1637 lines
46 KiB
JavaScript
1637 lines
46 KiB
JavaScript
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/*
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MIT License
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Copyright (c) 2017 Pavel Dobryakov
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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'use strict';
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// Simulation section
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const canvas = document.getElementsByTagName('canvas')[0];
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resizeCanvas();
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let config = {
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SIM_RESOLUTION: 128,
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DYE_RESOLUTION: 1024,
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CAPTURE_RESOLUTION: 512,
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DENSITY_DISSIPATION: 1,
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VELOCITY_DISSIPATION: 0.2,
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PRESSURE: 0.8,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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SPLAT_RADIUS: 0.25,
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SPLAT_FORCE: 6000,
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SHADING: true,
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COLORFUL: true,
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COLOR_UPDATE_SPEED: 10,
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PAUSED: false,
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BACK_COLOR: { r: 0, g: 0, b: 0 },
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TRANSPARENT: false,
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BLOOM: true,
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BLOOM_ITERATIONS: 8,
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BLOOM_RESOLUTION: 256,
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BLOOM_INTENSITY: 0.8,
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BLOOM_THRESHOLD: 0.6,
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BLOOM_SOFT_KNEE: 0.7,
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SUNRAYS: true,
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SUNRAYS_RESOLUTION: 196,
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SUNRAYS_WEIGHT: 1.0,
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};
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class pointerPrototype
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{
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constructor()
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{
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this.id = -1;
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this.texcoordX = 0;
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this.texcoordY = 0;
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this.prevTexcoordX = 0;
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this.prevTexcoordY = 0;
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this.deltaX = 0;
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this.deltaY = 0;
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this.down = false;
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this.moved = false;
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this.color = [30, 0, 300];
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}
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}
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let pointers = [];
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let splatStack = [];
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pointers.push(new pointerPrototype());
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const { gl, ext } = getWebGLContext(canvas);
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if (isMobile())
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{
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config.DYE_RESOLUTION = 512;
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}
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if (!ext.supportLinearFiltering)
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{
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config.DYE_RESOLUTION = 512;
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config.SHADING = false;
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config.BLOOM = false;
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config.SUNRAYS = false;
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}
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function getWebGLContext(canvas)
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{
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const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false };
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let gl = canvas.getContext('webgl2', params);
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const isWebGL2 = !!gl;
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if (!isWebGL2)
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gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
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let halfFloat;
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let supportLinearFiltering;
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if (isWebGL2)
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{
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gl.getExtension('EXT_color_buffer_float');
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supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
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} else
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{
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halfFloat = gl.getExtension('OES_texture_half_float');
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supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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let formatRGBA;
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let formatRG;
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let formatR;
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if (isWebGL2)
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
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}
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else
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{
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formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
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}
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return {
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gl,
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ext: {
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formatRGBA,
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formatRG,
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formatR,
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halfFloatTexType,
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supportLinearFiltering
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}
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};
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}
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function getSupportedFormat(gl, internalFormat, format, type)
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{
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if (!supportRenderTextureFormat(gl, internalFormat, format, type))
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{
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switch (internalFormat)
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{
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case gl.R16F:
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return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
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case gl.RG16F:
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return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
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default:
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return null;
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}
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}
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return {
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internalFormat,
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format
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};
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}
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function supportRenderTextureFormat(gl, internalFormat, format, type)
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{
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let texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
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let fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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return status == gl.FRAMEBUFFER_COMPLETE;
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}
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function isMobile()
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{
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return /Mobi|Android/i.test(navigator.userAgent);
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}
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function captureScreenshot()
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{
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let res = getResolution(config.CAPTURE_RESOLUTION);
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let target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST);
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render(target);
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let texture = framebufferToTexture(target);
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texture = normalizeTexture(texture, target.width, target.height);
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let captureCanvas = textureToCanvas(texture, target.width, target.height);
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let datauri = captureCanvas.toDataURL();
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downloadURI('fluid.png', datauri);
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URL.revokeObjectURL(datauri);
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}
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function framebufferToTexture(target)
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
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let length = target.width * target.height * 4;
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let texture = new Float32Array(length);
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gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture);
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return texture;
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}
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function normalizeTexture(texture, width, height)
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{
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let result = new Uint8Array(texture.length);
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let id = 0;
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for (let i = height - 1; i >= 0; i--)
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{
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for (let j = 0; j < width; j++)
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{
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let nid = i * width * 4 + j * 4;
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result[nid + 0] = clamp01(texture[id + 0]) * 255;
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result[nid + 1] = clamp01(texture[id + 1]) * 255;
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result[nid + 2] = clamp01(texture[id + 2]) * 255;
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result[nid + 3] = clamp01(texture[id + 3]) * 255;
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id += 4;
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}
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}
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return result;
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}
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function clamp01(input)
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{
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return Math.min(Math.max(input, 0), 1);
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}
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function textureToCanvas(texture, width, height)
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{
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let captureCanvas = document.createElement('canvas');
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let ctx = captureCanvas.getContext('2d');
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captureCanvas.width = width;
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captureCanvas.height = height;
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let imageData = ctx.createImageData(width, height);
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imageData.data.set(texture);
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ctx.putImageData(imageData, 0, 0);
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return captureCanvas;
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}
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class Material
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{
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constructor(vertexShader, fragmentShaderSource)
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{
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this.vertexShader = vertexShader;
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this.fragmentShaderSource = fragmentShaderSource;
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this.programs = [];
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this.activeProgram = null;
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this.uniforms = [];
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}
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setKeywords(keywords)
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{
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let hash = 0;
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for (let i = 0; i < keywords.length; i++)
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hash += hashCode(keywords[i]);
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let program = this.programs[hash];
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if (program == null)
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{
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let fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);
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program = createProgram(this.vertexShader, fragmentShader);
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this.programs[hash] = program;
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}
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if (program == this.activeProgram) return;
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this.uniforms = getUniforms(program);
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this.activeProgram = program;
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}
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bind()
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{
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gl.useProgram(this.activeProgram);
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}
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}
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class Program
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{
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constructor(vertexShader, fragmentShader)
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{
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this.uniforms = {};
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this.program = createProgram(vertexShader, fragmentShader);
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this.uniforms = getUniforms(this.program);
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}
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bind()
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{
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gl.useProgram(this.program);
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}
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}
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function createProgram(vertexShader, fragmentShader)
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{
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let program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS))
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console.trace(gl.getProgramInfoLog(program));
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return program;
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}
|
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function getUniforms(program)
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{
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let uniforms = [];
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let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
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for (let i = 0; i < uniformCount; i++)
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{
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let uniformName = gl.getActiveUniform(program, i).name;
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uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
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}
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return uniforms;
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||
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}
|
||
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|
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function compileShader(type, source, keywords)
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{
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source = addKeywords(source, keywords);
|
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|
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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console.trace(gl.getShaderInfoLog(shader));
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return shader;
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};
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|
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function addKeywords(source, keywords)
|
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{
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if (keywords == null) return source;
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let keywordsString = '';
|
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keywords.forEach(keyword =>
|
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{
|
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keywordsString += '#define ' + keyword + '\n';
|
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});
|
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return keywordsString + source;
|
||
|
}
|
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|
|
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|
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
|
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precision highp float;
|
||
|
|
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attribute vec2 aPosition;
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varying vec2 vUv;
|
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varying vec2 vL;
|
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varying vec2 vR;
|
||
|
varying vec2 vT;
|
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|
varying vec2 vB;
|
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uniform vec2 texelSize;
|
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|
|
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void main () {
|
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vUv = aPosition * 0.5 + 0.5;
|
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vL = vUv - vec2(texelSize.x, 0.0);
|
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vR = vUv + vec2(texelSize.x, 0.0);
|
||
|
vT = vUv + vec2(0.0, texelSize.y);
|
||
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vB = vUv - vec2(0.0, texelSize.y);
|
||
|
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const blurVertexShader = compileShader(gl.VERTEX_SHADER, `
|
||
|
precision highp float;
|
||
|
|
||
|
attribute vec2 aPosition;
|
||
|
varying vec2 vUv;
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
uniform vec2 texelSize;
|
||
|
|
||
|
void main () {
|
||
|
vUv = aPosition * 0.5 + 0.5;
|
||
|
float offset = 1.33333333;
|
||
|
vL = vUv - texelSize * offset;
|
||
|
vR = vUv + texelSize * offset;
|
||
|
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const blurShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
uniform sampler2D uTexture;
|
||
|
|
||
|
void main () {
|
||
|
vec4 sum = texture2D(uTexture, vUv) * 0.29411764;
|
||
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sum += texture2D(uTexture, vL) * 0.35294117;
|
||
|
sum += texture2D(uTexture, vR) * 0.35294117;
|
||
|
gl_FragColor = sum;
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const copyShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
|
||
|
void main () {
|
||
|
gl_FragColor = texture2D(uTexture, vUv);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const clearShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform float value;
|
||
|
|
||
|
void main () {
|
||
|
gl_FragColor = value * texture2D(uTexture, vUv);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const colorShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
|
||
|
uniform vec4 color;
|
||
|
|
||
|
void main () {
|
||
|
gl_FragColor = color;
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const checkerboardShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform float aspectRatio;
|
||
|
|
||
|
#define SCALE 25.0
|
||
|
|
||
|
void main () {
|
||
|
vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));
|
||
|
float v = mod(uv.x + uv.y, 2.0);
|
||
|
v = v * 0.1 + 0.8;
|
||
|
gl_FragColor = vec4(vec3(v), 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const displayShaderSource = `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
varying vec2 vT;
|
||
|
varying vec2 vB;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform sampler2D uBloom;
|
||
|
uniform sampler2D uSunrays;
|
||
|
uniform sampler2D uDithering;
|
||
|
uniform vec2 ditherScale;
|
||
|
uniform vec2 texelSize;
|
||
|
|
||
|
vec3 linearToGamma (vec3 color) {
|
||
|
color = max(color, vec3(0));
|
||
|
return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));
|
||
|
}
|
||
|
|
||
|
void main () {
|
||
|
vec3 c = texture2D(uTexture, vUv).rgb;
|
||
|
|
||
|
#ifdef SHADING
|
||
|
vec3 lc = texture2D(uTexture, vL).rgb;
|
||
|
vec3 rc = texture2D(uTexture, vR).rgb;
|
||
|
vec3 tc = texture2D(uTexture, vT).rgb;
|
||
|
vec3 bc = texture2D(uTexture, vB).rgb;
|
||
|
|
||
|
float dx = length(rc) - length(lc);
|
||
|
float dy = length(tc) - length(bc);
|
||
|
|
||
|
vec3 n = normalize(vec3(dx, dy, length(texelSize)));
|
||
|
vec3 l = vec3(0.0, 0.0, 1.0);
|
||
|
|
||
|
float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
|
||
|
c *= diffuse;
|
||
|
#endif
|
||
|
|
||
|
#ifdef BLOOM
|
||
|
vec3 bloom = texture2D(uBloom, vUv).rgb;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SUNRAYS
|
||
|
float sunrays = texture2D(uSunrays, vUv).r;
|
||
|
c *= sunrays;
|
||
|
#ifdef BLOOM
|
||
|
bloom *= sunrays;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef BLOOM
|
||
|
float noise = texture2D(uDithering, vUv * ditherScale).r;
|
||
|
noise = noise * 2.0 - 1.0;
|
||
|
bloom += noise / 255.0;
|
||
|
bloom = linearToGamma(bloom);
|
||
|
c += bloom;
|
||
|
#endif
|
||
|
|
||
|
float a = max(c.r, max(c.g, c.b));
|
||
|
gl_FragColor = vec4(c, a);
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform vec3 curve;
|
||
|
uniform float threshold;
|
||
|
|
||
|
void main () {
|
||
|
vec3 c = texture2D(uTexture, vUv).rgb;
|
||
|
float br = max(c.r, max(c.g, c.b));
|
||
|
float rq = clamp(br - curve.x, 0.0, curve.y);
|
||
|
rq = curve.z * rq * rq;
|
||
|
c *= max(rq, br - threshold) / max(br, 0.0001);
|
||
|
gl_FragColor = vec4(c, 0.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
varying vec2 vT;
|
||
|
varying vec2 vB;
|
||
|
uniform sampler2D uTexture;
|
||
|
|
||
|
void main () {
|
||
|
vec4 sum = vec4(0.0);
|
||
|
sum += texture2D(uTexture, vL);
|
||
|
sum += texture2D(uTexture, vR);
|
||
|
sum += texture2D(uTexture, vT);
|
||
|
sum += texture2D(uTexture, vB);
|
||
|
sum *= 0.25;
|
||
|
gl_FragColor = sum;
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
varying vec2 vT;
|
||
|
varying vec2 vB;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform float intensity;
|
||
|
|
||
|
void main () {
|
||
|
vec4 sum = vec4(0.0);
|
||
|
sum += texture2D(uTexture, vL);
|
||
|
sum += texture2D(uTexture, vR);
|
||
|
sum += texture2D(uTexture, vT);
|
||
|
sum += texture2D(uTexture, vB);
|
||
|
sum *= 0.25;
|
||
|
gl_FragColor = sum * intensity;
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
|
||
|
void main () {
|
||
|
vec4 c = texture2D(uTexture, vUv);
|
||
|
float br = max(c.r, max(c.g, c.b));
|
||
|
c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8);
|
||
|
gl_FragColor = c;
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const sunraysShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uTexture;
|
||
|
uniform float weight;
|
||
|
|
||
|
#define ITERATIONS 16
|
||
|
|
||
|
void main () {
|
||
|
float Density = 0.3;
|
||
|
float Decay = 0.95;
|
||
|
float Exposure = 0.7;
|
||
|
|
||
|
vec2 coord = vUv;
|
||
|
vec2 dir = vUv - 0.5;
|
||
|
|
||
|
dir *= 1.0 / float(ITERATIONS) * Density;
|
||
|
float illuminationDecay = 1.0;
|
||
|
|
||
|
float color = texture2D(uTexture, vUv).a;
|
||
|
|
||
|
for (int i = 0; i < ITERATIONS; i++)
|
||
|
{
|
||
|
coord -= dir;
|
||
|
float col = texture2D(uTexture, coord).a;
|
||
|
color += col * illuminationDecay * weight;
|
||
|
illuminationDecay *= Decay;
|
||
|
}
|
||
|
|
||
|
gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const splatShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uTarget;
|
||
|
uniform float aspectRatio;
|
||
|
uniform vec3 color;
|
||
|
uniform vec2 point;
|
||
|
uniform float radius;
|
||
|
|
||
|
void main () {
|
||
|
vec2 p = vUv - point.xy;
|
||
|
p.x *= aspectRatio;
|
||
|
vec3 splat = exp(-dot(p, p) / radius) * color;
|
||
|
vec3 base = texture2D(uTarget, vUv).xyz;
|
||
|
gl_FragColor = vec4(base + splat, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
uniform sampler2D uVelocity;
|
||
|
uniform sampler2D uSource;
|
||
|
uniform vec2 texelSize;
|
||
|
uniform vec2 dyeTexelSize;
|
||
|
uniform float dt;
|
||
|
uniform float dissipation;
|
||
|
|
||
|
vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
|
||
|
vec2 st = uv / tsize - 0.5;
|
||
|
|
||
|
vec2 iuv = floor(st);
|
||
|
vec2 fuv = fract(st);
|
||
|
|
||
|
vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
|
||
|
vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
|
||
|
vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
|
||
|
vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
|
||
|
|
||
|
return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
|
||
|
}
|
||
|
|
||
|
void main () {
|
||
|
#ifdef MANUAL_FILTERING
|
||
|
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
|
||
|
vec4 result = bilerp(uSource, coord, dyeTexelSize);
|
||
|
#else
|
||
|
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
|
||
|
vec4 result = texture2D(uSource, coord);
|
||
|
#endif
|
||
|
float decay = 1.0 + dissipation * dt;
|
||
|
gl_FragColor = result / decay;
|
||
|
}`,
|
||
|
ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']
|
||
|
);
|
||
|
|
||
|
const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
varying highp vec2 vL;
|
||
|
varying highp vec2 vR;
|
||
|
varying highp vec2 vT;
|
||
|
varying highp vec2 vB;
|
||
|
uniform sampler2D uVelocity;
|
||
|
|
||
|
void main () {
|
||
|
float L = texture2D(uVelocity, vL).x;
|
||
|
float R = texture2D(uVelocity, vR).x;
|
||
|
float T = texture2D(uVelocity, vT).y;
|
||
|
float B = texture2D(uVelocity, vB).y;
|
||
|
|
||
|
vec2 C = texture2D(uVelocity, vUv).xy;
|
||
|
if (vL.x < 0.0) { L = -C.x; }
|
||
|
if (vR.x > 1.0) { R = -C.x; }
|
||
|
if (vT.y > 1.0) { T = -C.y; }
|
||
|
if (vB.y < 0.0) { B = -C.y; }
|
||
|
|
||
|
float div = 0.5 * (R - L + T - B);
|
||
|
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const curlShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
varying highp vec2 vL;
|
||
|
varying highp vec2 vR;
|
||
|
varying highp vec2 vT;
|
||
|
varying highp vec2 vB;
|
||
|
uniform sampler2D uVelocity;
|
||
|
|
||
|
void main () {
|
||
|
float L = texture2D(uVelocity, vL).y;
|
||
|
float R = texture2D(uVelocity, vR).y;
|
||
|
float T = texture2D(uVelocity, vT).x;
|
||
|
float B = texture2D(uVelocity, vB).x;
|
||
|
float vorticity = R - L - T + B;
|
||
|
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision highp float;
|
||
|
precision highp sampler2D;
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
varying vec2 vL;
|
||
|
varying vec2 vR;
|
||
|
varying vec2 vT;
|
||
|
varying vec2 vB;
|
||
|
uniform sampler2D uVelocity;
|
||
|
uniform sampler2D uCurl;
|
||
|
uniform float curl;
|
||
|
uniform float dt;
|
||
|
|
||
|
void main () {
|
||
|
float L = texture2D(uCurl, vL).x;
|
||
|
float R = texture2D(uCurl, vR).x;
|
||
|
float T = texture2D(uCurl, vT).x;
|
||
|
float B = texture2D(uCurl, vB).x;
|
||
|
float C = texture2D(uCurl, vUv).x;
|
||
|
|
||
|
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
|
||
|
force /= length(force) + 0.0001;
|
||
|
force *= curl * C;
|
||
|
force.y *= -1.0;
|
||
|
|
||
|
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
||
|
velocity += force * dt;
|
||
|
velocity = min(max(velocity, -1000.0), 1000.0);
|
||
|
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
varying highp vec2 vL;
|
||
|
varying highp vec2 vR;
|
||
|
varying highp vec2 vT;
|
||
|
varying highp vec2 vB;
|
||
|
uniform sampler2D uPressure;
|
||
|
uniform sampler2D uDivergence;
|
||
|
|
||
|
void main () {
|
||
|
float L = texture2D(uPressure, vL).x;
|
||
|
float R = texture2D(uPressure, vR).x;
|
||
|
float T = texture2D(uPressure, vT).x;
|
||
|
float B = texture2D(uPressure, vB).x;
|
||
|
float C = texture2D(uPressure, vUv).x;
|
||
|
float divergence = texture2D(uDivergence, vUv).x;
|
||
|
float pressure = (L + R + B + T - divergence) * 0.25;
|
||
|
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
|
||
|
precision mediump float;
|
||
|
precision mediump sampler2D;
|
||
|
|
||
|
varying highp vec2 vUv;
|
||
|
varying highp vec2 vL;
|
||
|
varying highp vec2 vR;
|
||
|
varying highp vec2 vT;
|
||
|
varying highp vec2 vB;
|
||
|
uniform sampler2D uPressure;
|
||
|
uniform sampler2D uVelocity;
|
||
|
|
||
|
void main () {
|
||
|
float L = texture2D(uPressure, vL).x;
|
||
|
float R = texture2D(uPressure, vR).x;
|
||
|
float T = texture2D(uPressure, vT).x;
|
||
|
float B = texture2D(uPressure, vB).x;
|
||
|
vec2 velocity = texture2D(uVelocity, vUv).xy;
|
||
|
velocity.xy -= vec2(R - L, T - B);
|
||
|
gl_FragColor = vec4(velocity, 0.0, 1.0);
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
const blit = (() =>
|
||
|
{
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
|
||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
|
||
|
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||
|
gl.enableVertexAttribArray(0);
|
||
|
|
||
|
return (target, clear = false) =>
|
||
|
{
|
||
|
if (target == null)
|
||
|
{
|
||
|
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gl.viewport(0, 0, target.width, target.height);
|
||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
|
||
|
}
|
||
|
if (clear)
|
||
|
{
|
||
|
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
|
}
|
||
|
// CHECK_FRAMEBUFFER_STATUS();
|
||
|
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
function CHECK_FRAMEBUFFER_STATUS()
|
||
|
{
|
||
|
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
||
|
if (status != gl.FRAMEBUFFER_COMPLETE)
|
||
|
console.trace("Framebuffer error: " + status);
|
||
|
}
|
||
|
|
||
|
let dye;
|
||
|
let velocity;
|
||
|
let divergence;
|
||
|
let curl;
|
||
|
let pressure;
|
||
|
let bloom;
|
||
|
let bloomFramebuffers = [];
|
||
|
let sunrays;
|
||
|
let sunraysTemp;
|
||
|
|
||
|
let ditheringTexture = createTextureAsync('/LDR_LLL1_0.png');
|
||
|
|
||
|
const blurProgram = new Program(blurVertexShader, blurShader);
|
||
|
const copyProgram = new Program(baseVertexShader, copyShader);
|
||
|
const clearProgram = new Program(baseVertexShader, clearShader);
|
||
|
const colorProgram = new Program(baseVertexShader, colorShader);
|
||
|
const checkerboardProgram = new Program(baseVertexShader, checkerboardShader);
|
||
|
const bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader);
|
||
|
const bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader);
|
||
|
const bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader);
|
||
|
const sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader);
|
||
|
const sunraysProgram = new Program(baseVertexShader, sunraysShader);
|
||
|
const splatProgram = new Program(baseVertexShader, splatShader);
|
||
|
const advectionProgram = new Program(baseVertexShader, advectionShader);
|
||
|
const divergenceProgram = new Program(baseVertexShader, divergenceShader);
|
||
|
const curlProgram = new Program(baseVertexShader, curlShader);
|
||
|
const vorticityProgram = new Program(baseVertexShader, vorticityShader);
|
||
|
const pressureProgram = new Program(baseVertexShader, pressureShader);
|
||
|
const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);
|
||
|
|
||
|
const displayMaterial = new Material(baseVertexShader, displayShaderSource);
|
||
|
|
||
|
function initFramebuffers()
|
||
|
{
|
||
|
let simRes = getResolution(config.SIM_RESOLUTION);
|
||
|
let dyeRes = getResolution(config.DYE_RESOLUTION);
|
||
|
|
||
|
const texType = ext.halfFloatTexType;
|
||
|
const rgba = ext.formatRGBA;
|
||
|
const rg = ext.formatRG;
|
||
|
const r = ext.formatR;
|
||
|
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
||
|
|
||
|
gl.disable(gl.BLEND);
|
||
|
|
||
|
if (dye == null)
|
||
|
dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
||
|
else
|
||
|
dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);
|
||
|
|
||
|
if (velocity == null)
|
||
|
velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
||
|
else
|
||
|
velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);
|
||
|
|
||
|
divergence = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
||
|
curl = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
||
|
pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);
|
||
|
|
||
|
initBloomFramebuffers();
|
||
|
initSunraysFramebuffers();
|
||
|
}
|
||
|
|
||
|
function initBloomFramebuffers()
|
||
|
{
|
||
|
let res = getResolution(config.BLOOM_RESOLUTION);
|
||
|
|
||
|
const texType = ext.halfFloatTexType;
|
||
|
const rgba = ext.formatRGBA;
|
||
|
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
||
|
|
||
|
bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering);
|
||
|
|
||
|
bloomFramebuffers.length = 0;
|
||
|
for (let i = 0; i < config.BLOOM_ITERATIONS; i++)
|
||
|
{
|
||
|
let width = res.width >> (i + 1);
|
||
|
let height = res.height >> (i + 1);
|
||
|
|
||
|
if (width < 2 || height < 2) break;
|
||
|
|
||
|
let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering);
|
||
|
bloomFramebuffers.push(fbo);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initSunraysFramebuffers()
|
||
|
{
|
||
|
let res = getResolution(config.SUNRAYS_RESOLUTION);
|
||
|
|
||
|
const texType = ext.halfFloatTexType;
|
||
|
const r = ext.formatR;
|
||
|
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
|
||
|
|
||
|
sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
||
|
sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering);
|
||
|
}
|
||
|
|
||
|
function createFBO(w, h, internalFormat, format, type, param)
|
||
|
{
|
||
|
gl.activeTexture(gl.TEXTURE0);
|
||
|
let texture = gl.createTexture();
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
|
||
|
|
||
|
let fbo = gl.createFramebuffer();
|
||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
||
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||
|
gl.viewport(0, 0, w, h);
|
||
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
|
|
||
|
let texelSizeX = 1.0 / w;
|
||
|
let texelSizeY = 1.0 / h;
|
||
|
|
||
|
return {
|
||
|
texture,
|
||
|
fbo,
|
||
|
width: w,
|
||
|
height: h,
|
||
|
texelSizeX,
|
||
|
texelSizeY,
|
||
|
attach(id)
|
||
|
{
|
||
|
gl.activeTexture(gl.TEXTURE0 + id);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
return id;
|
||
|
}
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function createDoubleFBO(w, h, internalFormat, format, type, param)
|
||
|
{
|
||
|
let fbo1 = createFBO(w, h, internalFormat, format, type, param);
|
||
|
let fbo2 = createFBO(w, h, internalFormat, format, type, param);
|
||
|
|
||
|
return {
|
||
|
width: w,
|
||
|
height: h,
|
||
|
texelSizeX: fbo1.texelSizeX,
|
||
|
texelSizeY: fbo1.texelSizeY,
|
||
|
get read()
|
||
|
{
|
||
|
return fbo1;
|
||
|
},
|
||
|
set read(value)
|
||
|
{
|
||
|
fbo1 = value;
|
||
|
},
|
||
|
get write()
|
||
|
{
|
||
|
return fbo2;
|
||
|
},
|
||
|
set write(value)
|
||
|
{
|
||
|
fbo2 = value;
|
||
|
},
|
||
|
swap()
|
||
|
{
|
||
|
let temp = fbo1;
|
||
|
fbo1 = fbo2;
|
||
|
fbo2 = temp;
|
||
|
}
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function resizeFBO(target, w, h, internalFormat, format, type, param)
|
||
|
{
|
||
|
let newFBO = createFBO(w, h, internalFormat, format, type, param);
|
||
|
copyProgram.bind();
|
||
|
gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));
|
||
|
blit(newFBO);
|
||
|
return newFBO;
|
||
|
}
|
||
|
|
||
|
function resizeDoubleFBO(target, w, h, internalFormat, format, type, param)
|
||
|
{
|
||
|
if (target.width == w && target.height == h)
|
||
|
return target;
|
||
|
target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);
|
||
|
target.write = createFBO(w, h, internalFormat, format, type, param);
|
||
|
target.width = w;
|
||
|
target.height = h;
|
||
|
target.texelSizeX = 1.0 / w;
|
||
|
target.texelSizeY = 1.0 / h;
|
||
|
return target;
|
||
|
}
|
||
|
|
||
|
function createTextureAsync(url)
|
||
|
{
|
||
|
let texture = gl.createTexture();
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
||
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255]));
|
||
|
|
||
|
let obj = {
|
||
|
texture,
|
||
|
width: 1,
|
||
|
height: 1,
|
||
|
attach(id)
|
||
|
{
|
||
|
gl.activeTexture(gl.TEXTURE0 + id);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
return id;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
let image = new Image();
|
||
|
image.onload = () =>
|
||
|
{
|
||
|
obj.width = image.width;
|
||
|
obj.height = image.height;
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
|
||
|
};
|
||
|
image.src = url;
|
||
|
|
||
|
return obj;
|
||
|
}
|
||
|
|
||
|
function updateKeywords()
|
||
|
{
|
||
|
let displayKeywords = [];
|
||
|
if (config.SHADING) displayKeywords.push("SHADING");
|
||
|
if (config.BLOOM) displayKeywords.push("BLOOM");
|
||
|
if (config.SUNRAYS) displayKeywords.push("SUNRAYS");
|
||
|
displayMaterial.setKeywords(displayKeywords);
|
||
|
}
|
||
|
|
||
|
updateKeywords();
|
||
|
initFramebuffers();
|
||
|
multipleSplats(parseInt(Math.random() * 20) + 5);
|
||
|
|
||
|
let lastUpdateTime = Date.now();
|
||
|
let colorUpdateTimer = 0.0;
|
||
|
update();
|
||
|
|
||
|
function update()
|
||
|
{
|
||
|
const dt = calcDeltaTime();
|
||
|
if (resizeCanvas())
|
||
|
initFramebuffers();
|
||
|
updateColors(dt);
|
||
|
applyInputs();
|
||
|
if (!config.PAUSED)
|
||
|
step(dt);
|
||
|
render(null);
|
||
|
requestAnimationFrame(update);
|
||
|
}
|
||
|
|
||
|
function calcDeltaTime()
|
||
|
{
|
||
|
let now = Date.now();
|
||
|
let dt = (now - lastUpdateTime) / 1000;
|
||
|
dt = Math.min(dt, 0.016666);
|
||
|
lastUpdateTime = now;
|
||
|
return dt;
|
||
|
}
|
||
|
|
||
|
function resizeCanvas()
|
||
|
{
|
||
|
let width = scaleByPixelRatio(canvas.clientWidth);
|
||
|
let height = scaleByPixelRatio(canvas.clientHeight);
|
||
|
if (canvas.width != width || canvas.height != height)
|
||
|
{
|
||
|
canvas.width = width;
|
||
|
canvas.height = height;
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function updateColors(dt)
|
||
|
{
|
||
|
if (!config.COLORFUL) return;
|
||
|
|
||
|
colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;
|
||
|
if (colorUpdateTimer >= 1)
|
||
|
{
|
||
|
colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);
|
||
|
pointers.forEach(p =>
|
||
|
{
|
||
|
p.color = generateColor();
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function applyInputs()
|
||
|
{
|
||
|
if (splatStack.length > 0)
|
||
|
multipleSplats(splatStack.pop());
|
||
|
|
||
|
pointers.forEach(p =>
|
||
|
{
|
||
|
if (p.moved)
|
||
|
{
|
||
|
p.moved = false;
|
||
|
splatPointer(p);
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
function step(dt)
|
||
|
{
|
||
|
gl.disable(gl.BLEND);
|
||
|
|
||
|
curlProgram.bind();
|
||
|
gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));
|
||
|
blit(curl);
|
||
|
|
||
|
vorticityProgram.bind();
|
||
|
gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));
|
||
|
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
|
||
|
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
||
|
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
||
|
blit(velocity.write);
|
||
|
velocity.swap();
|
||
|
|
||
|
divergenceProgram.bind();
|
||
|
gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0));
|
||
|
blit(divergence);
|
||
|
|
||
|
clearProgram.bind();
|
||
|
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
|
||
|
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);
|
||
|
blit(pressure.write);
|
||
|
pressure.swap();
|
||
|
|
||
|
pressureProgram.bind();
|
||
|
gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));
|
||
|
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++)
|
||
|
{
|
||
|
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1));
|
||
|
blit(pressure.write);
|
||
|
pressure.swap();
|
||
|
}
|
||
|
|
||
|
gradienSubtractProgram.bind();
|
||
|
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));
|
||
|
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));
|
||
|
blit(velocity.write);
|
||
|
velocity.swap();
|
||
|
|
||
|
advectionProgram.bind();
|
||
|
gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
if (!ext.supportLinearFiltering)
|
||
|
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY);
|
||
|
let velocityId = velocity.read.attach(0);
|
||
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
|
||
|
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
|
||
|
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
||
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
||
|
blit(velocity.write);
|
||
|
velocity.swap();
|
||
|
|
||
|
if (!ext.supportLinearFiltering)
|
||
|
gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY);
|
||
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));
|
||
|
gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));
|
||
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
||
|
blit(dye.write);
|
||
|
dye.swap();
|
||
|
}
|
||
|
|
||
|
function render(target)
|
||
|
{
|
||
|
if (config.BLOOM)
|
||
|
applyBloom(dye.read, bloom);
|
||
|
if (config.SUNRAYS)
|
||
|
{
|
||
|
applySunrays(dye.read, dye.write, sunrays);
|
||
|
blur(sunrays, sunraysTemp, 1);
|
||
|
}
|
||
|
|
||
|
if (target == null || !config.TRANSPARENT)
|
||
|
{
|
||
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
||
|
gl.enable(gl.BLEND);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gl.disable(gl.BLEND);
|
||
|
}
|
||
|
|
||
|
if (!config.TRANSPARENT)
|
||
|
drawColor(target, normalizeColor(config.BACK_COLOR));
|
||
|
if (target == null && config.TRANSPARENT)
|
||
|
drawCheckerboard(target);
|
||
|
drawDisplay(target);
|
||
|
}
|
||
|
|
||
|
function drawColor(target, color)
|
||
|
{
|
||
|
colorProgram.bind();
|
||
|
gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1);
|
||
|
blit(target);
|
||
|
}
|
||
|
|
||
|
function drawCheckerboard(target)
|
||
|
{
|
||
|
checkerboardProgram.bind();
|
||
|
gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
||
|
blit(target);
|
||
|
}
|
||
|
|
||
|
function drawDisplay(target)
|
||
|
{
|
||
|
let width = target == null ? gl.drawingBufferWidth : target.width;
|
||
|
let height = target == null ? gl.drawingBufferHeight : target.height;
|
||
|
|
||
|
displayMaterial.bind();
|
||
|
if (config.SHADING)
|
||
|
gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height);
|
||
|
gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));
|
||
|
if (config.BLOOM)
|
||
|
{
|
||
|
gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1));
|
||
|
gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2));
|
||
|
let scale = getTextureScale(ditheringTexture, width, height);
|
||
|
gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y);
|
||
|
}
|
||
|
if (config.SUNRAYS)
|
||
|
gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3));
|
||
|
blit(target);
|
||
|
}
|
||
|
|
||
|
function applyBloom(source, destination)
|
||
|
{
|
||
|
if (bloomFramebuffers.length < 2)
|
||
|
return;
|
||
|
|
||
|
let last = destination;
|
||
|
|
||
|
gl.disable(gl.BLEND);
|
||
|
bloomPrefilterProgram.bind();
|
||
|
let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001;
|
||
|
let curve0 = config.BLOOM_THRESHOLD - knee;
|
||
|
let curve1 = knee * 2;
|
||
|
let curve2 = 0.25 / knee;
|
||
|
gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2);
|
||
|
gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD);
|
||
|
gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0));
|
||
|
blit(last);
|
||
|
|
||
|
bloomBlurProgram.bind();
|
||
|
for (let i = 0; i < bloomFramebuffers.length; i++)
|
||
|
{
|
||
|
let dest = bloomFramebuffers[i];
|
||
|
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
||
|
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
||
|
blit(dest);
|
||
|
last = dest;
|
||
|
}
|
||
|
|
||
|
gl.blendFunc(gl.ONE, gl.ONE);
|
||
|
gl.enable(gl.BLEND);
|
||
|
|
||
|
for (let i = bloomFramebuffers.length - 2; i >= 0; i--)
|
||
|
{
|
||
|
let baseTex = bloomFramebuffers[i];
|
||
|
gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
||
|
gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0));
|
||
|
gl.viewport(0, 0, baseTex.width, baseTex.height);
|
||
|
blit(baseTex);
|
||
|
last = baseTex;
|
||
|
}
|
||
|
|
||
|
gl.disable(gl.BLEND);
|
||
|
bloomFinalProgram.bind();
|
||
|
gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY);
|
||
|
gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0));
|
||
|
gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY);
|
||
|
blit(destination);
|
||
|
}
|
||
|
|
||
|
function applySunrays(source, mask, destination)
|
||
|
{
|
||
|
gl.disable(gl.BLEND);
|
||
|
sunraysMaskProgram.bind();
|
||
|
gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0));
|
||
|
blit(mask);
|
||
|
|
||
|
sunraysProgram.bind();
|
||
|
gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT);
|
||
|
gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0));
|
||
|
blit(destination);
|
||
|
}
|
||
|
|
||
|
function blur(target, temp, iterations)
|
||
|
{
|
||
|
blurProgram.bind();
|
||
|
for (let i = 0; i < iterations; i++)
|
||
|
{
|
||
|
gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0);
|
||
|
gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0));
|
||
|
blit(temp);
|
||
|
|
||
|
gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY);
|
||
|
gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0));
|
||
|
blit(target);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function splatPointer(pointer)
|
||
|
{
|
||
|
let dx = pointer.deltaX * config.SPLAT_FORCE;
|
||
|
let dy = pointer.deltaY * config.SPLAT_FORCE;
|
||
|
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);
|
||
|
}
|
||
|
|
||
|
function multipleSplats(amount)
|
||
|
{
|
||
|
for (let i = 0; i < amount; i++)
|
||
|
{
|
||
|
const color = generateColor();
|
||
|
color.r *= 10.0;
|
||
|
color.g *= 10.0;
|
||
|
color.b *= 10.0;
|
||
|
const x = Math.random();
|
||
|
const y = Math.random();
|
||
|
const dx = 1000 * (Math.random() - 0.5);
|
||
|
const dy = 1000 * (Math.random() - 0.5);
|
||
|
splat(x, y, dx, dy, color);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function splat(x, y, dx, dy, color)
|
||
|
{
|
||
|
splatProgram.bind();
|
||
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));
|
||
|
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
||
|
gl.uniform2f(splatProgram.uniforms.point, x, y);
|
||
|
gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0);
|
||
|
gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0));
|
||
|
blit(velocity.write);
|
||
|
velocity.swap();
|
||
|
|
||
|
gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));
|
||
|
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
|
||
|
blit(dye.write);
|
||
|
dye.swap();
|
||
|
}
|
||
|
|
||
|
function correctRadius(radius)
|
||
|
{
|
||
|
let aspectRatio = canvas.width / canvas.height;
|
||
|
if (aspectRatio > 1)
|
||
|
radius *= aspectRatio;
|
||
|
return radius;
|
||
|
}
|
||
|
|
||
|
canvas.addEventListener('mousedown', e =>
|
||
|
{
|
||
|
let posX = scaleByPixelRatio(e.offsetX);
|
||
|
let posY = scaleByPixelRatio(e.offsetY);
|
||
|
let pointer = pointers.find(p => p.id == -1);
|
||
|
if (pointer == null)
|
||
|
pointer = new pointerPrototype();
|
||
|
updatePointerDownData(pointer, -1, posX, posY);
|
||
|
});
|
||
|
|
||
|
setTimeout(() =>
|
||
|
{
|
||
|
canvas.addEventListener('mousemove', e =>
|
||
|
{
|
||
|
let posX = scaleByPixelRatio(e.offsetX);
|
||
|
let posY = scaleByPixelRatio(e.offsetY);
|
||
|
updatePointerMoveData(pointers[0], posX, posY);
|
||
|
});
|
||
|
}, 500);
|
||
|
|
||
|
window.addEventListener('mouseup', () =>
|
||
|
{
|
||
|
updatePointerUpData(pointers[0]);
|
||
|
});
|
||
|
|
||
|
canvas.addEventListener('touchstart', e =>
|
||
|
{
|
||
|
e.preventDefault();
|
||
|
const touches = e.targetTouches;
|
||
|
while (touches.length >= pointers.length)
|
||
|
pointers.push(new pointerPrototype());
|
||
|
for (let i = 0; i < touches.length; i++)
|
||
|
{
|
||
|
let posX = scaleByPixelRatio(touches[i].pageX);
|
||
|
let posY = scaleByPixelRatio(touches[i].pageY);
|
||
|
updatePointerDownData(pointers[i + 1], touches[i].identifier, posX, posY);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
canvas.addEventListener('touchmove', e =>
|
||
|
{
|
||
|
e.preventDefault();
|
||
|
const touches = e.targetTouches;
|
||
|
for (let i = 0; i < touches.length; i++)
|
||
|
{
|
||
|
let pointer = pointers[i + 1];
|
||
|
if (!pointer.down) continue;
|
||
|
let posX = scaleByPixelRatio(touches[i].pageX);
|
||
|
let posY = scaleByPixelRatio(touches[i].pageY);
|
||
|
updatePointerMoveData(pointer, posX, posY);
|
||
|
}
|
||
|
}, false);
|
||
|
|
||
|
window.addEventListener('touchend', e =>
|
||
|
{
|
||
|
const touches = e.changedTouches;
|
||
|
for (let i = 0; i < touches.length; i++)
|
||
|
{
|
||
|
let pointer = pointers.find(p => p.id == touches[i].identifier);
|
||
|
if (pointer == null) continue;
|
||
|
updatePointerUpData(pointer);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
window.addEventListener('keydown', e =>
|
||
|
{
|
||
|
if (e.code === 'KeyP')
|
||
|
config.PAUSED = !config.PAUSED;
|
||
|
if (e.key === ' ')
|
||
|
splatStack.push(parseInt(Math.random() * 20) + 5);
|
||
|
});
|
||
|
|
||
|
function updatePointerDownData(pointer, id, posX, posY)
|
||
|
{
|
||
|
pointer.id = id;
|
||
|
pointer.down = true;
|
||
|
pointer.moved = false;
|
||
|
pointer.texcoordX = posX / canvas.width;
|
||
|
pointer.texcoordY = 1.0 - posY / canvas.height;
|
||
|
pointer.prevTexcoordX = pointer.texcoordX;
|
||
|
pointer.prevTexcoordY = pointer.texcoordY;
|
||
|
pointer.deltaX = 0;
|
||
|
pointer.deltaY = 0;
|
||
|
pointer.color = generateColor();
|
||
|
}
|
||
|
|
||
|
function updatePointerMoveData(pointer, posX, posY)
|
||
|
{
|
||
|
pointer.prevTexcoordX = pointer.texcoordX;
|
||
|
pointer.prevTexcoordY = pointer.texcoordY;
|
||
|
pointer.texcoordX = posX / canvas.width;
|
||
|
pointer.texcoordY = 1.0 - posY / canvas.height;
|
||
|
pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX);
|
||
|
pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY);
|
||
|
pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0;
|
||
|
}
|
||
|
|
||
|
function updatePointerUpData(pointer)
|
||
|
{
|
||
|
pointer.down = false;
|
||
|
}
|
||
|
|
||
|
function correctDeltaX(delta)
|
||
|
{
|
||
|
let aspectRatio = canvas.width / canvas.height;
|
||
|
if (aspectRatio < 1) delta *= aspectRatio;
|
||
|
return delta;
|
||
|
}
|
||
|
|
||
|
function correctDeltaY(delta)
|
||
|
{
|
||
|
let aspectRatio = canvas.width / canvas.height;
|
||
|
if (aspectRatio > 1) delta /= aspectRatio;
|
||
|
return delta;
|
||
|
}
|
||
|
|
||
|
function generateColor()
|
||
|
{
|
||
|
let c = HSVtoRGB(Math.random(), 1.0, 1.0);
|
||
|
c.r *= 0.15;
|
||
|
c.g *= 0.15;
|
||
|
c.b *= 0.15;
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
function HSVtoRGB(h, s, v)
|
||
|
{
|
||
|
let r, g, b, i, f, p, q, t;
|
||
|
i = Math.floor(h * 6);
|
||
|
f = h * 6 - i;
|
||
|
p = v * (1 - s);
|
||
|
q = v * (1 - f * s);
|
||
|
t = v * (1 - (1 - f) * s);
|
||
|
|
||
|
switch (i % 6)
|
||
|
{
|
||
|
case 0: r = v, g = t, b = p; break;
|
||
|
case 1: r = q, g = v, b = p; break;
|
||
|
case 2: r = p, g = v, b = t; break;
|
||
|
case 3: r = p, g = q, b = v; break;
|
||
|
case 4: r = t, g = p, b = v; break;
|
||
|
case 5: r = v, g = p, b = q; break;
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
r,
|
||
|
g,
|
||
|
b
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function normalizeColor(input)
|
||
|
{
|
||
|
let output = {
|
||
|
r: input.r / 255,
|
||
|
g: input.g / 255,
|
||
|
b: input.b / 255
|
||
|
};
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
function wrap(value, min, max)
|
||
|
{
|
||
|
let range = max - min;
|
||
|
if (range == 0) return min;
|
||
|
return (value - min) % range + min;
|
||
|
}
|
||
|
|
||
|
function getResolution(resolution)
|
||
|
{
|
||
|
let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
|
||
|
if (aspectRatio < 1)
|
||
|
aspectRatio = 1.0 / aspectRatio;
|
||
|
|
||
|
let min = Math.round(resolution);
|
||
|
let max = Math.round(resolution * aspectRatio);
|
||
|
|
||
|
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
|
||
|
return { width: max, height: min };
|
||
|
else
|
||
|
return { width: min, height: max };
|
||
|
}
|
||
|
|
||
|
function getTextureScale(texture, width, height)
|
||
|
{
|
||
|
return {
|
||
|
x: width / texture.width,
|
||
|
y: height / texture.height
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function scaleByPixelRatio(input)
|
||
|
{
|
||
|
let pixelRatio = window.devicePixelRatio || 1;
|
||
|
return Math.floor(input * pixelRatio);
|
||
|
}
|
||
|
|
||
|
function hashCode(s)
|
||
|
{
|
||
|
if (s.length == 0) return 0;
|
||
|
let hash = 0;
|
||
|
for (let i = 0; i < s.length; i++)
|
||
|
{
|
||
|
hash = (hash << 5) - hash + s.charCodeAt(i);
|
||
|
hash |= 0; // Convert to 32bit integer
|
||
|
}
|
||
|
return hash;
|
||
|
};
|