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flow.js
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flow.js
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var SIMULATION_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_position;',
'void main () {',
'gl_Position = vec4(a_position, 0.0, 1.0);',
'}'
].join('\n');
var SIMULATION_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'uniform sampler2D u_particleTexture;',
'uniform sampler2D u_spawnTexture;',
'uniform vec2 u_resolution;',
'uniform float u_deltaTime;',
'uniform float u_time;',
'uniform float u_persistence;',
'const int OCTAVES = ' + NOISE_OCTAVES.toFixed(0) + ';',
'vec4 mod289(vec4 x) {',
'return x - floor(x * (1.0 / 289.0)) * 289.0;',
'}',
'float mod289(float x) {',
'return x - floor(x * (1.0 / 289.0)) * 289.0;',
'}',
'vec4 permute(vec4 x) {',
'return mod289(((x*34.0)+1.0)*x);',
'}',
'float permute(float x) {',
'return mod289(((x*34.0)+1.0)*x);',
'}',
'vec4 taylorInvSqrt(vec4 r) {',
'return 1.79284291400159 - 0.85373472095314 * r;',
'}',
'float taylorInvSqrt(float r) {',
'return 1.79284291400159 - 0.85373472095314 * r;',
'}',
'vec4 grad4(float j, vec4 ip) {',
'const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);',
'vec4 p,s;',
'p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;',
'p.w = 1.5 - dot(abs(p.xyz), ones.xyz);',
's = vec4(lessThan(p, vec4(0.0)));',
'p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; ',
'return p;',
'}',
'#define F4 0.309016994374947451',
'vec4 simplexNoiseDerivatives (vec4 v) {',
'const vec4 C = vec4( 0.138196601125011,0.276393202250021,0.414589803375032,-0.447213595499958);',
'vec4 i = floor(v + dot(v, vec4(F4)) );',
'vec4 x0 = v - i + dot(i, C.xxxx);',
'vec4 i0;',
'vec3 isX = step( x0.yzw, x0.xxx );',
'vec3 isYZ = step( x0.zww, x0.yyz );',
'i0.x = isX.x + isX.y + isX.z;',
'i0.yzw = 1.0 - isX;',
'i0.y += isYZ.x + isYZ.y;',
'i0.zw += 1.0 - isYZ.xy;',
'i0.z += isYZ.z;',
'i0.w += 1.0 - isYZ.z;',
'vec4 i3 = clamp( i0, 0.0, 1.0 );',
'vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );',
'vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );',
'vec4 x1 = x0 - i1 + C.xxxx;',
'vec4 x2 = x0 - i2 + C.yyyy;',
'vec4 x3 = x0 - i3 + C.zzzz;',
'vec4 x4 = x0 + C.wwww;',
'i = mod289(i); ',
'float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);',
'vec4 j1 = permute( permute( permute( permute (',
'i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))',
'+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))',
'+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))',
'+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));',
'vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;',
'vec4 p0 = grad4(j0, ip);',
'vec4 p1 = grad4(j1.x, ip);',
'vec4 p2 = grad4(j1.y, ip);',
'vec4 p3 = grad4(j1.z, ip);',
'vec4 p4 = grad4(j1.w, ip);',
'vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));',
'p0 *= norm.x;',
'p1 *= norm.y;',
'p2 *= norm.z;',
'p3 *= norm.w;',
'p4 *= taylorInvSqrt(dot(p4,p4));',
'vec3 values0 = vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2));', //value of contributions from each corner at point
'vec2 values1 = vec2(dot(p3, x3), dot(p4, x4));',
'vec3 m0 = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);', //(0.5 - x^2) where x is the distance
'vec2 m1 = max(0.5 - vec2(dot(x3,x3), dot(x4,x4)), 0.0);',
'vec3 temp0 = -6.0 * m0 * m0 * values0;',
'vec2 temp1 = -6.0 * m1 * m1 * values1;',
'vec3 mmm0 = m0 * m0 * m0;',
'vec2 mmm1 = m1 * m1 * m1;',
'float dx = temp0[0] * x0.x + temp0[1] * x1.x + temp0[2] * x2.x + temp1[0] * x3.x + temp1[1] * x4.x + mmm0[0] * p0.x + mmm0[1] * p1.x + mmm0[2] * p2.x + mmm1[0] * p3.x + mmm1[1] * p4.x;',
'float dy = temp0[0] * x0.y + temp0[1] * x1.y + temp0[2] * x2.y + temp1[0] * x3.y + temp1[1] * x4.y + mmm0[0] * p0.y + mmm0[1] * p1.y + mmm0[2] * p2.y + mmm1[0] * p3.y + mmm1[1] * p4.y;',
'float dz = temp0[0] * x0.z + temp0[1] * x1.z + temp0[2] * x2.z + temp1[0] * x3.z + temp1[1] * x4.z + mmm0[0] * p0.z + mmm0[1] * p1.z + mmm0[2] * p2.z + mmm1[0] * p3.z + mmm1[1] * p4.z;',
'float dw = temp0[0] * x0.w + temp0[1] * x1.w + temp0[2] * x2.w + temp1[0] * x3.w + temp1[1] * x4.w + mmm0[0] * p0.w + mmm0[1] * p1.w + mmm0[2] * p2.w + mmm1[0] * p3.w + mmm1[1] * p4.w;',
'return vec4(dx, dy, dz, dw) * 49.0;',
'}',
'void main () {',
'vec2 textureCoordinates = gl_FragCoord.xy / u_resolution;',
'vec4 data = texture2D(u_particleTexture, textureCoordinates);',
'vec3 oldPosition = data.rgb;',
'vec3 noisePosition = oldPosition * ' + NOISE_POSITION_SCALE.toFixed(8) + ';',
'float noiseTime = u_time * ' + NOISE_TIME_SCALE.toFixed(8) + ';',
'vec4 xNoisePotentialDerivatives = vec4(0.0);',
'vec4 yNoisePotentialDerivatives = vec4(0.0);',
'vec4 zNoisePotentialDerivatives = vec4(0.0);',
'float persistence = u_persistence;',
'for (int i = 0; i < OCTAVES; ++i) {',
'float scale = (1.0 / 2.0) * pow(2.0, float(i));',
'float noiseScale = pow(persistence, float(i));',
'if (persistence == 0.0 && i == 0) {', //fix undefined behaviour
'noiseScale = 1.0;',
'}',
'xNoisePotentialDerivatives += simplexNoiseDerivatives(vec4(noisePosition * pow(2.0, float(i)), noiseTime)) * noiseScale * scale;',
'yNoisePotentialDerivatives += simplexNoiseDerivatives(vec4((noisePosition + vec3(123.4, 129845.6, -1239.1)) * pow(2.0, float(i)), noiseTime)) * noiseScale * scale;',
'zNoisePotentialDerivatives += simplexNoiseDerivatives(vec4((noisePosition + vec3(-9519.0, 9051.0, -123.0)) * pow(2.0, float(i)), noiseTime)) * noiseScale * scale;',
'}',
//compute curl
'vec3 noiseVelocity = vec3(',
'zNoisePotentialDerivatives[1] - yNoisePotentialDerivatives[2],',
'xNoisePotentialDerivatives[2] - zNoisePotentialDerivatives[0],',
'yNoisePotentialDerivatives[0] - xNoisePotentialDerivatives[1]',
') * ' + NOISE_SCALE.toFixed(8) + ';',
'vec3 velocity = vec3(' + BASE_SPEED.toFixed(8) + ', 0.0, 0.0);',
'vec3 totalVelocity = velocity + noiseVelocity;',
'vec3 newPosition = oldPosition + totalVelocity * u_deltaTime;',
'float oldLifetime = data.a;',
'float newLifetime = oldLifetime - u_deltaTime;',
'vec4 spawnData = texture2D(u_spawnTexture, textureCoordinates);',
'if (newLifetime < 0.0) {',
'newPosition = spawnData.rgb;',
'newLifetime = spawnData.a + newLifetime;',
'}',
'gl_FragColor = vec4(newPosition, newLifetime);',
'}'
].join('\n');
var RENDERING_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_textureCoordinates;',
'varying vec3 v_position;',
'varying float v_opacity;',
'uniform sampler2D u_particleTexture;',
'uniform sampler2D u_opacityTexture;',
'uniform mat4 u_viewMatrix;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_lightViewProjectionMatrix;',
'uniform float u_particleDiameter;',
'uniform float u_screenWidth;',
'void main () {',
'vec3 position = texture2D(u_particleTexture, a_textureCoordinates).rgb;',
'v_position = position;',
'vec2 lightTextureCoordinates = vec2(u_lightViewProjectionMatrix * vec4(position, 1.0)) * 0.5 + 0.5;',
'v_opacity = texture2D(u_opacityTexture, lightTextureCoordinates).a;',
'vec3 viewSpacePosition = vec3(u_viewMatrix * vec4(position, 1.0));',
'vec4 corner = vec4(u_particleDiameter * 0.5, u_particleDiameter * 0.5, viewSpacePosition.z, 1.0);',
'float projectedCornerX = dot(vec4(u_projectionMatrix[0][0], u_projectionMatrix[1][0], u_projectionMatrix[2][0], u_projectionMatrix[3][0]), corner);',
'float projectedCornerW = dot(vec4(u_projectionMatrix[0][3], u_projectionMatrix[1][3], u_projectionMatrix[2][3], u_projectionMatrix[3][3]), corner);',
'gl_PointSize = u_screenWidth * 0.5 * projectedCornerX * 2.0 / projectedCornerW;',
'gl_Position = u_projectionMatrix * vec4(viewSpacePosition, 1.0);',
'if (position.y < ' + FLOOR_ORIGIN[1].toFixed(8) + ') gl_Position = vec4(9999999.0, 9999999.0, 9999999.0, 1.0);',
'}'
].join('\n');
var RENDERING_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'varying vec3 v_position;',
'varying float v_opacity;',
'uniform float u_particleAlpha;',
'uniform vec3 u_particleColor;',
'uniform bool u_flipped;', //non-flipped is front-to-back, flipped is back-to-front
'void main () {',
'float distanceFromCenter = distance(gl_PointCoord.xy, vec2(0.5, 0.5));',
'if (distanceFromCenter > 0.5) discard;',
'float alpha = clamp(1.0 - distanceFromCenter * 2.0, 0.0, 1.0) * u_particleAlpha;',
'vec3 color = (1.0 - v_opacity * ' + PARTICLE_OPACITY_SCALE.toFixed(8) + ') * u_particleColor;',
'gl_FragColor = vec4(color * alpha, alpha);',
'}'
].join('\n');
var OPACITY_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_textureCoordinates;',
'uniform sampler2D u_particleTexture;',
'uniform mat4 u_lightViewMatrix;',
'uniform mat4 u_lightProjectionMatrix;',
'uniform float u_particleDiameter;',
'uniform float u_screenWidth;',
'void main () {',
'vec3 position = texture2D(u_particleTexture, a_textureCoordinates).rgb;',
'vec3 viewSpacePosition = vec3(u_lightViewMatrix * vec4(position, 1.0));',
'vec4 corner = vec4(u_particleDiameter * 0.5, u_particleDiameter * 0.5, viewSpacePosition.z, 1.0);',
'float projectedCornerX = dot(vec4(u_lightProjectionMatrix[0][0], u_lightProjectionMatrix[1][0], u_lightProjectionMatrix[2][0], u_lightProjectionMatrix[3][0]), corner);',
'float projectedCornerW = dot(vec4(u_lightProjectionMatrix[0][3], u_lightProjectionMatrix[1][3], u_lightProjectionMatrix[2][3], u_lightProjectionMatrix[3][3]), corner);',
'gl_PointSize = u_screenWidth * 0.5 * projectedCornerX * 2.0 / projectedCornerW;',
'gl_Position = u_lightProjectionMatrix * vec4(viewSpacePosition, 1.0);',
'}'
].join('\n');
var OPACITY_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'uniform float u_particleAlpha;',
'void main () {',
'float distanceFromCenter = distance(gl_PointCoord.xy, vec2(0.5, 0.5));',
'if (distanceFromCenter > 0.5) discard;',
'float alpha = clamp(1.0 - distanceFromCenter * 2.0, 0.0, 1.0) * u_particleAlpha;',
'gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);', //under operator requires this premultiplication
'}'
].join('\n');
var SORT_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_position;',
'void main () {',
'gl_Position = vec4(a_position, 0.0, 1.0);',
'}'
].join('\n');
var SORT_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'uniform sampler2D u_dataTexture;',
'uniform vec2 u_resolution;',
'uniform float pass;',
'uniform float stage;',
'uniform vec3 u_cameraPosition;',
'uniform vec3 u_halfVector;',
'void main () {',
'vec2 normalizedCoordinates = gl_FragCoord.xy / u_resolution;',
'vec4 self = texture2D(u_dataTexture, normalizedCoordinates);',
'float i = floor(normalizedCoordinates.x * u_resolution.x) + floor(normalizedCoordinates.y * u_resolution.y) * u_resolution.x;',
'float j = floor(mod(i, 2.0 * stage));',
'float compare = 0.0;',
'if ((j < mod(pass, stage)) || (j > (2.0 * stage - mod(pass, stage) - 1.0))) {',
'compare = 0.0;',
'} else {',
'if (mod((j + mod(pass, stage)) / pass, 2.0) < 1.0) {',
'compare = 1.0;',
'} else {',
'compare = -1.0;',
'}',
'}',
'float adr = i + compare * pass;',
'vec4 partner = texture2D(u_dataTexture, vec2(floor(mod(adr, u_resolution.x)) / u_resolution.x, floor(adr / u_resolution.x) / u_resolution.y));',
'float selfProjectedLength = dot(u_halfVector, self.xyz);',
'float partnerProjectedLength = dot(u_halfVector, partner.xyz);',
'gl_FragColor = (selfProjectedLength * compare < partnerProjectedLength * compare) ? self : partner;',
'}'
].join('\n');
var RESAMPLE_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_position;',
'varying vec2 v_coordinates;',
'void main () {',
'v_coordinates = a_position.xy * 0.5 + 0.5;',
'gl_Position = vec4(a_position, 0.0, 1.0);',
'}'
].join('\n');
var RESAMPLE_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'varying vec2 v_coordinates;',
'uniform sampler2D u_particleTexture;',
'uniform sampler2D u_offsetTexture;',
'uniform float u_offsetScale;',
'void main () {',
'vec4 data = texture2D(u_particleTexture, v_coordinates);',
'vec4 offset = texture2D(u_offsetTexture, v_coordinates);',
'vec3 position = data.rgb + offset.rgb * u_offsetScale;',
'gl_FragColor = vec4(position, data.a);',
'}'
].join('\n');
var FLOOR_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec3 a_vertexPosition;',
'varying vec3 v_position;',
'uniform mat4 u_viewMatrix;',
'uniform mat4 u_projectionMatrix;',
'void main () {',
'v_position = a_vertexPosition;',
'gl_Position = u_projectionMatrix * u_viewMatrix * vec4(a_vertexPosition, 1.0);',
'}'
].join('\n');
var FLOOR_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'varying vec3 v_position;',
'uniform sampler2D u_opacityTexture;',
'uniform mat4 u_lightViewProjectionMatrix;',
'void main () {',
'vec2 lightTextureCoordinates = vec2(u_lightViewProjectionMatrix * vec4(v_position, 1.0)) * 0.5 + 0.5;',
'float opacity = texture2D(u_opacityTexture, lightTextureCoordinates).a;',
'if (lightTextureCoordinates.x < 0.0 || lightTextureCoordinates.x > 1.0 || lightTextureCoordinates.y < 0.0 || lightTextureCoordinates.y > 1.0) {',
'opacity = 0.0;',
'}',
'gl_FragColor = vec4(0.0, 0.0, 0.0, opacity * 0.5);',
'}'
].join('\n');
var BACKGROUND_VERTEX_SHADER_SOURCE = [
'precision highp float;',
'attribute vec2 a_position;',
'varying vec2 v_position;',
'void main () {',
'v_position = a_position;',
'gl_Position = vec4(a_position, 0.0, 1.0);',
'}'
].join('\n');
var BACKGROUND_FRAGMENT_SHADER_SOURCE = [
'precision highp float;',
'varying vec2 v_position;',
'void main () {',
'float dist = length(v_position);',
'gl_FragColor = vec4(vec3(1.0) - dist * ' + BACKGROUND_DISTANCE_SCALE.toFixed(8) + ', 1.0);',
'}'
].join('\n');
var Camera = function (element) {
var azimuth = INITIAL_AZIMUTH,
elevation = INITIAL_ELEVATION;
var lastMouseX = 0,
lastMouseY = 0;
var mouseDown = false;
var viewMatrix = new Float32Array(16);
this.getViewMatrix = function () {
return viewMatrix;
};
this.getPosition = function () {
var cameraPosition = new Float32Array(3);
cameraPosition[0] = CAMERA_DISTANCE * Math.sin(Math.PI / 2 - elevation) * Math.sin(-azimuth) + CAMERA_ORBIT_POINT[0];
cameraPosition[1] = CAMERA_DISTANCE * Math.cos(Math.PI / 2 - elevation) + CAMERA_ORBIT_POINT[1];
cameraPosition[2] = CAMERA_DISTANCE * Math.sin(Math.PI / 2 - elevation) * Math.cos(-azimuth) + CAMERA_ORBIT_POINT[2];
return cameraPosition;
};
this.getViewDirection = function () {
var viewDirection = new Float32Array(3);
viewDirection[0] = -Math.sin(Math.PI / 2 - elevation) * Math.sin(-azimuth);
viewDirection[1] = -Math.cos(Math.PI / 2 - elevation);
viewDirection[2] = -Math.sin(Math.PI / 2 - elevation) * Math.cos(-azimuth);
return viewDirection;
};
var recomputeViewMatrix = function () {
var xRotationMatrix = new Float32Array(16),
yRotationMatrix = new Float32Array(16),
distanceTranslationMatrix = makeIdentityMatrix(new Float32Array(16)),
orbitTranslationMatrix = makeIdentityMatrix(new Float32Array(16));
makeIdentityMatrix(viewMatrix);
makeXRotationMatrix(xRotationMatrix, elevation);
makeYRotationMatrix(yRotationMatrix, azimuth);
distanceTranslationMatrix[14] = -CAMERA_DISTANCE;
orbitTranslationMatrix[12] = -CAMERA_ORBIT_POINT[0];
orbitTranslationMatrix[13] = -CAMERA_ORBIT_POINT[1];
orbitTranslationMatrix[14] = -CAMERA_ORBIT_POINT[2];
premultiplyMatrix(viewMatrix, viewMatrix, orbitTranslationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, yRotationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, xRotationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, distanceTranslationMatrix);
};
element.addEventListener('mousedown', function (event) {
mouseDown = true;
lastMouseX = getMousePosition(event, element).x;
lastMouseY = getMousePosition(event, element).y;
});
document.addEventListener('mouseup', function (event) {
mouseDown = false;
});
element.addEventListener('mousemove', function (event) {
if (mouseDown) {
var mouseX = getMousePosition(event, element).x;
var mouseY = getMousePosition(event, element).y;
var deltaAzimuth = (mouseX - lastMouseX) * CAMERA_SENSITIVITY;
var deltaElevation = (mouseY - lastMouseY) * CAMERA_SENSITIVITY;
azimuth += deltaAzimuth;
elevation += deltaElevation;
if (elevation < MIN_ELEVATION) {
elevation = MIN_ELEVATION;
} else if (elevation > MAX_ELEVATION) {
elevation = MAX_ELEVATION;
}
recomputeViewMatrix();
lastMouseX = mouseX;
lastMouseY = mouseY;
element.style.cursor = '-webkit-grabbing';
element.style.cursor = '-moz-grabbing';
element.style.cursor = 'grabbing';
} else {
element.style.cursor = '-webkit-grab';
element.style.cursor = '-moz-grab';
element.style.cursor = 'grab';
}
});
recomputeViewMatrix();
};
var Flow = function (canvas) {
var options = {
premultipliedAlpha: false,
alpha: true
};
var gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);
gl.getExtension('OES_texture_float');
gl.clearColor(0.0, 0.0, 0.0, 0.0);
var maxParticleCount = QUALITY_LEVELS[QUALITY_LEVELS.length - 1].resolution[0] * QUALITY_LEVELS[QUALITY_LEVELS.length - 1].resolution[1];
var randomNumbers = [];
for (var i = 0; i < maxParticleCount; ++i) {
randomNumbers[i] = Math.random();
}
var randomSpherePoints = [];
for (var i = 0; i < maxParticleCount; ++i) {
var point = randomPointInSphere();
randomSpherePoints.push(point);
}
var particleVertexBuffer;
var spawnTexture;
var particleVertexBuffers = []; //one for each quality level
var spawnTextures = []; //one for each quality level
for (var i = 0; i < QUALITY_LEVELS.length; ++i) {
var width = QUALITY_LEVELS[i].resolution[0];
var height = QUALITY_LEVELS[i].resolution[1];
var count = width * height;
particleVertexBuffers[i] = gl.createBuffer();
var particleTextureCoordinates = new Float32Array(width * height * 2);
for (var y = 0; y < height; ++y) {
for (var x = 0; x < width; ++x) {
particleTextureCoordinates[(y * width + x) * 2] = (x + 0.5) / width;
particleTextureCoordinates[(y * width + x) * 2 + 1] = (y + 0.5) / height;
}
}
gl.bindBuffer(gl.ARRAY_BUFFER, particleVertexBuffers[i]);
gl.bufferData(gl.ARRAY_BUFFER, particleTextureCoordinates, gl.STATIC_DRAW);
delete particleTextureCoordinates;
var spawnData = new Float32Array(count * 4);
for (var j = 0; j < count; ++j) {
var position = randomSpherePoints[j];
var positionX = position[0] * SPAWN_RADIUS;
var positionY = position[1] * SPAWN_RADIUS;
var positionZ = position[2] * SPAWN_RADIUS;
var lifetime = BASE_LIFETIME + randomNumbers[j] * MAX_ADDITIONAL_LIFETIME;
spawnData[j * 4] = positionX;
spawnData[j * 4 + 1] = positionY;
spawnData[j * 4 + 2] = positionZ;
spawnData[j * 4 + 3] = lifetime;
}
spawnTextures[i] = buildTexture(gl, 0, gl.RGBA, gl.FLOAT, width, height, spawnData, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
delete spawnData;
}
var offsetData = new Float32Array(maxParticleCount * 4);
for (var i = 0; i < maxParticleCount; ++i) {
var position = randomSpherePoints[i];
var positionX = position[0] * OFFSET_RADIUS;
var positionY = position[1] * OFFSET_RADIUS;
var positionZ = position[2] * OFFSET_RADIUS;
offsetData[i * 4] = positionX;
offsetData[i * 4 + 1] = positionY;
offsetData[i * 4 + 2] = positionZ;
offsetData[i * 4 + 3] = 0.0;
}
var offsetTexture = buildTexture(gl, 0, gl.RGBA, gl.FLOAT, QUALITY_LEVELS[QUALITY_LEVELS.length - 1].resolution[0], QUALITY_LEVELS[QUALITY_LEVELS.length - 1].resolution[1], offsetData, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
delete randomNumbers;
delete randomSpherePoints;
delete offsetData;
var particleCountWidth = 0;
var particleCountHeight = 0;
var particleCount = particleCountWidth * particleCountHeight;
var particleDiameter = 0.0;
var particleAlpha = 0.0;
var changingParticleCount = false;
var oldParticleDiameter;
var oldParticleCountWidth;
var oldParticleCountHeight;
var particleTextureA = buildTexture(gl, 0, gl.RGBA, gl.FLOAT, 1, 1, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
var particleTextureB = buildTexture(gl, 0, gl.RGBA, gl.FLOAT, 1, 1, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
var camera = new Camera(canvas);
var projectionMatrix = makePerspectiveMatrix(new Float32Array(16), PROJECTION_FOV, ASPECT_RATIO, PROJECTION_NEAR, PROJECTION_FAR);
var lightViewMatrix = new Float32Array(16);
makeLookAtMatrix(lightViewMatrix, [0.0, 0.0, 0.0], LIGHT_DIRECTION, LIGHT_UP_VECTOR);
var lightProjectionMatrix = makeOrthographicMatrix(new Float32Array(16), LIGHT_PROJECTION_LEFT, LIGHT_PROJECTION_RIGHT, LIGHT_PROJECTION_BOTTOM, LIGHT_PROJECTION_TOP, LIGHT_PROJECTION_NEAR, LIGHT_PROJECTION_FAR);
var lightViewProjectionMatrix = new Float32Array(16);
premultiplyMatrix(lightViewProjectionMatrix, lightViewMatrix, lightProjectionMatrix);
var hue = 0;
var timeScale = INITIAL_SPEED;
var persistence = INITIAL_TURBULENCE;
this.setHue = function (newHue) {
hue = newHue;
};
this.setTimeScale = function (newTimeScale) {
timeScale = newTimeScale;
};
this.setPersistence = function (newPersistence) {
persistence = newPersistence;
};
var resampleFramebuffer = gl.createFramebuffer();
var qualityLevel = -1;
this.changeQualityLevel = function (newLevel) {
qualityLevel = newLevel;
particleAlpha = QUALITY_LEVELS[qualityLevel].alpha;
changingParticleCount = true;
oldParticleDiameter = particleDiameter;
particleDiameter = QUALITY_LEVELS[qualityLevel].diameter;
oldParticleCountWidth = particleCountWidth;
oldParticleCountHeight = particleCountHeight;
particleCountWidth = QUALITY_LEVELS[qualityLevel].resolution[0];
particleCountHeight = QUALITY_LEVELS[qualityLevel].resolution[1];
particleCount = particleCountWidth * particleCountHeight;
}
this.changeQualityLevel(0);
//variables used for sorting
var totalSortSteps = (log2(particleCount) * (log2(particleCount) + 1)) / 2;
var sortStepsLeft = totalSortSteps;
var sortPass = -1;
var sortStage = -1;
var opacityTexture = buildTexture(gl, 0, gl.RGBA, gl.UNSIGNED_BYTE, OPACITY_TEXTURE_RESOLUTION, OPACITY_TEXTURE_RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.LINEAR, gl.LINEAR); //opacity from the light's point of view
var simulationFramebuffer = gl.createFramebuffer();
var sortFramebuffer = gl.createFramebuffer();
var opacityFramebuffer = buildFramebuffer(gl, opacityTexture);
var simulationProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, SIMULATION_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, SIMULATION_FRAGMENT_SHADER_SOURCE),
{ 'a_position': 0 }
);
var renderingProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, RENDERING_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, RENDERING_FRAGMENT_SHADER_SOURCE),
{ 'a_textureCoordinates': 0 }
);
var opacityProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, OPACITY_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, OPACITY_FRAGMENT_SHADER_SOURCE),
{ 'a_textureCoordinates': 0 }
);
var sortProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, SORT_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, SORT_FRAGMENT_SHADER_SOURCE),
{ 'a_position': 0 }
);
var resampleProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, RESAMPLE_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, RESAMPLE_FRAGMENT_SHADER_SOURCE),
{ 'a_position': 0 }
);
var floorProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, FLOOR_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, FLOOR_FRAGMENT_SHADER_SOURCE),
{ 'a_vertexPosition': 0}
);
var backgroundProgramWrapper = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, BACKGROUND_VERTEX_SHADER_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, BACKGROUND_FRAGMENT_SHADER_SOURCE),
{ 'a_position': 0}
);
var fullscreenVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW);
var floorVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
FLOOR_ORIGIN[0], FLOOR_ORIGIN[1], FLOOR_ORIGIN[2],
FLOOR_ORIGIN[0], FLOOR_ORIGIN[1], FLOOR_ORIGIN[2] + FLOOR_HEIGHT,
FLOOR_ORIGIN[0] + FLOOR_WIDTH, FLOOR_ORIGIN[1], FLOOR_ORIGIN[2],
FLOOR_ORIGIN[0] + FLOOR_WIDTH, FLOOR_ORIGIN[1], FLOOR_ORIGIN[2] + FLOOR_HEIGHT
]), gl.STATIC_DRAW);
var onresize = function () {
var aspectRatio = window.innerWidth / window.innerHeight;
makePerspectiveMatrix(projectionMatrix, PROJECTION_FOV, aspectRatio, PROJECTION_NEAR, PROJECTION_FAR);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
window.addEventListener('resize', onresize);
onresize();
var firstFrame = true;
var flipped = false;
var lastTime = 0.0;
var render = function render (currentTime) {
var deltaTime = (currentTime - lastTime) / 1000 || 0.0;
lastTime = currentTime;
if (deltaTime > MAX_DELTA_TIME) {
deltaTime = 0;
}
if (changingParticleCount) {
deltaTime = 0;
changingParticleCount = false;
particleVertexBuffer = particleVertexBuffers[qualityLevel];
spawnTexture = spawnTextures[qualityLevel];
//reset sort
totalSortSteps = (log2(particleCount) * (log2(particleCount) + 1)) / 2;
sortStepsLeft = totalSortSteps;
sortPass = -1;
sortStage = -1;
if (oldParticleCountHeight === 0 && oldParticleCountWidth === 0) { //initial generation
var particleData = new Float32Array(particleCount * 4);
for (var i = 0; i < particleCount; ++i) {
var position = randomPointInSphere();
var positionX = position[0] * SPAWN_RADIUS;
var positionY = position[1] * SPAWN_RADIUS;
var positionZ = position[2] * SPAWN_RADIUS;
particleData[i * 4] = positionX;
particleData[i * 4 + 1] = positionY;
particleData[i * 4 + 2] = positionZ;
particleData[i * 4 + 3] = Math.random() * BASE_LIFETIME;
}
gl.bindTexture(gl.TEXTURE_2D, particleTextureA);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, particleCountWidth, particleCountHeight, 0, gl.RGBA, gl.FLOAT, particleData);
delete particleData;
gl.bindTexture(gl.TEXTURE_2D, particleTextureB);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, particleCountWidth, particleCountHeight, 0, gl.RGBA, gl.FLOAT, null);
} else {
//resample from A into B
gl.bindTexture(gl.TEXTURE_2D, particleTextureB);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, particleCountWidth, particleCountHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.enableVertexAttribArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.useProgram(resampleProgramWrapper.program);
gl.uniform1i(resampleProgramWrapper.uniformLocations['u_particleTexture'], 0);
gl.uniform1i(resampleProgramWrapper.uniformLocations['u_offsetTexture'], 1);
if (particleCount > oldParticleCountWidth * oldParticleCountHeight) { //if we are upsampling we need to add random sphere offsets
gl.uniform1f(resampleProgramWrapper.uniformLocations['u_offsetScale'], oldParticleDiameter);
} else { //if downsampling we can just leave positions as they are
gl.uniform1f(resampleProgramWrapper.uniformLocations['u_offsetScale'], 0);
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, particleTextureA);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, offsetTexture);
gl.bindFramebuffer(gl.FRAMEBUFFER, resampleFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, particleTextureB, 0);
gl.viewport(0, 0, particleCountWidth, particleCountHeight);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindTexture(gl.TEXTURE_2D, particleTextureA);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, particleCountWidth, particleCountHeight, 0, gl.RGBA, gl.FLOAT, null);
var temp = particleTextureA;
particleTextureA = particleTextureB;
particleTextureB = temp;
}
}
var flippedThisFrame = false; //if the order reversed this frame
var viewDirection = camera.getViewDirection();
var halfVector;
if (dotVectors(viewDirection, LIGHT_DIRECTION) > 0.0) {
halfVector = new Float32Array([
LIGHT_DIRECTION[0] + viewDirection[0],
LIGHT_DIRECTION[1] + viewDirection[1],
LIGHT_DIRECTION[2] + viewDirection[2],
]);
normalizeVector(halfVector, halfVector);
if (flipped) {
flippedThisFrame = true;
}
flipped = false;
} else {
halfVector = new Float32Array([
LIGHT_DIRECTION[0] - viewDirection[0],
LIGHT_DIRECTION[1] - viewDirection[1],
LIGHT_DIRECTION[2] - viewDirection[2],
]);
normalizeVector(halfVector, halfVector);
if (!flipped) {
flippedThisFrame = true;
}
flipped = true;
}
gl.disable(gl.DEPTH_TEST);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (var i = 0; i < (firstFrame ? BASE_LIFETIME / PRESIMULATION_DELTA_TIME : 1); ++i) {
gl.enableVertexAttribArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(simulationProgramWrapper.program);
gl.uniform2f(simulationProgramWrapper.uniformLocations['u_resolution'], particleCountWidth, particleCountHeight);
gl.uniform1f(simulationProgramWrapper.uniformLocations['u_deltaTime'], firstFrame ? PRESIMULATION_DELTA_TIME : deltaTime * timeScale);
gl.uniform1f(simulationProgramWrapper.uniformLocations['u_time'], firstFrame ? PRESIMULATION_DELTA_TIME : currentTime);
gl.uniform1i(simulationProgramWrapper.uniformLocations['u_particleTexture'], 0);
gl.uniform1f(simulationProgramWrapper.uniformLocations['u_persistence'], persistence);
gl.uniform1i(simulationProgramWrapper.uniformLocations['u_spawnTexture'], 1);
gl.disable(gl.BLEND);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, spawnTexture);
//render from A -> B
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, particleTextureA);
gl.bindFramebuffer(gl.FRAMEBUFFER, simulationFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, particleTextureB, 0);
//swap A and B
var temp = particleTextureA;
particleTextureA = particleTextureB;
particleTextureB = temp;
gl.viewport(0, 0, particleCountWidth, particleCountHeight);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
if (firstFrame) gl.flush();
}
firstFrame = false;
gl.disable(gl.BLEND);
gl.enableVertexAttribArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
if (flippedThisFrame) { //if the order reversed this frame sort everything
sortPass = -1;
sortStage = -1;
sortStepsLeft = totalSortSteps;
}
for (var i = 0; i < (flippedThisFrame ? totalSortSteps : SORT_PASSES_PER_FRAME); ++i) {
sortPass--;
if (sortPass < 0) {
sortStage++;
sortPass = sortStage;
}
gl.useProgram(sortProgramWrapper.program);
gl.uniform1i(sortProgramWrapper.uniformLocations['u_dataTexture'], 0);
gl.uniform2f(sortProgramWrapper.uniformLocations['u_resolution'], particleCountWidth, particleCountHeight);
gl.uniform1f(sortProgramWrapper.uniformLocations['pass'], 1 << sortPass);
gl.uniform1f(sortProgramWrapper.uniformLocations['stage'], 1 << sortStage);
gl.uniform3fv(sortProgramWrapper.uniformLocations['u_halfVector'], halfVector);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, particleTextureA);
gl.bindFramebuffer(gl.FRAMEBUFFER, sortFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, particleTextureB, 0);
gl.viewport(0, 0, particleCountWidth, particleCountHeight);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
var temp = particleTextureA;
particleTextureA = particleTextureB;
particleTextureB = temp;
sortStepsLeft--;
if (sortStepsLeft === 0) {
sortStepsLeft = totalSortSteps;
sortPass = -1;
sortStage = -1;