From 3ea3a54b4cda14becf653582c254e0a9e63ad0ac Mon Sep 17 00:00:00 2001
From: amandaghassaei <amandaghassaei@gmail.com>
Date: Sun, 2 Apr 2017 19:20:45 -0400
Subject: [PATCH] small changes

---
 index.html |  4 ++--
 main.js    | 19 +++++++++++++++----
 2 files changed, 17 insertions(+), 6 deletions(-)

diff --git a/index.html b/index.html
index afdb0a8..f41143f 100644
--- a/index.html
+++ b/index.html
@@ -64,8 +64,8 @@
             vec2 ceiled = ceil(pos);
             vec2 floored = floor(pos);
 
-            float n = texture2D(u_material, (ceiled+pxCenter)/u_textureSize).x;;
-            float s = texture2D(u_material, (floored+pxCenter)/u_textureSize).x;
+            float n = texture2D(u_material, (ceiled+pxCenter)/u_textureSize).x;//actually ne
+            float s = texture2D(u_material, (floored+pxCenter)/u_textureSize).x;//actually sw
             if (ceiled.x != floored.x){
                 float se = texture2D(u_material, (vec2(ceiled.x, floored.y)+pxCenter)/u_textureSize).x;
                 float nw = texture2D(u_material, (vec2(floored.x, ceiled.y)+pxCenter)/u_textureSize).x;
diff --git a/main.js b/main.js
index 7eb8930..4e24ca7 100755
--- a/main.js
+++ b/main.js
@@ -62,10 +62,19 @@ function render(){
         //     gl.uniform2f(mouseCoordLocation, mouseCoordinates[0], mouseCoordinates[1]);
         // } else gl.uniform1f(mouseEnableLocation, 0);
 
-        GPU.step("advect", ["velocity", "material"], "advectedMaterial");
+        // Apply the first 3 operators in Equation 12.
+        // u = advect(u);
+        // u = diffuse(u);
+        // u = addForces(u);
+        // // Now apply the projection operator to the result.
+        // p = computePressure(u);
+        // u = subtractPressureGradient(u, p);
 
-        GPU.step("render", ["advectedMaterial"]);
+        GPU.step("advect", ["velocity", "velocity"], "advectedVelocity");//advect velocity
+        GPU.swapTextures("velocity", "advectedVelocity");
 
+        GPU.step("advect", ["velocity", "material"], "advectedMaterial");
+        GPU.step("render", ["advectedMaterial"]);
         GPU.swapTextures("advectedMaterial", "material");
 
     } else resetWindow();
@@ -96,11 +105,13 @@ function resetWindow(){
     for (var i=0;i<height;i++){
         for (var j=0;j<width;j++){
             var index = 4*(i*width+j);
-            velocity[index] = i/100;
-            velocity[index+1] = j/100;
+            velocity[index] = i/1000;
+            velocity[index+1] = j/1000;
         }
     }
     GPU.initTextureFromData("velocity", width, height, "FLOAT", velocity, true);
+    GPU.initTextureFromData("advectedVelocity", width, height, "FLOAT", new Float32Array(width*height*4), true);
+    GPU.initFrameBufferForTexture("advectedVelocity");
     var material = new Float32Array(width*height*4);
     for (var i=0;i<height;i++){
         for (var j=0;j<width;j++){
-- 
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