const canvas = document.getElementsByTagName('canvas')[0]; resizeCanvas(); let config = { SIM_RESOLUTION: 256, DYE_RESOLUTION: 1024, CAPTURE_RESOLUTION: 512, DENSITY_DISSIPATION: 2.6, VELOCITY_DISSIPATION: 1.43, PRESSURE: 0.93, PRESSURE_ITERATIONS: 20, CURL: 30, SPLAT_RADIUS: 0.59, SPLAT_FORCE: 6000, SHADING: true, COLORFUL: true, COLOR_UPDATE_SPEED: 10, PAUSED: false, BACK_COLOR: { r: 0, g: 0, b: 0 }, TRANSPARENT: false, BLOOM: true, BLOOM_ITERATIONS: 8, BLOOM_RESOLUTION: 256, BLOOM_INTENSITY: 0.8, BLOOM_THRESHOLD: 0.6, BLOOM_SOFT_KNEE: 0.7, SUNRAYS: true, SUNRAYS_RESOLUTION: 256, SUNRAYS_WEIGHT: 1.0, } 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 = [30, 0, 300]; } let pointers = []; let splatStack = []; pointers.push(new pointerPrototype()); const { gl, ext } = getWebGLContext(canvas); if (isMobile()) { config.DYE_RESOLUTION = 512; } if (!ext.supportLinearFiltering) { config.DYE_RESOLUTION = 512; config.SHADING = false; config.BLOOM = false; config.SUNRAYS = false; } startGUI(); 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.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); } ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', formatRGBA == null ? 'not supported' : 'supported'); 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) { let 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); let fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); return status == gl.FRAMEBUFFER_COMPLETE; } function startGUI () { var gui = new dat.GUI({ width: 300 }); gui.add(config, 'DYE_RESOLUTION', { 'high': 1024, 'medium': 512, 'low': 256, 'very low': 128 }).name('quality').onFinishChange(initFramebuffers); gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers); gui.add(config, 'DENSITY_DISSIPATION', 0, 4.0).name('density diffusion'); gui.add(config, 'VELOCITY_DISSIPATION', 0, 4.0).name('velocity diffusion'); gui.add(config, 'PRESSURE', 0.0, 1.0).name('pressure'); gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); gui.add(config, 'SHADING').name('shading').onFinishChange(updateKeywords); gui.add(config, 'COLORFUL').name('colorful'); gui.add(config, 'PAUSED').name('paused').listen(); gui.add({ fun: () => { splatStack.push(parseInt(Math.random() * 20) + 5); } }, 'fun').name('Random splats'); let bloomFolder = gui.addFolder('Bloom'); bloomFolder.add(config, 'BLOOM').name('enabled').onFinishChange(updateKeywords); bloomFolder.add(config, 'BLOOM_INTENSITY', 0.1, 2.0).name('intensity'); bloomFolder.add(config, 'BLOOM_THRESHOLD', 0.0, 1.0).name('threshold'); let sunraysFolder = gui.addFolder('Sunrays'); sunraysFolder.add(config, 'SUNRAYS').name('enabled').onFinishChange(updateKeywords); sunraysFolder.add(config, 'SUNRAYS_WEIGHT', 0.3, 1.0).name('weight'); let captureFolder = gui.addFolder('Capture'); captureFolder.addColor(config, 'BACK_COLOR').name('background color'); captureFolder.add(config, 'TRANSPARENT').name('transparent'); captureFolder.add({ fun: captureScreenshot }, 'fun').name('take screenshot'); let github = gui.add({ fun : () => { window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); ga('send', 'event', 'link button', 'github'); } }, 'fun').name('Github'); github.__li.className = 'cr function bigFont'; github.__li.style.borderLeft = '3px solid #8C8C8C'; let githubIcon = document.createElement('span'); github.domElement.parentElement.appendChild(githubIcon); githubIcon.className = 'icon github'; let twitter = gui.add({ fun : () => { ga('send', 'event', 'link button', 'twitter'); window.open('https://twitter.com/PavelDoGreat'); } }, 'fun').name('Twitter'); twitter.__li.className = 'cr function bigFont'; twitter.__li.style.borderLeft = '3px solid #8C8C8C'; let twitterIcon = document.createElement('span'); twitter.domElement.parentElement.appendChild(twitterIcon); twitterIcon.className = 'icon twitter'; let discord = gui.add({ fun : () => { ga('send', 'event', 'link button', 'discord'); window.open('https://discordapp.com/invite/CeqZDDE'); } }, 'fun').name('Discord'); discord.__li.className = 'cr function bigFont'; discord.__li.style.borderLeft = '3px solid #8C8C8C'; let discordIcon = document.createElement('span'); discord.domElement.parentElement.appendChild(discordIcon); discordIcon.className = 'icon discord'; let app = gui.add({ fun : () => { ga('send', 'event', 'link button', 'app'); window.open('http://onelink.to/5b58bn'); } }, 'fun').name('Check out mobile app'); app.__li.className = 'cr function appBigFont'; app.__li.style.borderLeft = '3px solid #00FF7F'; let appIcon = document.createElement('span'); app.domElement.parentElement.appendChild(appIcon); appIcon.className = 'icon app'; if (isMobile()) gui.close(); } function isMobile () { return /Mobi|Android/i.test(navigator.userAgent); } function captureScreenshot () { let res = getResolution(config.CAPTURE_RESOLUTION); let target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST); render(target); let texture = framebufferToTexture(target); texture = normalizeTexture(texture, target.width, target.height); let captureCanvas = textureToCanvas(texture, target.width, target.height); let datauri = captureCanvas.toDataURL(); downloadURI('fluid.png', datauri); URL.revokeObjectURL(datauri); } function framebufferToTexture (target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); let length = target.width * target.height * 4; let texture = new Float32Array(length); gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture); return texture; } function normalizeTexture (texture, width, height) { let result = new Uint8Array(texture.length); let id = 0; for (let i = height - 1; i >= 0; i--) { for (let j = 0; j < width; j++) { let nid = i * width * 4 + j * 4; result[nid + 0] = clamp01(texture[id + 0]) * 255; result[nid + 1] = clamp01(texture[id + 1]) * 255; result[nid + 2] = clamp01(texture[id + 2]) * 255; result[nid + 3] = clamp01(texture[id + 3]) * 255; id += 4; } } return result; } function clamp01 (input) { return Math.min(Math.max(input, 0), 1); } function textureToCanvas (texture, width, height) { let captureCanvas = document.createElement('canvas'); let ctx = captureCanvas.getContext('2d'); captureCanvas.width = width; captureCanvas.height = height; let imageData = ctx.createImageData(width, height); imageData.data.set(texture); ctx.putImageData(imageData, 0, 0); return captureCanvas; } function downloadURI (filename, uri) { let link = document.createElement('a'); link.download = filename; link.href = uri; document.body.appendChild(link); link.click(); document.body.removeChild(link); } 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 == null) 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 blurVertexShader = compileShader(gl.VERTEX_SHADER, ` precision highp float; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; float offset = 1.33333333; vL = vUv - texelSize * offset; vR = vUv + texelSize * offset; gl_Position = vec4(aPosition, 0.0, 1.0); } `); const blurShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; uniform sampler2D uTexture; void main () { vec4 sum = texture2D(uTexture, vUv) * 0.29411764; sum += texture2D(uTexture, vL) * 0.35294117; sum += texture2D(uTexture, vR) * 0.35294117; gl_FragColor = sum; } `); const copyShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); } `); const clearShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); } `); const colorShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; uniform vec4 color; void main () { gl_FragColor = color; } `); const checkerboardShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float aspectRatio; #define SCALE 25.0 void main () { vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0)); float v = mod(uv.x + uv.y, 2.0); v = v * 0.1 + 0.8; gl_FragColor = vec4(vec3(v), 1.0); } `); const displayShaderSource = ` precision highp float; precision highp sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uTexture; uniform sampler2D uBloom; uniform sampler2D uSunrays; uniform sampler2D uDithering; uniform vec2 ditherScale; uniform vec2 texelSize; vec3 linearToGamma (vec3 color) { color = max(color, vec3(0)); return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0)); } void main () { vec3 c = texture2D(uTexture, vUv).rgb; #ifdef SHADING vec3 lc = texture2D(uTexture, vL).rgb; vec3 rc = texture2D(uTexture, vR).rgb; vec3 tc = texture2D(uTexture, vT).rgb; vec3 bc = texture2D(uTexture, vB).rgb; float dx = length(rc) - length(lc); float dy = length(tc) - length(bc); vec3 n = normalize(vec3(dx, dy, length(texelSize))); vec3 l = vec3(0.0, 0.0, 1.0); float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); c *= diffuse; #endif #ifdef BLOOM vec3 bloom = texture2D(uBloom, vUv).rgb; #endif #ifdef SUNRAYS float sunrays = texture2D(uSunrays, vUv).r; c *= sunrays; #ifdef BLOOM bloom *= sunrays; #endif #endif #ifdef BLOOM float noise = texture2D(uDithering, vUv * ditherScale).r; noise = noise * 2.0 - 1.0; bloom += noise / 255.0; bloom = linearToGamma(bloom); c += bloom; #endif float a = max(c.r, max(c.g, c.b)); gl_FragColor = vec4(c, a); } `; const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform vec3 curve; uniform float threshold; void main () { vec3 c = texture2D(uTexture, vUv).rgb; float br = max(c.r, max(c.g, c.b)); float rq = clamp(br - curve.x, 0.0, curve.y); rq = curve.z * rq * rq; c *= max(rq, br - threshold) / max(br, 0.0001); gl_FragColor = vec4(c, 0.0); } `); const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uTexture; void main () { vec4 sum = vec4(0.0); sum += texture2D(uTexture, vL); sum += texture2D(uTexture, vR); sum += texture2D(uTexture, vT); sum += texture2D(uTexture, vB); sum *= 0.25; gl_FragColor = sum; } `); const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uTexture; uniform float intensity; void main () { vec4 sum = vec4(0.0); sum += texture2D(uTexture, vL); sum += texture2D(uTexture, vR); sum += texture2D(uTexture, vT); sum += texture2D(uTexture, vB); sum *= 0.25; gl_FragColor = sum * intensity; } `); const sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { vec4 c = texture2D(uTexture, vUv); float br = max(c.r, max(c.g, c.b)); c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8); gl_FragColor = c; } `); const sunraysShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float weight; #define ITERATIONS 16 void main () { float Density = 0.3; float Decay = 0.95; float Exposure = 0.7; vec2 coord = vUv; vec2 dir = vUv - 0.5; dir *= 1.0 / float(ITERATIONS) * Density; float illuminationDecay = 1.0; float color = texture2D(uTexture, vUv).a; for (int i = 0; i < ITERATIONS; i++) { coord -= dir; float col = texture2D(uTexture, coord).a; color += col * illuminationDecay * weight; illuminationDecay *= Decay; } gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0); } `); const splatShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); } `); const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform vec2 dyeTexelSize; uniform float dt; uniform float dissipation; vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { vec2 st = uv / tsize - 0.5; vec2 iuv = floor(st); vec2 fuv = fract(st); vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); } void main () { #ifdef MANUAL_FILTERING vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize; vec4 result = bilerp(uSource, coord, dyeTexelSize); #else vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; vec4 result = texture2D(uSource, coord); #endif float decay = 1.0 + dissipation * dt; gl_FragColor = result / decay; }`, ext.supportLinearFiltering ? null : ['MANUAL_FILTERING'] ); const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).x; float R = texture2D(uVelocity, vR).x; float T = texture2D(uVelocity, vT).y; float B = texture2D(uVelocity, vB).y; vec2 C = texture2D(uVelocity, vUv).xy; if (vL.x < 0.0) { L = -C.x; } if (vR.x > 1.0) { R = -C.x; } if (vT.y > 1.0) { T = -C.y; } if (vB.y < 0.0) { B = -C.y; } float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); } `); const curlShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0); } `); const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).x; float R = texture2D(uCurl, vR).x; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L)); force /= length(force) + 0.0001; force *= curl * C; force.y *= -1.0; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity += force * dt; velocity = min(max(velocity, -1000.0), 1000.0); gl_FragColor = vec4(velocity, 0.0, 1.0); } `); const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, vB).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); } `); const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, vB).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } `); const blit = (() => { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return (target, clear = false) => { if (target == null) { gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.bindFramebuffer(gl.FRAMEBUFFER, null); } else { gl.viewport(0, 0, target.width, target.height); gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); } if (clear) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); } // CHECK_FRAMEBUFFER_STATUS(); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); function CHECK_FRAMEBUFFER_STATUS () { let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status != gl.FRAMEBUFFER_COMPLETE) console.trace("Framebuffer error: " + status); } let dye; let velocity; let divergence; let curl; let pressure; let bloom; let bloomFramebuffers = []; let sunrays; let sunraysTemp; let ditheringTexture = createTextureAsync('LDR_LLL1_0.png'); const blurProgram = new Program(blurVertexShader, blurShader); const copyProgram = new Program(baseVertexShader, copyShader); const clearProgram = new Program(baseVertexShader, clearShader); const colorProgram = new Program(baseVertexShader, colorShader); const checkerboardProgram = new Program(baseVertexShader, checkerboardShader); const bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader); const bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader); const bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader); const sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader); const sunraysProgram = new Program(baseVertexShader, sunraysShader); const splatProgram = new Program(baseVertexShader, splatShader); const advectionProgram = new Program(baseVertexShader, advectionShader); const divergenceProgram = new Program(baseVertexShader, divergenceShader); const curlProgram = new Program(baseVertexShader, curlShader); const vorticityProgram = new Program(baseVertexShader, vorticityShader); const pressureProgram = new Program(baseVertexShader, pressureShader); const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader); const displayMaterial = new Material(baseVertexShader, displayShaderSource); function initFramebuffers () { let simRes = getResolution(config.SIM_RESOLUTION); let dyeRes = getResolution(config.DYE_RESOLUTION); const texType = ext.halfFloatTexType; const rgba = ext.formatRGBA; const rg = ext.formatRG; const r = ext.formatR; const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; gl.disable(gl.BLEND); if (dye == null) dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); else dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); if (velocity == null) velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); else velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); divergence = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); curl = createFBO (simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); initBloomFramebuffers(); initSunraysFramebuffers(); } function initBloomFramebuffers () { let res = getResolution(config.BLOOM_RESOLUTION); const texType = ext.halfFloatTexType; const rgba = ext.formatRGBA; const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering); bloomFramebuffers.length = 0; for (let i = 0; i < config.BLOOM_ITERATIONS; i++) { let width = res.width >> (i + 1); let height = res.height >> (i + 1); if (width < 2 || height < 2) break; let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering); bloomFramebuffers.push(fbo); } } function initSunraysFramebuffers () { let res = getResolution(config.SUNRAYS_RESOLUTION); const texType = ext.halfFloatTexType; const r = ext.formatR; const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering); sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering); } function createFBO (w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); let fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); let texelSizeX = 1.0 / w; let texelSizeY = 1.0 / h; return { texture, fbo, width: w, height: h, texelSizeX, texelSizeY, attach (id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; } }; } function createDoubleFBO (w, h, internalFormat, format, type, param) { let fbo1 = createFBO(w, h, internalFormat, format, type, param); let fbo2 = createFBO(w, h, internalFormat, format, type, param); return { width: w, height: h, texelSizeX: fbo1.texelSizeX, texelSizeY: fbo1.texelSizeY, get read () { return fbo1; }, set read (value) { fbo1 = value; }, get write () { return fbo2; }, set write (value) { fbo2 = value; }, swap () { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } function resizeFBO (target, w, h, internalFormat, format, type, param) { let newFBO = createFBO(w, h, internalFormat, format, type, param); copyProgram.bind(); gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); blit(newFBO); return newFBO; } function resizeDoubleFBO (target, w, h, internalFormat, format, type, param) { if (target.width == w && target.height == h) return target; target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param); target.write = createFBO(w, h, internalFormat, format, type, param); target.width = w; target.height = h; target.texelSizeX = 1.0 / w; target.texelSizeY = 1.0 / h; return target; } function createTextureAsync (url) { let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255])); let obj = { texture, width: 1, height: 1, attach (id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; } }; let image = new Image(); image.onload = () => { obj.width = image.width; obj.height = image.height; gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); }; image.src = url; return obj; } function updateKeywords () { let displayKeywords = []; if (config.SHADING) displayKeywords.push("SHADING"); if (config.BLOOM) displayKeywords.push("BLOOM"); if (config.SUNRAYS) displayKeywords.push("SUNRAYS"); displayMaterial.setKeywords(displayKeywords); } updateKeywords(); initFramebuffers(); multipleSplats(parseInt(Math.random() * 20) + 5); let lastUpdateTime = Date.now(); let colorUpdateTimer = 0.0; update(); function update () { const dt = calcDeltaTime(); if (resizeCanvas()) initFramebuffers(); updateColors(dt); applyInputs(); if (!config.PAUSED) step(dt); render(null); requestAnimationFrame(update); } function calcDeltaTime () { let now = Date.now(); let dt = (now - lastUpdateTime) / 1000; dt = Math.min(dt, 0.016666); lastUpdateTime = now; return dt; } function resizeCanvas () { let width = scaleByPixelRatio(canvas.clientWidth); let height = scaleByPixelRatio(canvas.clientHeight); if (canvas.width != width || canvas.height != height) { canvas.width = width; canvas.height = height; return true; } return false; } function updateColors (dt) { if (!config.COLORFUL) return; colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED; if (colorUpdateTimer >= 1) { colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); pointers.forEach(p => { p.color = generateColor(); }); } } function applyInputs () { if (splatStack.length > 0) multipleSplats(splatStack.pop()); pointers.forEach(p => { if (p.moved) { p.moved = false; splatPointer(p); } }); } function step (dt) { gl.disable(gl.BLEND); curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(curl); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(divergence); clearProgram.bind(); gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); blit(pressure.write); pressure.swap(); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); blit(pressure.write); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); blit(velocity.write); velocity.swap(); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY); let velocityId = velocity.read.attach(0); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write); velocity.swap(); if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1)); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(dye.write); dye.swap(); } function render (target) { if (config.BLOOM) applyBloom(dye.read, bloom); if (config.SUNRAYS) { applySunrays(dye.read, dye.write, sunrays); blur(sunrays, sunraysTemp, 1); } if (target == null || !config.TRANSPARENT) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); } else { gl.disable(gl.BLEND); } if (!config.TRANSPARENT) drawColor(target, normalizeColor(config.BACK_COLOR)); if (target == null && config.TRANSPARENT) drawCheckerboard(target); drawDisplay(target); } function drawColor (target, color) { colorProgram.bind(); gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1); blit(target); } function drawCheckerboard (target) { checkerboardProgram.bind(); gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height); blit(target); } function drawDisplay (target) { let width = target == null ? gl.drawingBufferWidth : target.width; let height = target == null ? gl.drawingBufferHeight : target.height; displayMaterial.bind(); if (config.SHADING) gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height); gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0)); if (config.BLOOM) { gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1)); gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2)); let scale = getTextureScale(ditheringTexture, width, height); gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y); } if (config.SUNRAYS) gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3)); blit(target); } function applyBloom (source, destination) { if (bloomFramebuffers.length < 2) return; let last = destination; gl.disable(gl.BLEND); bloomPrefilterProgram.bind(); let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001; let curve0 = config.BLOOM_THRESHOLD - knee; let curve1 = knee * 2; let curve2 = 0.25 / knee; gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2); gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD); gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0)); blit(last); bloomBlurProgram.bind(); for (let i = 0; i < bloomFramebuffers.length; i++) { let dest = bloomFramebuffers[i]; gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); blit(dest); last = dest; } gl.blendFunc(gl.ONE, gl.ONE); gl.enable(gl.BLEND); for (let i = bloomFramebuffers.length - 2; i >= 0; i--) { let baseTex = bloomFramebuffers[i]; gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); gl.viewport(0, 0, baseTex.width, baseTex.height); blit(baseTex); last = baseTex; } gl.disable(gl.BLEND); bloomFinalProgram.bind(); gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0)); gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY); blit(destination); } function applySunrays (source, mask, destination) { gl.disable(gl.BLEND); sunraysMaskProgram.bind(); gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0)); blit(mask); sunraysProgram.bind(); gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT); gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0)); blit(destination); } function blur (target, temp, iterations) { blurProgram.bind(); for (let i = 0; i < iterations; i++) { gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0); gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0)); blit(temp); gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY); gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0)); blit(target); } } function splatPointer (pointer) { let dx = pointer.deltaX * config.SPLAT_FORCE; let dy = pointer.deltaY * config.SPLAT_FORCE; splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); } function multipleSplats (amount) { for (let i = 0; i < amount; i++) { const color = generateColor(); color.r *= 10.0; color.g *= 10.0; color.b *= 10.0; const x = Math.random(); const y = Math.random(); const dx = 1000 * (Math.random() - 0.5); const dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } } function splat (x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x, y); gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0); gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0)); blit(velocity.write); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(dye.write); dye.swap(); } function correctRadius (radius) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) radius *= aspectRatio; return radius; } canvas.addEventListener('mousedown', e => { let posX = scaleByPixelRatio(e.offsetX); let posY = scaleByPixelRatio(e.offsetY); let pointer = pointers.find(p => p.id == -1); if (pointer == null) pointer = new pointerPrototype(); updatePointerDownData(pointer, -1, posX, posY); }); canvas.addEventListener('mousemove', e => { let pointer = pointers[0]; if (!pointer.down) return; let posX = scaleByPixelRatio(e.offsetX); let posY = scaleByPixelRatio(e.offsetY); updatePointerMoveData(pointer, posX, posY); }); window.addEventListener('mouseup', () => { updatePointerUpData(pointers[0]); }); canvas.addEventListener('touchstart', e => { e.preventDefault(); const touches = e.targetTouches; while (touches.length >= pointers.length) pointers.push(new pointerPrototype()); for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].pageX); let posY = scaleByPixelRatio(touches[i].pageY); updatePointerDownData(pointers[i + 1], touches[i].identifier, posX, posY); } }); canvas.addEventListener('touchmove', e => { e.preventDefault(); const touches = e.targetTouches; for (let i = 0; i < touches.length; i++) { let pointer = pointers[i + 1]; if (!pointer.down) continue; let posX = scaleByPixelRatio(touches[i].pageX); let posY = scaleByPixelRatio(touches[i].pageY); updatePointerMoveData(pointer, posX, posY); } }, false); window.addEventListener('touchend', e => { const touches = e.changedTouches; for (let i = 0; i < touches.length; i++) { let pointer = pointers.find(p => p.id == touches[i].identifier); if (pointer == null) continue; updatePointerUpData(pointer); } }); window.addEventListener('keydown', e => { if (e.code === 'KeyP') config.PAUSED = !config.PAUSED; if (e.key === ' ') splatStack.push(parseInt(Math.random() * 20) + 5); }); function updatePointerDownData (pointer, id, posX, posY) { pointer.id = id; pointer.down = true; pointer.moved = false; pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height; pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY; pointer.deltaX = 0; pointer.deltaY = 0; pointer.color = generateColor(); } function updatePointerMoveData (pointer, posX, posY) { pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY; pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height; pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX); pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY); pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0; } function updatePointerUpData (pointer) { pointer.down = false; } function correctDeltaX (delta) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio < 1) delta *= aspectRatio; return delta; } function correctDeltaY (delta) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) delta /= aspectRatio; return delta; } function generateColor () { let c = HSVtoRGB(Math.random(), 1.0, 1.0); c.r *= 0.15; c.g *= 0.15; c.b *= 0.15; return c; } function HSVtoRGB (h, s, v) { let r, g, b, i, f, p, q, t; i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return { r, g, b }; } function normalizeColor (input) { let output = { r: input.r / 255, g: input.g / 255, b: input.b / 255 }; return output; } function wrap (value, min, max) { let range = max - min; if (range == 0) return min; return (value - min) % range + min; } function getResolution (resolution) { let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; if (aspectRatio < 1) aspectRatio = 1.0 / aspectRatio; let min = Math.round(resolution); let max = Math.round(resolution * aspectRatio); if (gl.drawingBufferWidth > gl.drawingBufferHeight) return { width: max, height: min }; else return { width: min, height: max }; } function getTextureScale (texture, width, height) { return { x: width / texture.width, y: height / texture.height }; } function scaleByPixelRatio (input) { let pixelRatio = window.devicePixelRatio || 1; return Math.floor(input * pixelRatio); } function hashCode (s) { if (s.length == 0) return 0; let hash = 0; for (let i = 0; i < s.length; i++) { hash = (hash << 5) - hash + s.charCodeAt(i); hash |= 0; // Convert to 32bit integer } return hash; };