uniform float value;
|
414 |
-
|
415 |
-
void main () {
|
416 |
-
gl_FragColor = value * texture2D(uTexture, vUv);
|
417 |
-
}
|
418 |
-
`);
|
419 |
-
|
420 |
-
const colorShader = compileShader(gl.FRAGMENT_SHADER, `
|
421 |
-
precision mediump float;
|
422 |
-
|
423 |
-
uniform vec4 color;
|
424 |
-
|
425 |
-
void main () {
|
426 |
-
gl_FragColor = color;
|
427 |
-
}
|
428 |
-
`);
|
429 |
-
|
430 |
-
const checkerboardShader = compileShader(gl.FRAGMENT_SHADER, `
|
431 |
-
precision highp float;
|
432 |
-
precision highp sampler2D;
|
433 |
-
|
434 |
-
varying vec2 vUv;
|
435 |
-
uniform sampler2D uTexture;
|
436 |
-
uniform float aspectRatio;
|
437 |
-
|
438 |
-
#define SCALE 25.0
|
439 |
-
|
440 |
-
void main () {
|
441 |
-
vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));
|
442 |
-
float v = mod(uv.x + uv.y, 2.0);
|
443 |
-
v = v * 0.1 + 0.8;
|
444 |
-
gl_FragColor = vec4(vec3(v), 1.0);
|
445 |
-
}
|
446 |
-
`);
|
447 |
-
|
448 |
-
const displayShaderSource = `
|
449 |
-
precision highp float;
|
450 |
-
precision highp sampler2D;
|
451 |
-
|
452 |
-
varying vec2 vUv;
|
453 |
-
varying vec2 vL;
|
454 |
-
varying vec2 vR;
|
455 |
-
varying vec2 vT;
|
456 |
-
varying vec2 vB;
|
457 |
-
uniform sampler2D uTexture;
|
458 |
-
uniform sampler2D uBloom;
|
459 |
-
uniform sampler2D uSunrays;
|
460 |
-
uniform sampler2D uDithering;
|
461 |
-
uniform vec2 ditherScale;
|
462 |
-
uniform vec2 texelSize;
|
463 |
-
|
464 |
-
vec3 linearToGamma (vec3 color) {
|
465 |
-
color = max(color, vec3(0));
|
466 |
-
return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));
|
467 |
-
}
|
468 |
-
|
469 |
-
void main () {
|
470 |
-
vec3 c = texture2D(uTexture, vUv).rgb;
|
471 |
-
|
472 |
-
#ifdef SHADING
|
473 |
-
vec3 lc = texture2D(uTexture, vL).rgb;
|
474 |
-
vec3 rc = texture2D(uTexture, vR).rgb;
|
475 |
-
vec3 tc = texture2D(uTexture, vT).rgb;
|
476 |
-
vec3 bc = texture2D(uTexture, vB).rgb;
|
477 |
-
|
478 |
-
float dx = length(rc) - length(lc);
|
479 |
-
float dy = length(tc) - length(bc);
|
480 |
-
|
481 |
-
vec3 n = normalize(vec3(dx, dy, length(texelSize)));
|
482 |
-
vec3 l = vec3(0.0, 0.0, 1.0);
|
483 |
-
|
484 |
-
float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
|
485 |
-
c *= diffuse;
|
486 |
-
#endif
|
487 |
-
|
488 |
-
#ifdef BLOOM
|
489 |
-
vec3 bloom = texture2D(uBloom, vUv).rgb;
|
490 |
-
#endif
|
491 |
-
|
492 |
-
#ifdef SUNRAYS
|
493 |
-
float sunrays = texture2D(uSunrays, vUv).r;
|
494 |
-
c *= sunrays;
|
495 |
-
#ifdef BLOOM
|
496 |
-
bloom *= sunrays;
|
497 |
-
#endif
|
498 |
-
#endif
|
499 |
-
|
500 |
-
#ifdef BLOOM
|
501 |
-
float noise = texture2D(uDithering, vUv * ditherScale).r;
|
502 |
-
noise = noise * 2.0 - 1.0;
|
503 |
-
bloom += noise / 255.0;
|
504 |
-
bloom = linearToGamma(bloom);
|
505 |
-
c += bloom;
|
506 |
-
#endif
|
507 |
-
|
508 |
-
float a = max(c.r, max(c.g, c.b));
|
509 |
-
gl_FragColor = vec4(c, a);
|
510 |
-
}
|
511 |
-
`;
|
512 |
-
|
513 |
-
const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, `
|
514 |
-
precision mediump float;
|
515 |
-
precision mediump sampler2D;
|
516 |
-
|
517 |
-
varying vec2 vUv;
|
518 |
-
uniform sampler2D uTexture;
|
519 |
-
uniform vec3 curve;
|
520 |
-
uniform float threshold;
|
521 |
-
|
522 |
-
void main () {
|
523 |
-
vec3 c = texture2D(uTexture, vUv).rgb;
|
524 |
-
float br = max(c.r, max(c.g, c.b));
|
525 |
-
float rq = clamp(br - curve.x, 0.0, curve.y);
|
526 |
-
rq = curve.z * rq * rq;
|
527 |
-
c *= max(rq, br - threshold) / max(br, 0.0001);
|
528 |
-
gl_FragColor = vec4(c, 0.0);
|
529 |
-
}
|
530 |
-
`);
|
531 |
-
|
532 |
-
const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, `
|
533 |
-
precision mediump float;
|
534 |
-
precision mediump sampler2D;
|
535 |
-
|
536 |
-
varying vec2 vL;
|
537 |
-
varying vec2 vR;
|
538 |
-
varying vec2 vT;
|
539 |
-
varying vec2 vB;
|
540 |
-
uniform sampler2D uTexture;
|
541 |
-
|
542 |
-
void main () {
|
543 |
-
vec4 sum = vec4(0.0);
|
544 |
-
sum += texture2D(uTexture, vL);
|
545 |
-
sum += texture2D(uTexture, vR);
|
546 |
-
sum += texture2D(uTexture, vT);
|
547 |
-
sum += texture2D(uTexture, vB);
|
548 |
-
sum *= 0.25;
|
549 |
-
gl_FragColor = sum;
|
550 |
-
}
|
551 |
-
`);
|
552 |
-
|
553 |
-
const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, `
|
554 |
-
precision mediump float;
|
555 |
-
precision mediump sampler2D;
|
556 |
-
|
557 |
-
varying vec2 vL;
|
558 |
-
varying vec2 vR;
|
559 |
-
varying vec2 vT;
|
560 |
-
varying vec2 vB;
|
561 |
-
uniform sampler2D uTexture;
|
562 |
-
uniform float intensity;
|
563 |
-
|
564 |
-
void main () {
|
565 |
-
vec4 sum = vec4(0.0);
|
566 |
-
sum += texture2D(uTexture, vL);
|
567 |
-
sum += texture2D(uTexture, vR);
|
568 |
-
sum += texture2D(uTexture, vT);
|
569 |
-
sum += texture2D(uTexture, vB);
|
570 |
-
sum *= 0.25;
|
571 |
-
gl_FragColor = sum * intensity;
|
572 |
-
}
|
573 |
-
`);
|
574 |
-
|
575 |
-
const sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, `
|
576 |
-
precision highp float;
|
577 |
-
precision highp sampler2D;
|
578 |
-
|
579 |
-
varying vec2 vUv;
|
580 |
-
uniform sampler2D uTexture;
|
581 |
-
|
582 |
-
void main () {
|
583 |
-
vec4 c = texture2D(uTexture, vUv);
|
584 |
-
float br = max(c.r, max(c.g, c.b));
|
585 |
-
c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8);
|
586 |
-
gl_FragColor = c;
|
587 |
-
}
|
588 |
-
`);
|
589 |
-
|
590 |
-
const sunraysShader = compileShader(gl.FRAGMENT_SHADER, `
|
591 |
-
precision highp float;
|
592 |
-
precision highp sampler2D;
|
593 |
-
|
594 |
-
varying vec2 vUv;
|
595 |
-
uniform sampler2D uTexture;
|
596 |
-
uniform float weight;
|
597 |
-
|
598 |
-
#define ITERATIONS 16
|
599 |
-
|
600 |
-
void main () {
|
601 |
-
float Density = 0.3;
|
602 |
-
float Decay = 0.95;
|
603 |
-
float Exposure = 0.7;
|
604 |
-
|
605 |
-
vec2 coord = vUv;
|
606 |
-
vec2 dir = vUv - 0.5;
|
607 |
-
|
608 |
-
dir *= 1.0 / float(ITERATIONS) * Density;
|
609 |
-
float illuminationDecay = 1.0;
|
610 |
-
|
611 |
-
float color = texture2D(uTexture, vUv).a;
|
612 |
-
|
613 |
-
for (int i = 0; i < ITERATIONS; i++)
|
614 |
-
{
|
615 |
-
coord -= dir;
|
616 |
-
float col = texture2D(uTexture, coord).a;
|
617 |
-
color += col * illuminationDecay * weight;
|
618 |
-
illuminationDecay *= Decay;
|
619 |
-
}
|
620 |
-
|
621 |
-
gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0);
|
622 |
-
}
|
623 |
-
`);
|
624 |
-
|
625 |
-
const splatShader = compileShader(gl.FRAGMENT_SHADER, `
|
626 |
-
precision highp float;
|
627 |
-
precision highp sampler2D;
|
628 |
-
|
629 |
-
varying vec2 vUv;
|
630 |
-
uniform sampler2D uTarget;
|
631 |
-
uniform float aspectRatio;
|
632 |
-
uniform vec3 color;
|
633 |
-
uniform vec2 point;
|
634 |
-
uniform float radius;
|
635 |
-
|
636 |
-
void main () {
|
637 |
-
vec2 p = vUv - point.xy;
|
638 |
-
p.x *= aspectRatio;
|
639 |
-
vec3 splat = exp(-dot(p, p) / radius) * color;
|
640 |
-
vec3 base = texture2D(uTarget, vUv).xyz;
|
641 |
-
gl_FragColor = vec4(base + splat, 1.0);
|
642 |
-
}
|
643 |
-
`);
|
644 |
-
|
645 |
-
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
646 |
-
precision highp float;
|
647 |
-
precision highp sampler2D;
|
648 |
-
|
649 |
-
varying vec2 vUv;
|
650 |
-
uniform sampler2D uVelocity;
|
651 |
-
uniform sampler2D uSource;
|
652 |
-
uniform vec2 texelSize;
|
653 |
-
uniform vec2 dyeTexelSize;
|
654 |
-
uniform float dt;
|
655 |
-
uniform float dissipation;
|
656 |
-
|
657 |
-
vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
|
658 |
-
vec2 st = uv / tsize - 0.5;
|
659 |
-
|
660 |
-
vec2 iuv = floor(st);
|
661 |
-
vec2 fuv = fract(st);
|
662 |
-
|
663 |
-
vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
|
664 |
-
vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
|
665 |
-
vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
|
666 |
-
vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
|
667 |
-
|
668 |
-
return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
|
669 |
-
}
|
670 |
-
|
671 |
-
void main () {
|
672 |
-
#ifdef MANUAL_FILTERING
|
673 |
-
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
|
674 |
-
vec4 result = bilerp(uSource, coord, dyeTexelSize);
|
675 |
-
#else
|
676 |
-
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
|
677 |
-
vec4 result = texture2D(uSource, coord);
|
678 |
-
#endif
|
679 |
-
float decay = 1.0 + dissipation * dt;
|
680 |
-
gl_FragColor = result / decay;
|
681 |
-
}`,
|
682 |
-
ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']
|
683 |
-
);
|
684 |
-
|
685 |
-
const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
|
686 |
-
precision mediump float;
|
687 |
-
precision mediump sampler2D;
|
688 |
-
|
689 |
-
varying highp vec2 vUv;
|
690 |
-
varying highp vec2 vL;
|
691 |
-
varying highp vec2 vR;
|
692 |
-
varying highp vec2 vT;
|
693 |
-
varying highp vec2 vB;
|
694 |
-
uniform sampler2D uVelocity;
|
695 |
-
|
696 |
-
void main () {
|
697 |
-
float L = texture2D(uVelocity, vL).x;
|
698 |
-
float R = texture2D(uVelocity, vR).x;
|
699 |
-
float T = texture2D(uVelocity, vT).y;
|
700 |
-
float B = texture2D(uVelocity, vB).y;
|
701 |
-
|
702 |
-
vec2 C = texture2D(uVelocity, vUv).xy;
|
703 |
-
if (vL.x < 0.0) { L = -C.x; }
|
704 |
-
if (vR.x > 1.0) { R = -C.x; }
|
705 |
-
if (vT.y > 1.0) { T = -C.y; }
|
706 |
-
if (vB.y < 0.0) { B = -C.y; }
|
707 |
-
|
708 |
-
float div = 0.5 * (R - L + T - B);
|
709 |
-
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
|
710 |
-
}
|
711 |
-
`);
|
712 |
-
|
713 |
-
const curlShader = compileShader(gl.FRAGMENT_SHADER, `
|
714 |
-
precision mediump float;
|
715 |
-
precision mediump sampler2D;
|
716 |
-
|
717 |
-
varying highp vec2 vUv;
|
718 |
-
varying highp vec2 vL;
|
719 |
-
varying highp vec2 vR;
|
720 |
-
varying highp vec2 vT;
|
721 |
-
varying highp vec2 vB;
|
722 |
-
uniform sampler2D uVelocity;
|
723 |
-
|
724 |
-
void main () {
|
725 |
-
float L = texture2D(uVelocity, vL).y;
|
726 |
-
float R = texture2D(uVelocity, vR).y;
|
727 |
-
float T = texture2D(uVelocity, vT).x;
|
728 |
-
float B = texture2D(uVelocity, vB).x;
|
729 |
-
float vorticity = R - L - T + B;
|
730 |
-
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
|
731 |
-
}
|
732 |
-
`);
|
733 |
-
|
734 |
-
const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
|
735 |
-
precision highp float;
|
736 |
-
precision highp sampler2D;
|
737 |
-
|
738 |
-
varying vec2 vUv;
|
739 |
-
varying vec2 vL;
|
740 |
-
varying vec2 vR;
|
741 |
-
varying vec2 vT;
|
742 |
-
varying vec2 vB;
|
743 |
-
uniform sampler2D uVelocity;
|
744 |
-
uniform sampler2D uCurl;
|
745 |
-
uniform float curl;
|
746 |
-
uniform float dt;
|
747 |
-
|
748 |
-
void main () {
|
749 |
-
float L = texture2D(uCurl, vL).x;
|
750 |
-
float R = texture2D(uCurl, vR).x;
|
751 |
-
float T = texture2D(uCurl, vT).x;
|
752 |
-
float B = texture2D(uCurl, vB).x;
|
753 |
-
float C = texture2D(uCurl, vUv).x;
|
754 |
-
|
755 |
-
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
|
756 |
-
force /= length(force) + 0.0001;
|
757 |
-
force *= curl * C;
|
758 |
-
force.y *= -1.0;
|
759 |
-
|
760 |
-
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
761 |
-
velocity += force * dt;
|
762 |
-
velocity = min(max(velocity, -1000.0), 1000.0);
|
763 |
-
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
764 |
-
}
|
765 |
-
`);
|
766 |
-
|
767 |
-
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
|
768 |
-
precision mediump float;
|
769 |
-
precision mediump sampler2D;
|
770 |
-
|
771 |
-
varying highp vec2 vUv;
|
772 |
-
varying highp vec2 vL;
|
773 |
-
varying highp vec2 vR;
|
774 |
-
varying highp vec2 vT;
|
775 |
-
varying highp vec2 vB;
|
776 |
-
uniform sampler2D uPressure;
|
777 |
-
uniform sampler2D uDivergence;
|
778 |
-
|
779 |
-
void main () {
|
780 |
-
float L = texture2D(uPressure, vL).x;
|
781 |
-
float R = texture2D(uPressure, vR).x;
|
782 |
-
float T = texture2D(uPressure, vT).x;
|
783 |
-
float B = texture2D(uPressure, vB).x;
|
784 |
-
float C = texture2D(uPressure, vUv).x;
|
785 |
-
float divergence = texture2D(uDivergence, vUv).x;
|
786 |
-
float pressure = (L + R + B + T - divergence) * 0.25;
|
787 |
-
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
|
788 |
-
}
|
789 |
-
`);
|
790 |
-
|
791 |
-
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
|
792 |
-
precision mediump float;
|
793 |
-
precision mediump sampler2D;
|
794 |
-
|
795 |
-
varying highp vec2 vUv;
|
796 |
-
varying highp vec2 vL;
|
797 |
-
varying highp vec2 vR;
|
798 |
-
varying highp vec2 vT;
|
799 |
-
varying highp vec2 vB;
|
800 |
-
uniform sampler2D uPressure;
|
801 |
-
uniform sampler2D uVelocity;
|
802 |
-
|
803 |
-
void main () {
|
804 |
-
float L = texture2D(uPressure, vL).x;
|
805 |
-
float R = texture2D(uPressure, vR).x;
|
806 |
-
float T = texture2D(uPressure, vT).x;
|
807 |
-
float B = texture2D(uPressure, vB).x;
|
808 |
-
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
809 |
-
velocity.xy -= vec2(R - L, T - B);
|
810 |
-
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
811 |
-
}
|
812 |
-
`);
|
813 |
-
|
814 |
-
const blit = (() => {
|
815 |
-
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
816 |
-
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
|
817 |
-
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
818 |
-
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
|
819 |
-
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
820 |
-
gl.enableVertexAttribArray(0);
|
821 |
-
|
822 |
-
return (target, clear = false) => {
|
823 |
-
if (target == null)
|
824 |
-
{
|
825 |
-
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
826 |
-
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
827 |
-
}
|
828 |
-
else
|
829 |
-
{
|
830 |
-
gl.viewport(0, 0, target.width, target.height);
|
831 |
-
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
832 |
-
}
|
833 |
-
if (clear)
|
834 |
-
{
|
835 |
-
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
836 |
-
gl.clear(gl.COLOR_BUFFER_BIT);
|
837 |
-
}
|
838 |
-
// CHECK_FRAMEBUFFER_STATUS();
|
839 |
-
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
840 |
-
}
|
841 |
-
})();
|
842 |
-
|
843 |
-
function CHECK_FRAMEBUFFER_STATUS () {
|
844 |
-
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
845 |
-
if (status != gl.FRAMEBUFFER_COMPLETE)
|
846 |
-
console.trace("Framebuffer error: " + status);
|
847 |
-
}
|
848 |
-
|
849 |
-
let dye;
|
850 |
-
let velocity;
|
851 |
-
let divergence;
|
852 |
-
let curl;
|
853 |
-
let pressure;
|
854 |
-
let bloom;
|
855 |
-
let bloomFramebuffers = [];
|
856 |
-
let sunrays;
|
857 |
-
let sunraysTemp;
|
858 |
-
|
859 |
-
let ditheringTexture = createTextureAsync('LDR_LLL1_0.png');
|
860 |
-
|
861 |
-
const blurProgram = new Program(blurVertexShader, blurShader);
|
862 |
-
const copyProgram = new Program(baseVertexShader, copyShader);
|
863 |
-
const clearProgram = new Program(baseVertexShader, clearShader);
|
864 |
-
const colorProgram = new Program(baseVertexShader, colorShader);
|
865 |
-
const checkerboardProgram = new Program(baseVertexShader, checkerboardShader);
|
866 |
-
const bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader);
|
867 |
-
const bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader);
|
868 |
-
const bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader);
|
869 |
-
const sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader);
|
870 |
-
const sunraysProgram = new Program(baseVertexShader, sunraysShader);
|
871 |
-
const splatProgram = new Program(baseVertexShader, splatShader);
|
872 |
-
const advectionProgram = new Program(baseVertexShader, advectionShader);
|
873 |
-
const divergenceProgram = new Program(baseVertexShader, divergenceShader);
|
874 |
-
const curlProgram = new Program(baseVertexShader, curlShader);
|
875 |
-
const vorticityProgram = new Program(baseVertexShader, vorticityShader);
|
876 |
-
const pressureProgram = new Program(baseVertexShader, pressureShader);
|
877 |
-
const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);
|
878 |
-
|
879 |
-
const displayMaterial = new Material(baseVertexShader, displayShaderSource);
|
880 |
-
|
881 |
-
function initFramebuffers () {
|
882 |
-
let simRes = getResolution(config.SIM_RESOLUTION);
|
883 |
-
let dyeRes = getResolution(config.DYE_RESOLUTION);
|
884 |
-
|
885 |
-
const texType = ext.halfFloatTexType;
|
886 |
-
const rgba = ext.formatRGBA;
|
887 |
-
const rg = ext.formatRG;
|
888 |
-
const r = ext.formatR;
|
889 |
-
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
890 |
-
|
891 |
-
gl.disable(gl.BLEND);
|
892 |
-
|
893 |
-
if (dye == null)
|
894 |
-
dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
895 |
-
else
|
896 |
-
dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
897 |
-
|
898 |
-
if (velocity == null)
|
899 |
-
velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
900 |
-
else
|
901 |
-
velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
902 |
-
|
903 |
-
divergence = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
904 |
-
curl = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
905 |
-
pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
906 |
-
|
907 |
-
initBloomFramebuffers();
|
908 |
-
initSunraysFramebuffers();
|
909 |
-
}
|
910 |
-
|
911 |
-
function initBloomFramebuffers () {
|
912 |
-
let res = getResolution(config.BLOOM_RESOLUTION);
|
913 |
-
|
914 |
-
const texType = ext.halfFloatTexType;
|
915 |
-
const rgba = ext.formatRGBA;
|
916 |
-
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
917 |
-
|
918 |
-
bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering);
|
919 |
-
|
920 |
-
bloomFramebuffers.length = 0;
|
921 |
-
for (let i = 0; i < config.BLOOM_ITERATIONS; i++)
|
922 |
-
{
|
923 |
-
let width = res.width >> (i + 1);
|
924 |
-
let height = res.height >> (i + 1);
|
925 |
-
|
926 |
-
if (width < 2 || height < 2) break;
|
927 |
-
|
928 |
-
let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering);
|
929 |
-
bloomFramebuffers.push(fbo);
|
930 |
-
}
|
931 |
-
}
|
932 |
-
|
933 |
-
function initSunraysFramebuffers () {
|
934 |
-
let res = getResolution(config.SUNRAYS_RESOLUTION);
|
935 |
-
|
936 |
-
const texType = ext.halfFloatTexType;
|
937 |
-
const r = ext.formatR;
|
938 |
-
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
939 |
-
|
940 |
-
sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
941 |
-
sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
942 |
-
}
|
943 |
-
|
944 |
-
function createFBO (w, h, internalFormat, format, type, param) {
|
945 |
-
gl.activeTexture(gl.TEXTURE0);
|
946 |
-
let texture = gl.createTexture();
|
947 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
948 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
|
949 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
|
950 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
951 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
952 |
-
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
|
953 |
-
|
954 |
-
let fbo = gl.createFramebuffer();
|
955 |
-
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
956 |
-
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
957 |
-
gl.viewport(0, 0, w, h);
|
958 |
-
gl.clear(gl.COLOR_BUFFER_BIT);
|
959 |
-
|
960 |
-
let texelSizeX = 1.0 / w;
|
961 |
-
let texelSizeY = 1.0 / h;
|
962 |
-
|
963 |
-
return {
|
964 |
-
texture,
|
965 |
-
fbo,
|
966 |
-
width: w,
|
967 |
-
height: h,
|
968 |
-
texelSizeX,
|
969 |
-
texelSizeY,
|
970 |
-
attach (id) {
|
971 |
-
gl.activeTexture(gl.TEXTURE0 + id);
|
972 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
973 |
-
return id;
|
974 |
-
}
|
975 |
-
};
|
976 |
-
}
|
977 |
-
|
978 |
-
function createDoubleFBO (w, h, internalFormat, format, type, param) {
|
979 |
-
let fbo1 = createFBO(w, h, internalFormat, format, type, param);
|
980 |
-
let fbo2 = createFBO(w, h, internalFormat, format, type, param);
|
981 |
-
|
982 |
-
return {
|
983 |
-
width: w,
|
984 |
-
height: h,
|
985 |
-
texelSizeX: fbo1.texelSizeX,
|
986 |
-
texelSizeY: fbo1.texelSizeY,
|
987 |
-
get read () {
|
988 |
-
return fbo1;
|
989 |
-
},
|
990 |
-
set read (value) {
|
991 |
-
fbo1 = value;
|
992 |
-
},
|
993 |
-
get write () {
|
994 |
-
return fbo2;
|
995 |
-
},
|
996 |
-
set write (value) {
|
997 |
-
fbo2 = value;
|
998 |
-
},
|
999 |
-
swap () {
|
1000 |
-
let temp = fbo1;
|
1001 |
-
fbo1 = fbo2;
|
1002 |
-
fbo2 = temp;
|
1003 |
-
}
|
1004 |
-
}
|
1005 |
-
}
|
1006 |
-
|
1007 |
-
function resizeFBO (target, w, h, internalFormat, format, type, param) {
|
1008 |
-
let newFBO = createFBO(w, h, internalFormat, format, type, param);
|
1009 |
-
copyProgram.bind();
|
1010 |
-
gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));
|
1011 |
-
blit(newFBO);
|
1012 |
-
return newFBO;
|
1013 |
-
}
|
1014 |
-
|
1015 |
-
function resizeDoubleFBO (target, w, h, internalFormat, format, type, param) {
|
1016 |
-
if (target.width == w && target.height == h)
|
1017 |
-
return target;
|
1018 |
-
target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);
|
1019 |
-
target.write = createFBO(w, h, internalFormat, format, type, param);
|
1020 |
-
target.width = w;
|
1021 |
-
target.height = h;
|
1022 |
-
target.texelSizeX = 1.0 / w;
|
1023 |
-
target.texelSizeY = 1.0 / h;
|
1024 |
-
return target;
|
1025 |
-
}
|
1026 |
-
|
1027 |
-
function createTextureAsync (url) {
|
1028 |
-
let texture = gl.createTexture();
|
1029 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1030 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
1031 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
1032 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
1033 |
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
1034 |
-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255]));
|
1035 |
-
|
1036 |
-
let obj = {
|
1037 |
-
texture,
|
1038 |
-
width: 1,
|
1039 |
-
height: 1,
|
1040 |
-
attach (id) {
|
1041 |
-
gl.activeTexture(gl.TEXTURE0 + id);
|
1042 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1043 |
-
return id;
|
1044 |
-
}
|
1045 |
-
};
|
1046 |
-
|
1047 |
-
let image = new Image();
|
1048 |
-
image.onload = () => {
|
1049 |
-
obj.width = image.width;
|
1050 |
-
obj.height = image.height;
|
1051 |
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1052 |
-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
|
1053 |
-
};
|
1054 |
-
image.src = url;
|
1055 |
-
|
1056 |
-
return obj;
|
1057 |
-
}
|
1058 |
-
|
1059 |
-
function updateKeywords () {
|
1060 |
-
let displayKeywords = [];
|
1061 |
-
if (config.SHADING) displayKeywords.push("SHADING");
|
1062 |
-
if (config.BLOOM) displayKeywords.push("BLOOM");
|
1063 |
-
if (config.SUNRAYS) displayKeywords.push("SUNRAYS");
|
1064 |
-
displayMaterial.setKeywords(displayKeywords);
|
1065 |
-
}
|
1066 |
-
|
1067 |
-
updateKeywords();
|
1068 |
-
initFramebuffers();
|
1069 |
-
|
1070 |
-
multipleSplats(parseInt(Math.random() * 10) + 5, 0.8); // Initial burst with slightly
|
1071 |
-
|
1072 |
-
// Configuration for ambient splats
|
1073 |
-
const AMBIENT_INTERVAL = 1000; // Time between ambient splats in milliseconds (e.g., 2 seconds)
|
1074 |
-
const MAX_AMBIENT_SPLATS = 5; // Maximum number of random splats per interval (e.g., 1 or 2)
|
1075 |
-
const AMBIENT_INTENSITY = 0.3; // How strong the ambient splats are (e.g., 20% of normal)
|
1076 |
-
|
1077 |
-
setInterval(() => {
|
1078 |
-
// Only add ambient splats if the simulation isn't paused by the user (P key)
|
1079 |
-
if (!config.PAUSED) {
|
1080 |
-
// Generate a small number of splats (1 to MAX_AMBIENT_SPLATS)
|
1081 |
-
const numSplats = Math.floor(Math.random() * MAX_AMBIENT_SPLATS) + 1;
|
1082 |
-
// Call multipleSplats with the low ambient intensity
|
1083 |
-
multipleSplats(numSplats, AMBIENT_INTENSITY);
|
1084 |
-
}
|
1085 |
-
}, AMBIENT_INTERVAL);
|
1086 |
-
|
1087 |
-
|
1088 |
-
let lastUpdateTime = Date.now();
|
1089 |
-
let colorUpdateTimer = 0.0;
|
1090 |
-
update();
|
1091 |
-
|
1092 |
-
function update () {
|
1093 |
-
const dt = calcDeltaTime();
|
1094 |
-
if (resizeCanvas())
|
1095 |
-
initFramebuffers();
|
1096 |
-
updateColors(dt);
|
1097 |
-
applyInputs();
|
1098 |
-
if (!config.PAUSED)
|
1099 |
-
step(dt);
|
1100 |
-
render(null);
|
1101 |
-
requestAnimationFrame(update);
|
1102 |
-
}
|
1103 |
-
|
1104 |
-
function calcDeltaTime () {
|
1105 |
-
let now = Date.now();
|
1106 |
-
let dt = (now - lastUpdateTime) / 1000;
|
1107 |
-
dt = Math.min(dt, 0.016666);
|
1108 |
-
lastUpdateTime = now;
|
1109 |
-
return dt;
|
1110 |
-
}
|
1111 |
-
|
1112 |
-
function resizeCanvas () {
|
1113 |
-
let width = scaleByPixelRatio(canvas.clientWidth);
|
1114 |
-
let height = scaleByPixelRatio(canvas.clientHeight);
|
1115 |
-
if (canvas.width != width || canvas.height != height) {
|
1116 |
-
canvas.width = width;
|
1117 |
-
canvas.height = height;
|
1118 |
-
return true;
|
1119 |
-
}
|
1120 |
-
return false;
|
1121 |
-
}
|
1122 |
-
|
1123 |
-
function updateColors (dt) {
|
1124 |
-
if (!config.COLORFUL) return;
|
1125 |
-
|
1126 |
-
colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;
|
1127 |
-
if (colorUpdateTimer >= 1) {
|
1128 |
-
colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);
|
1129 |
-
pointers.forEach(p => {
|
1130 |
-
p.color = generateColor();
|
1131 |
-
});
|
1132 |
-
}
|
1133 |
-
}
|
1134 |
-
|
1135 |
-
function applyInputs () {
|
1136 |
-
if (splatStack.length > 0)
|
1137 |
-
multipleSplats(splatStack.pop());
|
1138 |
-
|
1139 |
-
pointers.forEach(p => {
|
1140 |
-
if (p.moved) {
|
1141 |
-
p.moved = false;
|
1142 |
-
splatPointer(p);
|
1143 |
-
}
|
1144 |
-
});
|
1145 |
-
}
|
1146 |
-
|
1147 |
-
function step (dt) {
|
1148 |
-
gl.disable(gl.BLEND);
|
1149 |
-
|
1150 |
-
curlProgram.bind();
|
1151 |
-
gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1152 |
-
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1153 |
-
blit(curl);
|
1154 |
-
|
1155 |
-
vorticityProgram.bind();
|
1156 |
-
gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1157 |
-
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1158 |
-
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
|
1159 |
-
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
1160 |
-
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
1161 |
-
blit(velocity.write);
|
1162 |
-
velocity.swap();
|
1163 |
-
|
1164 |
-
divergenceProgram.bind();
|
1165 |
-
gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1166 |
-
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1167 |
-
blit(divergence);
|
1168 |
-
|
1169 |
-
clearProgram.bind();
|
1170 |
-
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
|
1171 |
-
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);
|
1172 |
-
blit(pressure.write);
|
1173 |
-
pressure.swap();
|
1174 |
-
|
1175 |
-
pressureProgram.bind();
|
1176 |
-
gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1177 |
-
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));
|
1178 |
-
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
|
1179 |
-
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1));
|
1180 |
-
blit(pressure.write);
|
1181 |
-
pressure.swap();
|
1182 |
-
}
|
1183 |
-
|
1184 |
-
gradienSubtractProgram.bind();
|
1185 |
-
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1186 |
-
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));
|
1187 |
-
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));
|
1188 |
-
blit(velocity.write);
|
1189 |
-
velocity.swap();
|
1190 |
-
|
1191 |
-
advectionProgram.bind();
|
1192 |
-
gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1193 |
-
if (!ext.supportLinearFiltering)
|
1194 |
-
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY);
|
1195 |
-
let velocityId = velocity.read.attach(0);
|
1196 |
-
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
|
1197 |
-
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
|
1198 |
-
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
1199 |
-
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
1200 |
-
blit(velocity.write);
|
1201 |
-
velocity.swap();
|
1202 |
-
|
1203 |
-
if (!ext.supportLinearFiltering)
|
1204 |
-
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY);
|
1205 |
-
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));
|
1206 |
-
gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));
|
1207 |
-
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
1208 |
-
blit(dye.write);
|
1209 |
-
dye.swap();
|
1210 |
-
}
|
1211 |
-
|
1212 |
-
function render (target) {
|
1213 |
-
if (config.BLOOM)
|
1214 |
-
applyBloom(dye.read, bloom);
|
1215 |
-
if (config.SUNRAYS) {
|
1216 |
-
applySunrays(dye.read, dye.write, sunrays);
|
1217 |
-
blur(sunrays, sunraysTemp, 1);
|
1218 |
-
}
|
1219 |
-
|
1220 |
-
if (target == null || !config.TRANSPARENT) {
|
1221 |
-
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
1222 |
-
gl.enable(gl.BLEND);
|
1223 |
-
}
|
1224 |
-
else {
|
1225 |
-
gl.disable(gl.BLEND);
|
1226 |
-
}
|
1227 |
-
|
1228 |
-
if (!config.TRANSPARENT)
|
1229 |
-
drawColor(target, normalizeColor(config.BACK_COLOR));
|
1230 |
-
if (target == null && config.TRANSPARENT)
|
1231 |
-
drawCheckerboard(target);
|
1232 |
-
drawDisplay(target);
|
1233 |
-
}
|
1234 |
-
|
1235 |
-
function drawColor (target, color) {
|
1236 |
-
colorProgram.bind();
|
1237 |
-
gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1);
|
1238 |
-
blit(target);
|
1239 |
-
}
|
1240 |
-
|
1241 |
-
function drawCheckerboard (target) {
|
1242 |
-
checkerboardProgram.bind();
|
1243 |
-
gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
1244 |
-
blit(target);
|
1245 |
-
}
|
1246 |
-
|
1247 |
-
function drawDisplay (target) {
|
1248 |
-
let width = target == null ? gl.drawingBufferWidth : target.width;
|
1249 |
-
let height = target == null ? gl.drawingBufferHeight : target.height;
|
1250 |
-
|
1251 |
-
displayMaterial.bind();
|
1252 |
-
if (config.SHADING)
|
1253 |
-
gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height);
|
1254 |
-
gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));
|
1255 |
-
if (config.BLOOM) {
|
1256 |
-
gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1));
|
1257 |
-
gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2));
|
1258 |
-
let scale = getTextureScale(ditheringTexture, width, height);
|
1259 |
-
gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y);
|
1260 |
-
}
|
1261 |
-
if (config.SUNRAYS)
|
1262 |
-
gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3));
|
1263 |
-
blit(target);
|
1264 |
-
}
|
1265 |
-
|
1266 |
-
function applyBloom (source, destination) {
|
1267 |
-
if (bloomFramebuffers.length < 2)
|
1268 |
-
return;
|
1269 |
-
|
1270 |
-
let last = destination;
|
1271 |
-
|
1272 |
-
gl.disable(gl.BLEND);
|
1273 |
-
bloomPrefilterProgram.bind();
|
1274 |
-
let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001;
|
1275 |
-
let curve0 = config.BLOOM_THRESHOLD - knee;
|
1276 |
-
let curve1 = knee * 2;
|
1277 |
-
let curve2 = 0.25 / knee;
|
1278 |
-
gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2);
|
1279 |
-
gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD);
|
1280 |
-
gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0));
|
1281 |
-
blit(last);
|
1282 |
-
|
1283 |
-
bloomBlurProgram.bind();
|
1284 |
-
for (let i = 0; i < bloomFramebuffers.length; i++) {
|
1285 |
-
let dest = bloomFramebuffers[i];
|
1286 |
-
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1287 |
-
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
1288 |
-
blit(dest);
|
1289 |
-
last = dest;
|
1290 |
-
}
|
1291 |
-
|
1292 |
-
gl.blendFunc(gl.ONE, gl.ONE);
|
1293 |
-
gl.enable(gl.BLEND);
|
1294 |
-
|
1295 |
-
for (let i = bloomFramebuffers.length - 2; i >= 0; i--) {
|
1296 |
-
let baseTex = bloomFramebuffers[i];
|
1297 |
-
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1298 |
-
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
1299 |
-
gl.viewport(0, 0, baseTex.width, baseTex.height);
|
1300 |
-
blit(baseTex);
|
1301 |
-
last = baseTex;
|
1302 |
-
}
|
1303 |
-
|
1304 |
-
gl.disable(gl.BLEND);
|
1305 |
-
bloomFinalProgram.bind();
|
1306 |
-
gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
1307 |
-
gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0));
|
1308 |
-
gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY);
|
1309 |
-
blit(destination);
|
1310 |
-
}
|
1311 |
-
|
1312 |
-
function applySunrays (source, mask, destination) {
|
1313 |
-
gl.disable(gl.BLEND);
|
1314 |
-
sunraysMaskProgram.bind();
|
1315 |
-
gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0));
|
1316 |
-
blit(mask);
|
1317 |
-
|
1318 |
-
sunraysProgram.bind();
|
1319 |
-
gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT);
|
1320 |
-
gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0));
|
1321 |
-
blit(destination);
|
1322 |
-
}
|
1323 |
-
|
1324 |
-
function blur (target, temp, iterations) {
|
1325 |
-
blurProgram.bind();
|
1326 |
-
for (let i = 0; i < iterations; i++) {
|
1327 |
-
gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0);
|
1328 |
-
gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0));
|
1329 |
-
blit(temp);
|
1330 |
-
|
1331 |
-
gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY);
|
1332 |
-
gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0));
|
1333 |
-
blit(target);
|
1334 |
-
}
|
1335 |
-
}
|
1336 |
-
|
1337 |
-
function splatPointer (pointer) {
|
1338 |
-
let dx = pointer.deltaX * config.SPLAT_FORCE;
|
1339 |
-
let dy = pointer.deltaY * config.SPLAT_FORCE;
|
1340 |
-
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);
|
1341 |
-
}
|
1342 |
-
|
1343 |
-
function multipleSplats (amount, intensityMultiplier = 1.0) { // Added intensityMultiplier
|
1344 |
-
for (let i = 0; i < amount; i++) {
|
1345 |
-
const color = generateColor();
|
1346 |
-
// Scale color intensity based on the multiplier
|
1347 |
-
color.r *= 10.0 * intensityMultiplier;
|
1348 |
-
color.g *= 10.0 * intensityMultiplier;
|
1349 |
-
color.b *= 10.0 * intensityMultiplier;
|
1350 |
-
const x = Math.random();
|
1351 |
-
const y = Math.random();
|
1352 |
-
// Scale velocity intensity based on the multiplier
|
1353 |
-
const dx = 1000 * (Math.random() - 0.5) * intensityMultiplier;
|
1354 |
-
const dy = 1000 * (Math.random() - 0.5) * intensityMultiplier;
|
1355 |
-
splat(x, y, dx, dy, color);
|
1356 |
-
}
|
1357 |
-
}
|
1358 |
-
|
1359 |
-
|
1360 |
-
function splat (x, y, dx, dy, color) {
|
1361 |
-
splatProgram.bind();
|
1362 |
-
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));
|
1363 |
-
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
1364 |
-
gl.uniform2f(splatProgram.uniforms.point, x, y);
|
1365 |
-
gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0);
|
1366 |
-
gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0));
|
1367 |
-
blit(velocity.write);
|
1368 |
-
velocity.swap();
|
1369 |
-
|
1370 |
-
gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));
|
1371 |
-
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
|
1372 |
-
blit(dye.write);
|
1373 |
-
dye.swap();
|
1374 |
-
}
|
1375 |
-
|
1376 |
-
function correctRadius (radius) {
|
1377 |
-
let aspectRatio = canvas.width / canvas.height;
|
1378 |
-
if (aspectRatio > 1)
|
1379 |
-
radius *= aspectRatio;
|
1380 |
-
return radius;
|
1381 |
-
}
|
1382 |
-
|
1383 |
-
// Get reference to container to check event targets
|
1384 |
-
const containerElement = document.querySelector('.container');
|
1385 |
-
|
1386 |
-
window.addEventListener('mousedown', e => {
|
1387 |
-
// Check if the click started inside the container/form
|
1388 |
-
if (containerElement && containerElement.contains(e.target)) {
|
1389 |
-
// If the target (or its ancestor) is the container, ignore for fluid
|
1390 |
-
return;
|
1391 |
-
}
|
1392 |
-
|
1393 |
-
const rect = canvas.getBoundingClientRect();
|
1394 |
-
// Calculate position relative to the canvas origin
|
1395 |
-
let posX = scaleByPixelRatio(e.clientX - rect.left);
|
1396 |
-
let posY = scaleByPixelRatio(e.clientY - rect.top);
|
1397 |
-
|
1398 |
-
let pointer = pointers.find(p => p.id == -1);
|
1399 |
-
if (pointer == null)
|
1400 |
-
pointer = new pointerPrototype();
|
1401 |
-
|
1402 |
-
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1403 |
-
updatePointerDownData(pointer, -1, posX, posY);
|
1404 |
-
});
|
1405 |
-
|
1406 |
-
window.addEventListener('mousemove', e => {
|
1407 |
-
let pointer = pointers[0]; // Assuming the first pointer is for mouse
|
1408 |
-
if (!pointer.down) return; // Only track if mouse is down
|
1409 |
-
|
1410 |
-
const rect = canvas.getBoundingClientRect();
|
1411 |
-
// Calculate position relative to the canvas origin
|
1412 |
-
let posX = scaleByPixelRatio(e.clientX - rect.left);
|
1413 |
-
let posY = scaleByPixelRatio(e.clientY - rect.top);
|
1414 |
-
|
1415 |
-
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1416 |
-
updatePointerMoveData(pointer, posX, posY);
|
1417 |
-
});
|
1418 |
-
|
1419 |
-
// window.addEventListener('mouseup', ...) // Keep this listener as is
|
1420 |
-
|
1421 |
-
window.addEventListener('touchstart', e => {
|
1422 |
-
// Note: We generally avoid preventDefault on window touchstart/move
|
1423 |
-
// as it can break scrolling. Let's see if it works without it.
|
1424 |
-
|
1425 |
-
const touches = e.targetTouches;
|
1426 |
-
const rect = canvas.getBoundingClientRect();
|
1427 |
-
let didProcessTouchOutside = false;
|
1428 |
-
|
1429 |
-
for (let i = 0; i < touches.length; i++) {
|
1430 |
-
// Check if the touch started inside the container/form
|
1431 |
-
if (containerElement && containerElement.contains(touches[i].target)) {
|
1432 |
-
continue; // Ignore this specific touch for fluid
|
1433 |
-
}
|
1434 |
-
|
1435 |
-
didProcessTouchOutside = true; // Mark that at least one touch outside occurred
|
1436 |
-
|
1437 |
-
// Ensure pointers array is large enough
|
1438 |
-
// Use pointers.length directly, as pointers[0] is mouse
|
1439 |
-
while (pointers.length <= touches[i].identifier + 1)
|
1440 |
-
pointers.push(new pointerPrototype());
|
1441 |
-
|
1442 |
-
// Calculate position relative to the canvas origin
|
1443 |
-
let relativeX = touches[i].clientX - rect.left;
|
1444 |
-
let relativeY = touches[i].clientY - rect.top;
|
1445 |
-
let posX = scaleByPixelRatio(relativeX);
|
1446 |
-
let posY = scaleByPixelRatio(relativeY);
|
1447 |
-
|
1448 |
-
// Find the correct pointer slot or reuse an inactive one if needed
|
1449 |
-
// For simplicity, let's just assign based on identifier + 1 for now
|
1450 |
-
// (assuming identifier 0 is first touch, 1 is second etc.)
|
1451 |
-
let pointerIndex = touches[i].identifier + 1;
|
1452 |
-
if(pointerIndex >= pointers.length) pointerIndex = pointers.length -1; // Safety check
|
1453 |
-
|
1454 |
-
|
1455 |
-
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1456 |
-
updatePointerDownData(pointers[pointerIndex], touches[i].identifier, posX, posY);
|
1457 |
-
}
|
1458 |
-
// if (didProcessTouchOutside) { e.preventDefault(); } // Avoid if possible
|
1459 |
-
});
|
1460 |
-
|
1461 |
-
window.addEventListener('touchmove', e => {
|
1462 |
-
const touches = e.targetTouches;
|
1463 |
-
const rect = canvas.getBoundingClientRect();
|
1464 |
-
|
1465 |
-
for (let i = 0; i < touches.length; i++) {
|
1466 |
-
// Find the pointer associated with this touch ID
|
1467 |
-
let pointer = pointers.find(p => p.id == touches[i].identifier);
|
1468 |
-
if (!pointer || !pointer.down) continue; // Ignore if not tracked or not down
|
1469 |
-
|
1470 |
-
// Calculate position relative to the canvas origin
|
1471 |
-
let relativeX = touches[i].clientX - rect.left;
|
1472 |
-
let relativeY = touches[i].clientY - rect.top;
|
1473 |
-
let posX = scaleByPixelRatio(relativeX);
|
1474 |
-
let posY = scaleByPixelRatio(relativeY);
|
1475 |
-
|
1476 |
-
// Pass the SCALED PIXEL coordinates relative to the canvas
|
1477 |
-
updatePointerMoveData(pointer, posX, posY);
|
1478 |
-
}
|
1479 |
-
}, false); // UseCapture = false is default, but good to be explicit
|
1480 |
-
|
1481 |
-
window.addEventListener('touchend', e => {
|
1482 |
-
const touches = e.changedTouches;
|
1483 |
-
for (let i = 0; i < touches.length; i++)
|
1484 |
-
{
|
1485 |
-
let pointer = pointers.find(p => p.id == touches[i].identifier);
|
1486 |
-
if (pointer == null) continue;
|
1487 |
-
updatePointerUpData(pointer);
|
1488 |
-
}
|
1489 |
-
});
|
1490 |
-
|
1491 |
-
window.addEventListener('keydown', e => {
|
1492 |
-
if (e.code === 'KeyP')
|
1493 |
-
config.PAUSED = !config.PAUSED;
|
1494 |
-
if (e.key === ' ')
|
1495 |
-
splatStack.push(parseInt(Math.random() * 20) + 5);
|
1496 |
-
});
|
1497 |
-
|
1498 |
-
function updatePointerDownData (pointer, id, posX, posY) {
|
1499 |
-
pointer.id = id;
|
1500 |
-
pointer.down = true;
|
1501 |
-
pointer.moved = false;
|
1502 |
-
pointer.texcoordX = posX / canvas.width;
|
1503 |
-
pointer.texcoordY = 1.0 - posY / canvas.height;
|
1504 |
-
pointer.prevTexcoordX = pointer.texcoordX;
|
1505 |
-
pointer.prevTexcoordY = pointer.texcoordY;
|
1506 |
-
pointer.deltaX = 0;
|
1507 |
-
pointer.deltaY = 0;
|
1508 |
-
pointer.color = generateColor();
|
1509 |
-
}
|
1510 |
-
|
1511 |
-
function updatePointerMoveData (pointer, posX, posY) {
|
1512 |
-
pointer.prevTexcoordX = pointer.texcoordX;
|
1513 |
-
pointer.prevTexcoordY = pointer.texcoordY;
|
1514 |
-
pointer.texcoordX = posX / canvas.width;
|
1515 |
-
pointer.texcoordY = 1.0 - posY / canvas.height;
|
1516 |
-
pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX);
|
1517 |
-
pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY);
|
1518 |
-
pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0;
|
1519 |
-
}
|
1520 |
-
|
1521 |
-
function updatePointerUpData (pointer) {
|
1522 |
-
pointer.down = false;
|
1523 |
-
}
|
1524 |
-
|
1525 |
-
function correctDeltaX (delta) {
|
1526 |
-
let aspectRatio = canvas.width / canvas.height;
|
1527 |
-
if (aspectRatio < 1) delta *= aspectRatio;
|
1528 |
-
return delta;
|
1529 |
-
}
|
1530 |
-
|
1531 |
-
function correctDeltaY (delta) {
|
1532 |
-
let aspectRatio = canvas.width / canvas.height;
|
1533 |
-
if (aspectRatio > 1) delta /= aspectRatio;
|
1534 |
-
return delta;
|
1535 |
-
}
|
1536 |
-
|
1537 |
-
function generateColor () {
|
1538 |
-
let c = HSVtoRGB(Math.random(), 1.0, 1.0);
|
1539 |
-
c.r *= 0.15;
|
1540 |
-
c.g *= 0.15;
|
1541 |
-
c.b *= 0.15;
|
1542 |
-
return c;
|
1543 |
-
}
|
1544 |
-
|
1545 |
-
function HSVtoRGB (h, s, v) {
|
1546 |
-
let r, g, b, i, f, p, q, t;
|
1547 |
-
i = Math.floor(h * 6);
|
1548 |
-
f = h * 6 - i;
|
1549 |
-
p = v * (1 - s);
|
1550 |
-
q = v * (1 - f * s);
|
1551 |
-
t = v * (1 - (1 - f) * s);
|
1552 |
-
|
1553 |
-
switch (i % 6) {
|
1554 |
-
case 0: r = v, g = t, b = p; break;
|
1555 |
-
case 1: r = q, g = v, b = p; break;
|
1556 |
-
case 2: r = p, g = v, b = t; break;
|
1557 |
-
case 3: r = p, g = q, b = v; break;
|
1558 |
-
case 4: r = t, g = p, b = v; break;
|
1559 |
-
case 5: r = v, g = p, b = q; break;
|
1560 |
-
}
|
1561 |
-
|
1562 |
-
return {
|
1563 |
-
r,
|
1564 |
-
g,
|
1565 |
-
b
|
1566 |
-
};
|
1567 |
-
}
|
1568 |
-
|
1569 |
-
function normalizeColor (input) {
|
1570 |
-
let output = {
|
1571 |
-
r: input.r / 255,
|
1572 |
-
g: input.g / 255,
|
1573 |
-
b: input.b / 255
|
1574 |
-
};
|
1575 |
-
return output;
|
1576 |
-
}
|
1577 |
-
|
1578 |
-
function wrap (value, min, max) {
|
1579 |
-
let range = max - min;
|
1580 |
-
if (range == 0) return min;
|
1581 |
-
return (value - min) % range + min;
|
1582 |
-
}
|
1583 |
-
|
1584 |
-
function getResolution (resolution) {
|
1585 |
-
let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
1586 |
-
if (aspectRatio < 1)
|
1587 |
-
aspectRatio = 1.0 / aspectRatio;
|
1588 |
-
|
1589 |
-
let min = Math.round(resolution);
|
1590 |
-
let max = Math.round(resolution * aspectRatio);
|
1591 |
-
|
1592 |
-
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
|
1593 |
-
return { width: max, height: min };
|
1594 |
-
else
|
1595 |
-
return { width: min, height: max };
|
1596 |
-
}
|
1597 |
-
|
1598 |
-
function getTextureScale (texture, width, height) {
|
1599 |
-
return {
|
1600 |
-
x: width / texture.width,
|
1601 |
-
y: height / texture.height
|
1602 |
-
};
|
1603 |
-
}
|
1604 |
-
|
1605 |
-
function scaleByPixelRatio (input) {
|
1606 |
-
let pixelRatio = window.devicePixelRatio || 1;
|
1607 |
-
return Math.floor(input * pixelRatio);
|
1608 |
-
}
|
1609 |
-
|
1610 |
-
function hashCode (s) {
|
1611 |
-
if (s.length == 0) return 0;
|
1612 |
-
let hash = 0;
|
1613 |
-
for (let i = 0; i < s.length; i++) {
|
1614 |
-
hash = (hash << 5) - hash + s.charCodeAt(i);
|
1615 |
-
hash |= 0; // Convert to 32bit integer
|
1616 |
-
}
|
1617 |
-
return hash;
|
1618 |
-
};
|
|
|
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