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amandaghassaei authoredamandaghassaei authored
main.js 14.05 KiB
//used a lot of ideas from https://bl.ocks.org/robinhouston/ed597847175cf692ecce to clean this code up
var width, height;
var actualWidth, actualHeight;
var body;
var scale = 1;
var lastMouseCoordinates = [0,0];
var mouseCoordinates = [0,0];
var mouseEnable = false;
var mouseout = false;
var paused = false;//while window is resizing
var dt = 1;
var dx = 1;
var nu = 1;//viscosity
var rho = 1;//density
var GPU;
var threeView;
var numParticles = 160000;//perfect sq
var particlesTextureDim = 400;//sqrt(numParticles)
var particleData = new Float32Array(numParticles*4);//[position.x, position.y, velocity.x, velocity.y]
var particles;
var particlesVertices;
var vectorLength = 2;//num floats to parse
window.onload = init;
function init() {
$("#about").click(function(e){
e.preventDefault();
$("#aboutModal").modal('show');
});
canvas = document.getElementById("glcanvas");
body = document.getElementsByTagName("body")[0];
window.onmousemove = onMouseMove;
window.onmousedown = onMouseDown;
window.onmouseup = onMouseUp;
canvas.onmouseout = function (){
mouseout = true;
};
canvas.onmouseenter = function (){
mouseout = false;
};
window.onresize = onResize;
GPU = initGPUMath();
// setup a GLSL programs
GPU.createProgram("advect", "2d-vertex-shader", "advectShader");
GPU.setUniformForProgram("advect", "u_dt", dt, "1f");
GPU.setUniformForProgram("advect", "u_velocity", 0, "1i");
GPU.setUniformForProgram("advect", "u_material", 1, "1i");
GPU.createProgram("gradientSubtraction", "2d-vertex-shader", "gradientSubtractionShader");
GPU.setUniformForProgram("gradientSubtraction", "u_const", 0.5/dx, "1f");//dt/(2*rho*dx)
GPU.setUniformForProgram("gradientSubtraction", "u_velocity", 0, "1i");
GPU.setUniformForProgram("gradientSubtraction", "u_pressure", 1, "1i");
GPU.createProgram("diverge", "2d-vertex-shader", "divergenceShader");
GPU.setUniformForProgram("diverge", "u_const", 0.5/dx, "1f");//-2*dx*rho/dt
GPU.setUniformForProgram("diverge", "u_velocity", 0, "1i");
GPU.createProgram("force", "2d-vertex-shader", "forceShader");
GPU.setUniformForProgram("force", "u_dt", dt, "1f");
GPU.setUniformForProgram("force", "u_velocity", 0, "1i");
GPU.createProgram("addMaterial", "2d-vertex-shader", "addMaterialShader");
GPU.setUniformForProgram("force", "u_material", 0, "1i");
GPU.createProgram("jacobi", "2d-vertex-shader", "jacobiShader");
GPU.setUniformForProgram("jacobi", "u_b", 0, "1i");
GPU.setUniformForProgram("jacobi", "u_x", 1, "1i");
GPU.createProgram("render", "2d-vertex-shader", "2d-render-shader");
GPU.setUniformForProgram("render", "u_material", 0, "1i");
GPU.createProgram("boundary", "2d-vertex-shader", "boundaryShader");
GPU.setUniformForProgram("boundary", "u_texture", 0, "1i");
GPU.createProgram("packToBytes", "2d-vertex-shader", "packToBytesShader");
GPU.setUniformForProgram("packToBytes", "u_floatTextureDim", [particlesTextureDim, particlesTextureDim], "2f");
GPU.createProgram("moveParticles", "2d-vertex-shader", "moveParticlesShader");
GPU.setUniformForProgram("moveParticles", "u_particles", 0, "1i");
GPU.setUniformForProgram("moveParticles", "u_velocity", 1, "1i");
GPU.setUniformForProgram("moveParticles", "u_textureSize", [particlesTextureDim, particlesTextureDim], "2f");
GPU.setUniformForProgram("moveParticles", "u_dt", 0.5, "1f");
threeView = initThreeView();
var geo = new THREE.Geometry();
geo.dynamic = true;
particlesVertices = geo.vertices;
for (var i=0;i<numParticles;i++){
geo.vertices.push(new THREE.Vector3());
}
particles = new THREE.Points(geo, new THREE.PointsMaterial({size:0.04, opacity: 0.5, transparent: false, depthTest : false, color:0x000033}));
threeView.scene.add(particles);
GPU.initTextureFromData("outputParticleBytes", particlesTextureDim*vectorLength, particlesTextureDim, "UNSIGNED_BYTE", null);//2 comp vector [x,y]
GPU.initFrameBufferForTexture("outputParticleBytes", true);
resetWindow();
render();
}
function setThree(){
for (var i=0;i<numParticles;i++){
var vertex = new THREE.Vector3(Math.random()*actualWidth, Math.random()*actualHeight, 0);
particleData[i*4] = vertex.x;
particleData[i*4+1] = vertex.y;
particles.geometry.vertices[i].set(vertex.x, vertex.y, 0);
}
particles.position.set(-actualWidth/2, -actualHeight/2, 0);
threeView.render();
GPU.initTextureFromData("particles", particlesTextureDim, particlesTextureDim, "FLOAT", particleData, true);
GPU.initFrameBufferForTexture("particles", true);
GPU.initTextureFromData("nextParticles", particlesTextureDim, particlesTextureDim, "FLOAT", particleData, true);
GPU.initFrameBufferForTexture("nextParticles", true);
}
function render(){
if (!paused) {
// //advect velocity
GPU.setSize(width, height);
GPU.setProgram("advect");
GPU.setUniformForProgram("advect" ,"u_textureSize", [width, height], "2f");
GPU.setUniformForProgram("advect" ,"u_scale", 1, "1f");
GPU.step("advect", ["velocity", "velocity"], "nextVelocity");
GPU.setProgram("boundary");
GPU.setUniformForProgram("boundary", "u_scale", -1, "1f");
GPU.step("boundary", ["nextVelocity"], "velocity");
// GPU.swapTextures("velocity", "nextVelocity");
//diffuse velocity
GPU.setProgram("jacobi");
var alpha = dx*dx/(nu*dt);
GPU.setUniformForProgram("jacobi", "u_alpha", alpha, "1f");
GPU.setUniformForProgram("jacobi", "u_reciprocalBeta", 1/(4+alpha), "1f");
for (var i=0;i<1;i++){
GPU.step("jacobi", ["velocity", "velocity"], "nextVelocity");
GPU.step("jacobi", ["nextVelocity", "nextVelocity"], "velocity");
}
//apply force
GPU.setProgram("force");
if (!mouseout && mouseEnable){
GPU.setUniformForProgram("force", "u_mouseEnable", 1.0, "1f");
GPU.setUniformForProgram("force", "u_mouseCoord", [mouseCoordinates[0]*scale, mouseCoordinates[1]*scale], "2f");
GPU.setUniformForProgram("force", "u_mouseDir", [3*(mouseCoordinates[0]-lastMouseCoordinates[0])*scale,
3*(mouseCoordinates[1]-lastMouseCoordinates[1])*scale], "2f");
} else {
GPU.setUniformForProgram("force", "u_mouseEnable", 0.0, "1f");
}
GPU.step("force", ["velocity"], "nextVelocity");
// GPU.swapTextures("velocity", "nextVelocity");
GPU.step("boundary", ["nextVelocity"], "velocity");
// compute pressure
GPU.step("diverge", ["velocity"], "velocityDivergence");//calc velocity divergence
GPU.setProgram("jacobi");
GPU.setUniformForProgram("jacobi", "u_alpha", -dx*dx, "1f");
GPU.setUniformForProgram("jacobi", "u_reciprocalBeta", 1/4, "1f");
for (var i=0;i<10;i++){
GPU.step("jacobi", ["velocityDivergence", "pressure"], "nextPressure");
GPU.step("jacobi", ["velocityDivergence", "nextPressure"], "pressure");
}
GPU.setProgram("boundary");
GPU.setUniformForProgram("boundary", "u_scale", 1, "1f");
GPU.step("boundary", ["pressure"], "nextPressure");
GPU.swapTextures("pressure", "nextPressure");
// subtract pressure gradient
GPU.step("gradientSubtraction", ["velocity", "pressure"], "nextVelocity");
GPU.setProgram("boundary");
GPU.setUniformForProgram("boundary", "u_scale", -1, "1f");
GPU.step("boundary", ["nextVelocity"], "velocity");
// move material
GPU.setSize(actualWidth, actualHeight);
//add material
GPU.setProgram("addMaterial");
if (!mouseout && mouseEnable){
GPU.setUniformForProgram("addMaterial", "u_mouseEnable", 1.0, "1f");
GPU.setUniformForProgram("addMaterial", "u_mouseCoord", mouseCoordinates, "2f");
GPU.setUniformForProgram("addMaterial", "u_mouseLength", Math.sqrt(Math.pow(3*(mouseCoordinates[0]-lastMouseCoordinates[0]),2)
+Math.pow(3*(mouseCoordinates[1]-lastMouseCoordinates[1]),2)), "1f");
} else {
GPU.setUniformForProgram("addMaterial", "u_mouseEnable", 0.0, "1f");
}
GPU.step("addMaterial", ["material"], "nextMaterial");
GPU.setProgram("advect");
GPU.setUniformForProgram("advect" ,"u_textureSize", [actualWidth, actualHeight], "2f");
GPU.setUniformForProgram("advect" ,"u_scale", scale, "1f");
GPU.step("advect", ["velocity", "nextMaterial"], "material");
GPU.step("render", ["material"]);
} else resetWindow();
//move particles
//http://voxelent.com/html/beginners-guide/chapter_10/ch10_PointSprites.html
// gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
//http://stackoverflow.com/questions/5497722/how-can-i-animate-an-object-in-webgl-modify-specific-vertices-not-full-transfor
GPU.setSize(particlesTextureDim, particlesTextureDim);
GPU.step("moveParticles", ["particles", "velocity"], "nextParticles");
GPU.step("moveParticles", ["nextParticles", "velocity"], "particles");
GPU.setSize(particlesTextureDim*vectorLength, particlesTextureDim);
GPU.setProgram("packToBytes");
GPU.setUniformForProgram("packToBytes", "u_vectorLength", vectorLength, "1f");
GPU.step("packToBytes", ["particles"], "outputParticleBytes");
var pixels = new Uint8Array(numParticles*4*vectorLength);
if (GPU.readyToRead()) {
GPU.readPixels(0, 0, particlesTextureDim * vectorLength, particlesTextureDim, pixels);
var parsedPixels = new Float32Array(pixels.buffer);
for (var i=0;i<numParticles;i++){
particlesVertices[i].x = parsedPixels[vectorLength*i];
particlesVertices[i].y = parsedPixels[vectorLength*i+1];
}
particles.geometry.verticesNeedUpdate = true;
threeView.render();
}
window.requestAnimationFrame(render);
}
function onResize(){
paused = true;
threeView.onWindowResize();
}
function resetWindow(){
actualWidth = Math.round(body.clientWidth);
actualHeight = Math.round(body.clientHeight);
var maxDim = Math.max(actualHeight, actualWidth);
var _scale = Math.ceil(maxDim/150);
if (_scale < 1) _scale = 1;
width = Math.floor(actualWidth/_scale);
height = Math.floor(actualHeight/_scale);
scale = 1/_scale;
canvas.width = actualWidth;
canvas.height = actualHeight;
canvas.clientWidth = body.clientWidth;
canvas.clientHeight = body.clientHeight;
// GPU.setSize(width, height);
GPU.setProgram("gradientSubtraction");
GPU.setUniformForProgram("gradientSubtraction" ,"u_textureSize", [width, height], "2f");
GPU.setProgram("diverge");
GPU.setUniformForProgram("diverge" ,"u_textureSize", [width, height], "2f");
GPU.setProgram("force");
GPU.setUniformForProgram("force", "u_reciprocalRadius", 0.03/scale, "1f");
GPU.setUniformForProgram("force" ,"u_textureSize", [width, height], "2f");
GPU.setProgram("addMaterial");
GPU.setUniformForProgram("addMaterial", "u_reciprocalRadius", 0.03, "1f");
GPU.setUniformForProgram("addMaterial" ,"u_textureSize", [actualWidth, actualHeight], "2f");
GPU.setProgram("jacobi");
GPU.setUniformForProgram("jacobi" ,"u_textureSize", [width, height], "2f");
GPU.setProgram("render");
GPU.setUniformForProgram("render" ,"u_textureSize", [actualWidth, actualHeight], "2f");
GPU.setProgram("boundary");
GPU.setUniformForProgram("boundary" ,"u_textureSize", [width, height], "2f");
GPU.setProgram("moveParticles");
GPU.setUniformForProgram("moveParticles", "u_velocityTextureSize", [width, height], "2f");
GPU.setUniformForProgram("moveParticles", "u_screenSize", [actualWidth, actualHeight], "2f");
GPU.setUniformForProgram("moveParticles" ,"u_scale", scale, "1f");
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] = Math.sin(2*Math.PI*i/200)/10;
// velocity[index+1] = Math.sin(2*Math.PI*j/200)/10;
// }
// }
GPU.initTextureFromData("velocity", width, height, "FLOAT", velocity, true);
GPU.initFrameBufferForTexture("velocity", true);
GPU.initTextureFromData("nextVelocity", width, height, "FLOAT", new Float32Array(width*height*4), true);
GPU.initFrameBufferForTexture("nextVelocity", true);
GPU.initTextureFromData("velocityDivergence", width, height, "FLOAT", new Float32Array(width*height*4), true);
GPU.initFrameBufferForTexture("velocityDivergence", true);
GPU.initTextureFromData("pressure", width, height, "FLOAT", new Float32Array(width*height*4), true);
GPU.initFrameBufferForTexture("pressure", true);
GPU.initTextureFromData("nextPressure", width, height, "FLOAT", new Float32Array(width*height*4), true);
GPU.initFrameBufferForTexture("nextPressure", true);
var material = new Float32Array(actualWidth*actualHeight*4);
// for (var i=0;i<actualHeight;i++){
// for (var j=0;j<actualWidth;j++){
// var index = 4*(i*actualWidth+j);
// if (((Math.floor(i/50))%2 && (Math.floor(j/50))%2)
// || ((Math.floor(i/50))%2 == 0 && (Math.floor(j/50))%2 == 0)) material[index] = 1.0;
// }
// }
GPU.initTextureFromData("material", actualWidth, actualHeight, "FLOAT", material, true);
GPU.initFrameBufferForTexture("material", true);
GPU.initTextureFromData("nextMaterial", actualWidth, actualHeight, "FLOAT", material, true);
GPU.initFrameBufferForTexture("nextMaterial", true);
setThree();
paused = false;
}
function onMouseMove(e){
lastMouseCoordinates = mouseCoordinates;
var x = e.clientX;
var padding = 10;
if (x<padding) x = padding;
if (x>actualWidth-padding) x = actualWidth-padding;
var y = e.clientY;
if (y<padding) y = padding;
if (y>actualHeight-padding) y = actualHeight-padding;
mouseCoordinates = [x, actualHeight-y];
}
function onMouseDown(){
mouseEnable = true;
}
function onMouseUp(){
mouseEnable = false;
}