Spaces:
Sleeping
Sleeping
Tecnhotron
commited on
Commit
·
62a7201
1
Parent(s):
a5d1816
Initial commit
Browse files- templates/index.html +1618 -1
- templates/script.js +0 -1618
templates/index.html
CHANGED
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@@ -240,7 +240,1624 @@
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</div>
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</div>
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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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