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//used a lot of ideas from https://bl.ocks.org/robinhouston/ed597847175cf692ecce to clean this code up
var mouseCoordLocation;
var mouseCoordinates = [null, null];
var mouseEnableLocation;
window.onload = initGL;
function initGL() {
$("#about").click(function(e){
e.preventDefault();
$("#aboutModal").modal('show');
});
canvas = document.getElementById("glcanvas");
canvas.onmousemove = onMouseMove;
canvas.onmousedown = onMouseDown;
canvas.onmouseout = onMouseUp;
window.onresize = onResize;
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
width = canvas.clientWidth;
height = canvas.clientHeight;
// setup a GLSL programs
GPU.createProgram("advect", "2d-vertex-shader", "advectShader");
GPU.setUniformForProgram("advect" ,"u_textureSize", [width, height], "2f");
GPU.setUniformForProgram("advect", "u_dt", 1.0, "1f");
GPU.setUniformForProgram("advect", "u_velocity", 0, "1i");
GPU.setUniformForProgram("advect", "u_material", 1, "1i");
GPU.createProgram("render", "2d-vertex-shader", "2d-render-shader");
GPU.setUniformForProgram("render" ,"u_textureSize", [width, height], "2f");
GPU.setUniformForProgram("render", "u_material", 0, "1i");
resetWindow();
render();
}
function render(){
if (!paused) {
// if (mouseEnable){
// gl.uniform1f(mouseEnableLocation, 1);
// gl.uniform2f(mouseCoordLocation, mouseCoordinates[0], mouseCoordinates[1]);
// } else gl.uniform1f(mouseEnableLocation, 0);
GPU.step("advect", ["velocity", "material"], "advectedMaterial");
GPU.step("render", ["advectedMaterial"]);
GPU.swapTextures("advectedMaterial", "material");
} else resetWindow();
window.requestAnimationFrame(render);
}
function step(i){
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffers[(i+1)%2]);
gl.bindTexture(gl.TEXTURE_2D, states[i%2]);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);//draw to framebuffer
}
function onResize(){
paused = true;
}
function resetWindow(){
// canvas.width = canvas.clientWidth;
// canvas.height = canvas.clientHeight;
// width = canvas.clientWidth;
// height = canvas.clientHeight;
var velocity = new Float32Array(width*height*4);
for (var i=0;i<height;i++){
for (var j=0;j<width;j++){
var index = 4*(i*width+j);
velocity[index] = i/100;
}
}
GPU.initTextureFromData("velocity", width, height, "FLOAT", velocity, true);
var material = new Float32Array(width*height*4);
for (var i=0;i<height;i++){
for (var j=0;j<width;j++){
var index = 4*(i*width+j);
material[index] = Math.random();
}
}
GPU.initTextureFromData("material", width, height, "FLOAT", material, true);
GPU.initFrameBufferForTexture("material");
GPU.initTextureFromData("advectedMaterial", width, height, "FLOAT", new Float32Array(width*height*4), true);
GPU.initFrameBufferForTexture("advectedMaterial");
paused = false;
}
function onMouseMove(e){
mouseCoordinates = [e.clientX, height-e.clientY];
}
function onMouseDown(e){
// gl.useProgram(stepProgram);
mouseCoordinates = [e.clientX, height-e.clientY];
}
function onMouseUp(){