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| 'use client'; | |
| // @ts-nocheck - WebGL fluid simulation code, TypeScript strict mode not compatible | |
| import { useEffect, useRef } from 'react'; | |
| function SplashCursor({ | |
| SIM_RESOLUTION = 64, | |
| DYE_RESOLUTION = 512, | |
| CAPTURE_RESOLUTION = 256, | |
| DENSITY_DISSIPATION = 3.5, | |
| VELOCITY_DISSIPATION = 2, | |
| PRESSURE = 0.1, | |
| PRESSURE_ITERATIONS = 10, | |
| CURL = 3, | |
| SPLAT_RADIUS = 0.2, | |
| SPLAT_FORCE = 4000, | |
| SHADING = false, | |
| COLOR_UPDATE_SPEED = 10, | |
| BACK_COLOR = { r: 0.5, g: 0, b: 0 }, | |
| TRANSPARENT = true | |
| }) { | |
| const canvasRef = useRef(null); | |
| const animationFrameId = useRef(null); | |
| useEffect(() => { | |
| const canvas = canvasRef.current; | |
| if (!canvas) return; | |
| // Track if the effect is still active for cleanup | |
| let isActive = true; | |
| function pointerPrototype() { | |
| this.id = -1; | |
| this.texcoordX = 0; | |
| this.texcoordY = 0; | |
| this.prevTexcoordX = 0; | |
| this.prevTexcoordY = 0; | |
| this.deltaX = 0; | |
| this.deltaY = 0; | |
| this.down = false; | |
| this.moved = false; | |
| this.color = [0, 0, 0]; | |
| } | |
| let config = { | |
| SIM_RESOLUTION, | |
| DYE_RESOLUTION, | |
| CAPTURE_RESOLUTION, | |
| DENSITY_DISSIPATION, | |
| VELOCITY_DISSIPATION, | |
| PRESSURE, | |
| PRESSURE_ITERATIONS, | |
| CURL, | |
| SPLAT_RADIUS, | |
| SPLAT_FORCE, | |
| SHADING, | |
| COLOR_UPDATE_SPEED, | |
| PAUSED: false, | |
| BACK_COLOR, | |
| TRANSPARENT | |
| }; | |
| let pointers = [new pointerPrototype()]; | |
| const { gl, ext } = getWebGLContext(canvas); | |
| if (!ext.supportLinearFiltering) { | |
| config.DYE_RESOLUTION = 256; | |
| config.SHADING = false; | |
| } | |
| function getWebGLContext(canvas) { | |
| const params = { | |
| alpha: true, | |
| depth: false, | |
| stencil: false, | |
| antialias: false, | |
| preserveDrawingBuffer: false | |
| }; | |
| let gl = canvas.getContext('webgl2', params); | |
| const isWebGL2 = !!gl; | |
| if (!isWebGL2) gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); | |
| let halfFloat; | |
| let supportLinearFiltering; | |
| if (isWebGL2) { | |
| gl.getExtension('EXT_color_buffer_float'); | |
| supportLinearFiltering = gl.getExtension('OES_texture_float_linear'); | |
| } else { | |
| halfFloat = gl.getExtension('OES_texture_half_float'); | |
| supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear'); | |
| } | |
| gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
| const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat && halfFloat.HALF_FLOAT_OES; | |
| let formatRGBA; | |
| let formatRG; | |
| let formatR; | |
| if (isWebGL2) { | |
| formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType); | |
| formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType); | |
| formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType); | |
| } else { | |
| formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); | |
| formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); | |
| formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); | |
| } | |
| return { | |
| gl, | |
| ext: { | |
| formatRGBA, | |
| formatRG, | |
| formatR, | |
| halfFloatTexType, | |
| supportLinearFiltering | |
| } | |
| }; | |
| } | |
| function getSupportedFormat(gl, internalFormat, format, type) { | |
| if (!supportRenderTextureFormat(gl, internalFormat, format, type)) { | |
| switch (internalFormat) { | |
| case gl.R16F: | |
| return getSupportedFormat(gl, gl.RG16F, gl.RG, type); | |
| case gl.RG16F: | |
| return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type); | |
| default: | |
| return null; | |
| } | |
| } | |
| return { internalFormat, format }; | |
| } | |
| function supportRenderTextureFormat(gl, internalFormat, format, type) { | |
| const texture = gl.createTexture(); | |
| gl.bindTexture(gl.TEXTURE_2D, texture); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null); | |
| const fbo = gl.createFramebuffer(); | |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); | |
| const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); | |
| return status === gl.FRAMEBUFFER_COMPLETE; | |
| } | |
| class Material { | |
| constructor(vertexShader, fragmentShaderSource) { | |
| this.vertexShader = vertexShader; | |
| this.fragmentShaderSource = fragmentShaderSource; | |
| this.programs = []; | |
| this.activeProgram = null; | |
| this.uniforms = []; | |
| } | |
| setKeywords(keywords) { | |
| let hash = 0; | |
| for (let i = 0; i < keywords.length; i++) hash += hashCode(keywords[i]); | |
| let program = this.programs[hash]; | |
| if (program == null) { | |
| let fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords); | |
| program = createProgram(this.vertexShader, fragmentShader); | |
| this.programs[hash] = program; | |
| } | |
| if (program === this.activeProgram) return; | |
| this.uniforms = getUniforms(program); | |
| this.activeProgram = program; | |
| } | |
| bind() { | |
| gl.useProgram(this.activeProgram); | |
| } | |
| } | |
| class Program { | |
| constructor(vertexShader, fragmentShader) { | |
| this.uniforms = {}; | |
| this.program = createProgram(vertexShader, fragmentShader); | |
| this.uniforms = getUniforms(this.program); | |
| } | |
| bind() { | |
| gl.useProgram(this.program); | |
| } | |
| } | |
| function createProgram(vertexShader, fragmentShader) { | |
| let program = gl.createProgram(); | |
| gl.attachShader(program, vertexShader); | |
| gl.attachShader(program, fragmentShader); | |
| gl.linkProgram(program); | |
| if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.trace(gl.getProgramInfoLog(program)); | |
| return program; | |
| } | |
| function getUniforms(program) { | |
| let uniforms = []; | |
| let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); | |
| for (let i = 0; i < uniformCount; i++) { | |
| let uniformName = gl.getActiveUniform(program, i).name; | |
| uniforms[uniformName] = gl.getUniformLocation(program, uniformName); | |
| } | |
| return uniforms; | |
| } | |
| function compileShader(type, source, keywords) { | |
| source = addKeywords(source, keywords); | |
| const shader = gl.createShader(type); | |
| gl.shaderSource(shader, source); | |
| gl.compileShader(shader); | |
| if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) console.trace(gl.getShaderInfoLog(shader)); | |
| return shader; | |
| } | |
| function addKeywords(source, keywords) { | |
| if (!keywords) return source; | |
| let keywordsString = ''; | |
| keywords.forEach(keyword => { | |
| keywordsString += '#define ' + keyword + '\n'; | |
| }); | |
| return keywordsString + source; | |
| } | |
| const baseVertexShader = compileShader( | |
| gl.VERTEX_SHADER, | |
| ` | |
| precision highp float; | |
| attribute vec2 aPosition; | |
| varying vec2 vUv; | |
| varying vec2 vL; | |
| varying vec2 vR; | |
| varying vec2 vT; | |
| varying vec2 vB; | |
| uniform vec2 texelSize; | |
| void main () { | |
| vUv = aPosition * 0.5 + 0.5; | |
| vL = vUv - vec2(texelSize.x, 0.0); | |
| vR = vUv + vec2(texelSize.x, 0.0); | |
| vT = vUv + vec2(0.0, texelSize.y); | |
| vB = vUv - vec2(0.0, texelSize.y); | |
| gl_Position = vec4(aPosition, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const copyShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| uniform sampler2D uTexture; | |
| void main () { | |
| gl_FragColor = texture2D(uTexture, vUv); | |
| } | |
| ` | |
| ); | |
| const clearShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| uniform sampler2D uTexture; | |
| uniform float value; | |
| void main () { | |
| gl_FragColor = value * texture2D(uTexture, vUv); | |
| } | |
| ` | |
| ); | |
| const displayShaderSource = ` | |
| precision highp float; | |
| precision highp sampler2D; | |
| varying vec2 vUv; | |
| varying vec2 vL; | |
| varying vec2 vR; | |
| varying vec2 vT; | |
| varying vec2 vB; | |
| uniform sampler2D uTexture; | |
| uniform sampler2D uDithering; | |
| uniform vec2 ditherScale; | |
| uniform vec2 texelSize; | |
| vec3 linearToGamma (vec3 color) { | |
| color = max(color, vec3(0)); | |
| return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0)); | |
| } | |
| void main () { | |
| vec3 c = texture2D(uTexture, vUv).rgb; | |
| #ifdef SHADING | |
| vec3 lc = texture2D(uTexture, vL).rgb; | |
| vec3 rc = texture2D(uTexture, vR).rgb; | |
| vec3 tc = texture2D(uTexture, vT).rgb; | |
| vec3 bc = texture2D(uTexture, vB).rgb; | |
| float dx = length(rc) - length(lc); | |
| float dy = length(tc) - length(bc); | |
| vec3 n = normalize(vec3(dx, dy, length(texelSize))); | |
| vec3 l = vec3(0.0, 0.0, 1.0); | |
| float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); | |
| c *= diffuse; | |
| #endif | |
| float a = max(c.r, max(c.g, c.b)); | |
| gl_FragColor = vec4(c, a); | |
| } | |
| `; | |
| const splatShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision highp float; | |
| precision highp sampler2D; | |
| varying vec2 vUv; | |
| uniform sampler2D uTarget; | |
| uniform float aspectRatio; | |
| uniform vec3 color; | |
| uniform vec2 point; | |
| uniform float radius; | |
| void main () { | |
| vec2 p = vUv - point.xy; | |
| p.x *= aspectRatio; | |
| vec3 splat = exp(-dot(p, p) / radius) * color; | |
| vec3 base = texture2D(uTarget, vUv).xyz; | |
| gl_FragColor = vec4(base + splat, 1.0); | |
| } | |
| ` | |
| ); | |
| const advectionShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision highp float; | |
| precision highp sampler2D; | |
| varying vec2 vUv; | |
| uniform sampler2D uVelocity; | |
| uniform sampler2D uSource; | |
| uniform vec2 texelSize; | |
| uniform vec2 dyeTexelSize; | |
| uniform float dt; | |
| uniform float dissipation; | |
| vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { | |
| vec2 st = uv / tsize - 0.5; | |
| vec2 iuv = floor(st); | |
| vec2 fuv = fract(st); | |
| vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); | |
| vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); | |
| vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); | |
| vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); | |
| return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); | |
| } | |
| void main () { | |
| #ifdef MANUAL_FILTERING | |
| vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize; | |
| vec4 result = bilerp(uSource, coord, dyeTexelSize); | |
| #else | |
| vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; | |
| vec4 result = texture2D(uSource, coord); | |
| #endif | |
| float decay = 1.0 + dissipation * dt; | |
| gl_FragColor = result / decay; | |
| } | |
| `, | |
| ext.supportLinearFiltering ? null : ['MANUAL_FILTERING'] | |
| ); | |
| const divergenceShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uVelocity; | |
| void main () { | |
| float L = texture2D(uVelocity, vL).x; | |
| float R = texture2D(uVelocity, vR).x; | |
| float T = texture2D(uVelocity, vT).y; | |
| float B = texture2D(uVelocity, vB).y; | |
| vec2 C = texture2D(uVelocity, vUv).xy; | |
| if (vL.x < 0.0) { L = -C.x; } | |
| if (vR.x > 1.0) { R = -C.x; } | |
| if (vT.y > 1.0) { T = -C.y; } | |
| if (vB.y < 0.0) { B = -C.y; } | |
| float div = 0.5 * (R - L + T - B); | |
| gl_FragColor = vec4(div, 0.0, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const curlShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uVelocity; | |
| void main () { | |
| float L = texture2D(uVelocity, vL).y; | |
| float R = texture2D(uVelocity, vR).y; | |
| float T = texture2D(uVelocity, vT).x; | |
| float B = texture2D(uVelocity, vB).x; | |
| float vorticity = R - L - T + B; | |
| gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const vorticityShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision highp float; | |
| precision highp sampler2D; | |
| varying vec2 vUv; | |
| varying vec2 vL; | |
| varying vec2 vR; | |
| varying vec2 vT; | |
| varying vec2 vB; | |
| uniform sampler2D uVelocity; | |
| uniform sampler2D uCurl; | |
| uniform float curl; | |
| uniform float dt; | |
| void main () { | |
| float L = texture2D(uCurl, vL).x; | |
| float R = texture2D(uCurl, vR).x; | |
| float T = texture2D(uCurl, vT).x; | |
| float B = texture2D(uCurl, vB).x; | |
| float C = texture2D(uCurl, vUv).x; | |
| vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L)); | |
| force /= length(force) + 0.0001; | |
| force *= curl * C; | |
| force.y *= -1.0; | |
| vec2 velocity = texture2D(uVelocity, vUv).xy; | |
| velocity += force * dt; | |
| velocity = min(max(velocity, -1000.0), 1000.0); | |
| gl_FragColor = vec4(velocity, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const pressureShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uPressure; | |
| uniform sampler2D uDivergence; | |
| void main () { | |
| float L = texture2D(uPressure, vL).x; | |
| float R = texture2D(uPressure, vR).x; | |
| float T = texture2D(uPressure, vT).x; | |
| float B = texture2D(uPressure, vB).x; | |
| float C = texture2D(uPressure, vUv).x; | |
| float divergence = texture2D(uDivergence, vUv).x; | |
| float pressure = (L + R + B + T - divergence) * 0.25; | |
| gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const gradientSubtractShader = compileShader( | |
| gl.FRAGMENT_SHADER, | |
| ` | |
| precision mediump float; | |
| precision mediump sampler2D; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uPressure; | |
| uniform sampler2D uVelocity; | |
| void main () { | |
| float L = texture2D(uPressure, vL).x; | |
| float R = texture2D(uPressure, vR).x; | |
| float T = texture2D(uPressure, vT).x; | |
| float B = texture2D(uPressure, vB).x; | |
| vec2 velocity = texture2D(uVelocity, vUv).xy; | |
| velocity.xy -= vec2(R - L, T - B); | |
| gl_FragColor = vec4(velocity, 0.0, 1.0); | |
| } | |
| ` | |
| ); | |
| const blit = (() => { | |
| gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); | |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); | |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); | |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); | |
| gl.enableVertexAttribArray(0); | |
| return (target, clear = false) => { | |
| if (target == null) { | |
| gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); | |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
| } else { | |
| gl.viewport(0, 0, target.width, target.height); | |
| gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); | |
| } | |
| if (clear) { | |
| gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
| gl.clear(gl.COLOR_BUFFER_BIT); | |
| } | |
| gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); | |
| }; | |
| })(); | |
| let dye, velocity, divergence, curl, pressure; | |
| const copyProgram = new Program(baseVertexShader, copyShader); | |
| const clearProgram = new Program(baseVertexShader, clearShader); | |
| const splatProgram = new Program(baseVertexShader, splatShader); | |
| const advectionProgram = new Program(baseVertexShader, advectionShader); | |
| const divergenceProgram = new Program(baseVertexShader, divergenceShader); | |
| const curlProgram = new Program(baseVertexShader, curlShader); | |
| const vorticityProgram = new Program(baseVertexShader, vorticityShader); | |
| const pressureProgram = new Program(baseVertexShader, pressureShader); | |
| const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader); | |
| const displayMaterial = new Material(baseVertexShader, displayShaderSource); | |
| function initFramebuffers() { | |
| let simRes = getResolution(config.SIM_RESOLUTION); | |
| let dyeRes = getResolution(config.DYE_RESOLUTION); | |
| const texType = ext.halfFloatTexType; | |
| const rgba = ext.formatRGBA; | |
| const rg = ext.formatRG; | |
| const r = ext.formatR; | |
| const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; | |
| gl.disable(gl.BLEND); | |
| if (!dye) | |
| dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); | |
| else | |
| dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); | |
| if (!velocity) | |
| velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); | |
| else | |
| velocity = resizeDoubleFBO( | |
| velocity, | |
| simRes.width, | |
| simRes.height, | |
| rg.internalFormat, | |
| rg.format, | |
| texType, | |
| filtering | |
| ); | |
| divergence = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); | |
| curl = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); | |
| pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); | |
| } | |
| function createFBO(w, h, internalFormat, format, type, param) { | |
| gl.activeTexture(gl.TEXTURE0); | |
| let texture = gl.createTexture(); | |
| gl.bindTexture(gl.TEXTURE_2D, texture); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); | |
| let fbo = gl.createFramebuffer(); | |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); | |
| gl.viewport(0, 0, w, h); | |
| gl.clear(gl.COLOR_BUFFER_BIT); | |
| let texelSizeX = 1.0 / w; | |
| let texelSizeY = 1.0 / h; | |
| return { | |
| texture, | |
| fbo, | |
| width: w, | |
| height: h, | |
| texelSizeX, | |
| texelSizeY, | |
| attach(id) { | |
| gl.activeTexture(gl.TEXTURE0 + id); | |
| gl.bindTexture(gl.TEXTURE_2D, texture); | |
| return id; | |
| } | |
| }; | |
| } | |
| function createDoubleFBO(w, h, internalFormat, format, type, param) { | |
| let fbo1 = createFBO(w, h, internalFormat, format, type, param); | |
| let fbo2 = createFBO(w, h, internalFormat, format, type, param); | |
| return { | |
| width: w, | |
| height: h, | |
| texelSizeX: fbo1.texelSizeX, | |
| texelSizeY: fbo1.texelSizeY, | |
| get read() { | |
| return fbo1; | |
| }, | |
| set read(value) { | |
| fbo1 = value; | |
| }, | |
| get write() { | |
| return fbo2; | |
| }, | |
| set write(value) { | |
| fbo2 = value; | |
| }, | |
| swap() { | |
| let temp = fbo1; | |
| fbo1 = fbo2; | |
| fbo2 = temp; | |
| } | |
| }; | |
| } | |
| function resizeFBO(target, w, h, internalFormat, format, type, param) { | |
| let newFBO = createFBO(w, h, internalFormat, format, type, param); | |
| copyProgram.bind(); | |
| gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); | |
| blit(newFBO); | |
| return newFBO; | |
| } | |
| function resizeDoubleFBO(target, w, h, internalFormat, format, type, param) { | |
| if (target.width === w && target.height === h) return target; | |
| target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param); | |
| target.write = createFBO(w, h, internalFormat, format, type, param); | |
| target.width = w; | |
| target.height = h; | |
| target.texelSizeX = 1.0 / w; | |
| target.texelSizeY = 1.0 / h; | |
| return target; | |
| } | |
| function updateKeywords() { | |
| let displayKeywords = []; | |
| if (config.SHADING) displayKeywords.push('SHADING'); | |
| displayMaterial.setKeywords(displayKeywords); | |
| } | |
| updateKeywords(); | |
| initFramebuffers(); | |
| let lastUpdateTime = Date.now(); | |
| let colorUpdateTimer = 0.0; | |
| function updateFrame() { | |
| if (!isActive) return; | |
| const dt = calcDeltaTime(); | |
| if (resizeCanvas()) initFramebuffers(); | |
| updateColors(dt); | |
| applyInputs(); | |
| step(dt); | |
| render(null); | |
| animationFrameId.current = requestAnimationFrame(updateFrame); | |
| } | |
| function calcDeltaTime() { | |
| let now = Date.now(); | |
| let dt = (now - lastUpdateTime) / 1000; | |
| dt = Math.min(dt, 0.016666); | |
| lastUpdateTime = now; | |
| return dt; | |
| } | |
| function resizeCanvas() { | |
| let width = scaleByPixelRatio(canvas.clientWidth); | |
| let height = scaleByPixelRatio(canvas.clientHeight); | |
| if (canvas.width !== width || canvas.height !== height) { | |
| canvas.width = width; | |
| canvas.height = height; | |
| return true; | |
| } | |
| return false; | |
| } | |
| function updateColors(dt) { | |
| colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED; | |
| if (colorUpdateTimer >= 1) { | |
| colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); | |
| pointers.forEach(p => { | |
| p.color = generateColor(); | |
| }); | |
| } | |
| } | |
| function applyInputs() { | |
| pointers.forEach(p => { | |
| if (p.moved) { | |
| p.moved = false; | |
| splatPointer(p); | |
| } | |
| }); | |
| } | |
| function step(dt) { | |
| gl.disable(gl.BLEND); | |
| curlProgram.bind(); | |
| gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); | |
| blit(curl); | |
| vorticityProgram.bind(); | |
| gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); | |
| gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); | |
| gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); | |
| gl.uniform1f(vorticityProgram.uniforms.dt, dt); | |
| blit(velocity.write); | |
| velocity.swap(); | |
| divergenceProgram.bind(); | |
| gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); | |
| blit(divergence); | |
| clearProgram.bind(); | |
| gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); | |
| gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); | |
| blit(pressure.write); | |
| pressure.swap(); | |
| pressureProgram.bind(); | |
| gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); | |
| for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { | |
| gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); | |
| blit(pressure.write); | |
| pressure.swap(); | |
| } | |
| gradienSubtractProgram.bind(); | |
| gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); | |
| gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); | |
| blit(velocity.write); | |
| velocity.swap(); | |
| advectionProgram.bind(); | |
| gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| if (!ext.supportLinearFiltering) | |
| gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY); | |
| let velocityId = velocity.read.attach(0); | |
| gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); | |
| gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); | |
| gl.uniform1f(advectionProgram.uniforms.dt, dt); | |
| gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); | |
| blit(velocity.write); | |
| velocity.swap(); | |
| if (!ext.supportLinearFiltering) | |
| gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY); | |
| gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); | |
| gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1)); | |
| gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); | |
| blit(dye.write); | |
| dye.swap(); | |
| } | |
| function render(target) { | |
| gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); | |
| gl.enable(gl.BLEND); | |
| drawDisplay(target); | |
| } | |
| function drawDisplay(target) { | |
| let width = target == null ? gl.drawingBufferWidth : target.width; | |
| let height = target == null ? gl.drawingBufferHeight : target.height; | |
| displayMaterial.bind(); | |
| if (config.SHADING) gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height); | |
| gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0)); | |
| blit(target); | |
| } | |
| function splatPointer(pointer) { | |
| let dx = pointer.deltaX * config.SPLAT_FORCE; | |
| let dy = pointer.deltaY * config.SPLAT_FORCE; | |
| splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); | |
| } | |
| function clickSplat(pointer) { | |
| const color = generateColor(); | |
| color.r *= 10.0; | |
| color.g *= 10.0; | |
| color.b *= 10.0; | |
| let dx = 10 * (Math.random() - 0.5); | |
| let dy = 30 * (Math.random() - 0.5); | |
| splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color); | |
| } | |
| function splat(x, y, dx, dy, color) { | |
| splatProgram.bind(); | |
| gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); | |
| gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); | |
| gl.uniform2f(splatProgram.uniforms.point, x, y); | |
| gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0); | |
| gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0)); | |
| blit(velocity.write); | |
| velocity.swap(); | |
| gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); | |
| gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); | |
| blit(dye.write); | |
| dye.swap(); | |
| } | |
| function correctRadius(radius) { | |
| let aspectRatio = canvas.width / canvas.height; | |
| if (aspectRatio > 1) radius *= aspectRatio; | |
| return radius; | |
| } | |
| function updatePointerDownData(pointer, id, posX, posY) { | |
| pointer.id = id; | |
| pointer.down = true; | |
| pointer.moved = false; | |
| pointer.texcoordX = posX / canvas.width; | |
| pointer.texcoordY = 1.0 - posY / canvas.height; | |
| pointer.prevTexcoordX = pointer.texcoordX; | |
| pointer.prevTexcoordY = pointer.texcoordY; | |
| pointer.deltaX = 0; | |
| pointer.deltaY = 0; | |
| pointer.color = generateColor(); | |
| } | |
| function updatePointerMoveData(pointer, posX, posY, color) { | |
| pointer.prevTexcoordX = pointer.texcoordX; | |
| pointer.prevTexcoordY = pointer.texcoordY; | |
| pointer.texcoordX = posX / canvas.width; | |
| pointer.texcoordY = 1.0 - posY / canvas.height; | |
| pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX); | |
| pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY); | |
| pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0; | |
| pointer.color = color; | |
| } | |
| function updatePointerUpData(pointer) { | |
| pointer.down = false; | |
| } | |
| function correctDeltaX(delta) { | |
| let aspectRatio = canvas.width / canvas.height; | |
| if (aspectRatio < 1) delta *= aspectRatio; | |
| return delta; | |
| } | |
| function correctDeltaY(delta) { | |
| let aspectRatio = canvas.width / canvas.height; | |
| if (aspectRatio > 1) delta /= aspectRatio; | |
| return delta; | |
| } | |
| function generateColor() { | |
| let c = HSVtoRGB(Math.random(), 1.0, 1.0); | |
| c.r *= 0.15; | |
| c.g *= 0.15; | |
| c.b *= 0.15; | |
| return c; | |
| } | |
| function HSVtoRGB(h, s, v) { | |
| let r, g, b, i, f, p, q, t; | |
| i = Math.floor(h * 6); | |
| f = h * 6 - i; | |
| p = v * (1 - s); | |
| q = v * (1 - f * s); | |
| t = v * (1 - (1 - f) * s); | |
| switch (i % 6) { | |
| case 0: | |
| r = v; | |
| g = t; | |
| b = p; | |
| break; | |
| case 1: | |
| r = q; | |
| g = v; | |
| b = p; | |
| break; | |
| case 2: | |
| r = p; | |
| g = v; | |
| b = t; | |
| break; | |
| case 3: | |
| r = p; | |
| g = q; | |
| b = v; | |
| break; | |
| case 4: | |
| r = t; | |
| g = p; | |
| b = v; | |
| break; | |
| case 5: | |
| r = v; | |
| g = p; | |
| b = q; | |
| break; | |
| default: | |
| break; | |
| } | |
| return { r, g, b }; | |
| } | |
| function wrap(value, min, max) { | |
| const range = max - min; | |
| if (range === 0) return min; | |
| return ((value - min) % range) + min; | |
| } | |
| function getResolution(resolution) { | |
| let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; | |
| if (aspectRatio < 1) aspectRatio = 1.0 / aspectRatio; | |
| const min = Math.round(resolution); | |
| const max = Math.round(resolution * aspectRatio); | |
| if (gl.drawingBufferWidth > gl.drawingBufferHeight) return { width: max, height: min }; | |
| else return { width: min, height: max }; | |
| } | |
| function scaleByPixelRatio(input) { | |
| const pixelRatio = window.devicePixelRatio || 1; | |
| return Math.floor(input * pixelRatio); | |
| } | |
| function hashCode(s) { | |
| if (s.length === 0) return 0; | |
| let hash = 0; | |
| for (let i = 0; i < s.length; i++) { | |
| hash = (hash << 5) - hash + s.charCodeAt(i); | |
| hash |= 0; | |
| } | |
| return hash; | |
| } | |
| // Named event handlers for proper cleanup | |
| function handleMouseDown(e) { | |
| let pointer = pointers[0]; | |
| let posX = scaleByPixelRatio(e.clientX); | |
| let posY = scaleByPixelRatio(e.clientY); | |
| updatePointerDownData(pointer, -1, posX, posY); | |
| clickSplat(pointer); | |
| } | |
| let firstMouseMoveHandled = false; | |
| function handleMouseMove(e) { | |
| let pointer = pointers[0]; | |
| let posX = scaleByPixelRatio(e.clientX); | |
| let posY = scaleByPixelRatio(e.clientY); | |
| if (!firstMouseMoveHandled) { | |
| let color = generateColor(); | |
| updatePointerMoveData(pointer, posX, posY, color); | |
| firstMouseMoveHandled = true; | |
| } else { | |
| updatePointerMoveData(pointer, posX, posY, pointer.color); | |
| } | |
| } | |
| function handleTouchStart(e) { | |
| const touches = e.targetTouches; | |
| let pointer = pointers[0]; | |
| for (let i = 0; i < touches.length; i++) { | |
| let posX = scaleByPixelRatio(touches[i].clientX); | |
| let posY = scaleByPixelRatio(touches[i].clientY); | |
| updatePointerDownData(pointer, touches[i].identifier, posX, posY); | |
| } | |
| } | |
| function handleTouchMove(e) { | |
| const touches = e.targetTouches; | |
| let pointer = pointers[0]; | |
| for (let i = 0; i < touches.length; i++) { | |
| let posX = scaleByPixelRatio(touches[i].clientX); | |
| let posY = scaleByPixelRatio(touches[i].clientY); | |
| updatePointerMoveData(pointer, posX, posY, pointer.color); | |
| } | |
| } | |
| function handleTouchEnd(e) { | |
| const touches = e.changedTouches; | |
| let pointer = pointers[0]; | |
| for (let i = 0; i < touches.length; i++) { | |
| updatePointerUpData(pointer); | |
| } | |
| } | |
| // Add event listeners | |
| window.addEventListener('mousedown', handleMouseDown); | |
| window.addEventListener('mousemove', handleMouseMove); | |
| window.addEventListener('touchstart', handleTouchStart); | |
| window.addEventListener('touchmove', handleTouchMove, false); | |
| window.addEventListener('touchend', handleTouchEnd); | |
| updateFrame(); | |
| // Cleanup function | |
| return () => { | |
| isActive = false; | |
| // Cancel animation frame | |
| if (animationFrameId.current) { | |
| cancelAnimationFrame(animationFrameId.current); | |
| animationFrameId.current = null; | |
| } | |
| // Remove event listeners | |
| window.removeEventListener('mousedown', handleMouseDown); | |
| window.removeEventListener('mousemove', handleMouseMove); | |
| window.removeEventListener('touchstart', handleTouchStart); | |
| window.removeEventListener('touchmove', handleTouchMove); | |
| window.removeEventListener('touchend', handleTouchEnd); | |
| }; | |
| // eslint-disable-next-line react-hooks/exhaustive-deps | |
| }, []); | |
| return ( | |
| <div | |
| style={{ | |
| position: 'fixed', | |
| top: 0, | |
| left: 0, | |
| zIndex: 50, | |
| pointerEvents: 'none', | |
| width: '100%', | |
| height: '100%' | |
| }} | |
| > | |
| <canvas | |
| ref={canvasRef} | |
| id="fluid" | |
| style={{ | |
| width: '100vw', | |
| height: '100vh', | |
| display: 'block' | |
| }} | |
| /> | |
| </div> | |
| ); | |
| } | |
| export default SplashCursor; | |