-
Notifications
You must be signed in to change notification settings - Fork 0
/
project.js
418 lines (341 loc) · 18.6 KB
/
project.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
//---------Basic data
var gl;
var vBuffer;
var vBuffer_pad;
var vPosition;
var vPosition_pad;
var raining = false;
var iBuffer;
var cBuffer;
var program;
var program_pad;
var vertices = [];
var height_map = [];
var normals = [];
var indices = [];
var sliderX;
var outputX;
var sliderY;
var outputY;
var sliderZ;
var isDrawing;
var damping = 16;
var intensity = 0.5;
var vertices_pad = [ vec4(0, -1, -1, 1),
vec4(0, 1, -1, 1),
vec4( 1, 1, -1, 1),
vec4( 1, -1, -1, 1),
vec4(0, -1, -1, 1),
vec4( 1, 1, -1, 1)];
//---------Help function
function isPowerOf2(value) {
return (value & (value - 1)) === 0;
}
function unbind(){
gl.bindBuffer( gl.ARRAY_BUFFER, null);
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null);
}
function getRelativeMousePosition(event, target) {
target = target || event.target;
var rect = target.getBoundingClientRect();
return {
x: event.clientX - rect.left,
y: event.clientY - rect.top,
}
}
// assumes target or event.target is canvas
function getNoPaddingNoBorderCanvasRelativeMousePosition(event, target) {
target = target || event.target;
var pos = getRelativeMousePosition(event, target);
pos.x = pos.x * target.width / target.clientWidth;
pos.y = pos.y * target.height / target.clientHeight;
return pos;
}
//-------------------------
var quads = 110;
for (var y = 0; y <= quads; y++) {
var v = y / quads;
for (var x = 0; x <= quads; x++) {
var u = x / quads;
if(x == 50 && y == 55)
vertices.push( vec4(u*0.6-0.8, v*1.2-0.6, 1, 0));
else
vertices.push( vec4(u*0.6-0.8, v*1.2-0.6, 0, 0));
normals.push( vec3(0, 0, 1));
}
}
var rowSize = (quads + 1);
for (var y = 0; y < quads; ++y) {
var rowOffset0 = (y + 0) * rowSize;
var rowOffset1 = (y + 1) * rowSize;
for (var x = 0; x < quads; ++x) {
var offset0 = rowOffset0 + x;
var offset1 = rowOffset1 + x;
indices.push(offset0, offset0 + 1, offset1);
indices.push(offset1, offset0 + 1, offset1 + 1);
}
}
//-------------------------------
//Buffer1: [2]
//Buffer2: [3]
function updateHeight(){
for (var y = 1; y < rowSize-1; ++y) {
for (var x = 1; x < rowSize-1; ++x) {
var newHeight = (
//north
vertices[ (y+1)*rowSize + x ][3]+
//south
vertices[ (y-1)*rowSize + x ][3]+
//east
vertices[ (y)*rowSize + x + 1][3]+
//west
vertices[ (y)*rowSize + x - 1][3]
)/2 - vertices[ y*rowSize + x][2];
newHeight = newHeight - newHeight/damping;
vertices[ y*rowSize + x][2] = newHeight;
}
}
}
function swap(){
for (var y = 1; y < rowSize-1; ++y) {
for (var x = 1; x < rowSize-1; ++x) {
var temp = vertices[ y*rowSize-1 + x][2];
vertices[ y*rowSize-1 + x][2] = vertices[ y*rowSize-1 + x][3];
vertices[ y*rowSize-1 + x][3] = temp;
}
}
}
//-------------------------------
window.onload = function init()
{
window.addEventListener('contextmenu', e => {
e.preventDefault();
});
var canvas = document.getElementById( "gl-canvas" );
var button_more = document.getElementById("moreDamping");
var button_less = document.getElementById("lessDamping");
var dampingText = document.getElementById("visValue");
var ins_more = document.getElementById("moreIntensity");
var ins_less = document.getElementById("lessIntensity");
var insText = document.getElementById("inpuptIns");
dampingText.innerHTML = 32 - damping;
insText.innerHTML = intensity;
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.enable(gl.DEPTH_TEST);
//
// Configure WebGL
//
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 0.2, 0.2, 0.2, 1.0 );
// Load shaders and initialize attribute buffers
program = initShaders( gl, "vertex-shader", "fragment-shader" );
program_pad = initShaders( gl, "pad_vertex-shader", "pad_fragment-shader");
gl.useProgram( program );
// Load the mesh plane
vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
iBuffer = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, iBuffer );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
unbind();
//--------------------------------------
gl.useProgram( program_pad );
vBuffer_pad = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer_pad );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices_pad), gl.STATIC_DRAW);
vPosition_pad = gl.getAttribLocation( program_pad, "vPosition_pad");
gl.enableVertexAttribArray( vPosition_pad );
gl.vertexAttribPointer( vPosition_pad, 4, gl.FLOAT, false, 0, 0 );
unbind();
//---------Height map texture
// Create a texture.
var image = document.getElementById("texImage");
var texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image );
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.uniform1i(program_pad.u_Sampler, 0);
sliderX = document.getElementById("xRange");
outputX = document.getElementById("displayX");
outputX.innerHTML = sliderX.value; // Display the default slider value
// Update the current slider value (each time you drag the slider handle)
sliderY = document.getElementById("yRange");
outputY = document.getElementById("displayY");
outputY.innerHTML = sliderY.value; // Display the default slider value
// Update the current slider value (each time you drag the slider handle)
sliderZ = document.getElementById("zRange");
outputZ = document.getElementById("displayZ");
outputZ.innerHTML = sliderZ.value; // Display the default slider value
// Update the current slider value (each time you drag the slider handle)
sliderX.oninput = function() {
outputX.innerHTML = this.value;
render();
}
sliderY.oninput = function() {
outputY.innerHTML = this.value;
render();
}
sliderZ.oninput = function() {
outputZ.innerHTML = this.value;
render();
}
canvas.addEventListener("click", function(event){
var mouse_x = 2*event.clientX/canvas.width - 1;
var mouse_y = (canvas.height-event.clientY)/canvas.height;
if(mouse_x >= 0)
{
mouse_x = Math.floor(mouse_x * rowSize) -1;
mouse_y = Math.floor(mouse_y * rowSize);
}
vertices[mouse_y *rowSize+ mouse_x ][2] = intensity;
vertices[mouse_y *rowSize + mouse_x + 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x + rowSize][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - rowSize][2] = intensity;
});
canvas.addEventListener("dblclick", function(){
raining = !raining;
});
canvas.addEventListener("mousedown", function(event){
isDrawing = true;
});
canvas.addEventListener('mousemove', function(event) {
if (isDrawing === true) {
var mouse_x = 2*event.clientX/canvas.width - 1;
var mouse_y = (canvas.height-event.clientY)/canvas.height;
if(mouse_x >= 0)
{
mouse_x = Math.floor(mouse_x * rowSize) -1;
mouse_y = Math.floor(mouse_y * rowSize);
}
vertices[mouse_y *rowSize+ mouse_x ][2] = intensity;
vertices[mouse_y *rowSize + mouse_x + 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x + rowSize][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - rowSize][2] = intensity;
}
});
canvas.addEventListener('mouseup', function(event) {
isDrawing = false;
});
button_more.addEventListener('click',function(){
damping = damping-2;
if(damping < 2) damping = 2;
dampingText.innerHTML = 32 - damping;
});
button_less.addEventListener('click',function(){
damping = damping+2;
if(damping > 32) damping = 32;
dampingText.innerHTML = 32 - damping;
});
ins_more.addEventListener('click',function(){
intensity = Math.round( (intensity + 0.1) * 10 ) / 10;
if(intensity > 1) intensity = 1;
insText.innerHTML = intensity;
});
ins_less.addEventListener('click',function(){
intensity = Math.round( (intensity - 0.1) * 10 ) / 10;
if(intensity < 0) intensity = 0;
insText.innerHTML = intensity;
});
thetaLoc = gl.getUniformLocation(program, "theta");
startAnimating(30);
};
function isPowerOf2(value) {
return (value & (value - 1)) === 0;
}
var stop = false;
var frameCount = 0;
var fps, fpsInterval, startTime, now, then, elapsed;
// initialize the timer variables and start the animation
function startAnimating(fps) {
fpsInterval = 1000 / fps;
then = Date.now();
startTime = then;
animate();
}
function animate() {
// request another frame
requestAnimationFrame(animate);
// calc elapsed time since last loop
now = Date.now();
elapsed = now - then;
// if enough time has elapsed, draw the next frame
if (elapsed > fpsInterval) {
// Get ready for next frame by setting then=now, but also adjust for your
// specified fpsInterval not being a multiple of RAF's interval (16.7ms)
then = now - (elapsed % fpsInterval);
// Put your drawing code here
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var aX = radians(sliderX.value);
var aY = radians(sliderY.value);
var aZ = radians(sliderZ.value);
var t = vec3(aX, aY, aZ);
updateHeight();
if(raining == true)
{
var mouse_x = Math.random() * 0.8 + 0.1;
var mouse_y = Math.random() * 0.8 + 0.1;
mouse_x = Math.floor(mouse_x * rowSize) -1;
mouse_y = Math.floor(mouse_y * rowSize);
vertices[mouse_y *rowSize+ mouse_x ][2] = intensity;
vertices[mouse_y *rowSize + mouse_x + 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - 1][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x + rowSize][2] = intensity;
vertices[mouse_y *rowSize+ mouse_x - rowSize][2] = intensity;
}
gl.useProgram( program);
gl.uniform3fv( thetaLoc, t);
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, iBuffer );
gl.enableVertexAttribArray(vPosition);
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
unbind();
gl.useProgram(program_pad);
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer_pad);
vPosition_pad = gl.getAttribLocation( program_pad, "vPosition_pad");
gl.enableVertexAttribArray( vPosition_pad );
gl.vertexAttribPointer( vPosition_pad, 4, gl.FLOAT, false, 0, 0 );
gl.drawArrays(gl.TRIANGLES, 0, vertices_pad.length);
unbind();
swap();
}
}
function render(){
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var aX = radians(sliderX.value);
var aY = radians(sliderY.value);
var aZ = radians(sliderZ.value);
var t = vec3(aX, aY, aZ);
updateHeight();
gl.useProgram( program);
gl.uniform3fv( thetaLoc, t);
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, iBuffer );
gl.enableVertexAttribArray(vPosition);
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
unbind();
gl.useProgram(program_pad);
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer_pad);
vPosition_pad = gl.getAttribLocation( program_pad, "vPosition_pad");
gl.enableVertexAttribArray( vPosition_pad );
gl.vertexAttribPointer( vPosition_pad, 4, gl.FLOAT, false, 0, 0 );
gl.drawArrays(gl.TRIANGLES, 0, vertices_pad.length);
unbind();
startAnimating(30);
swap();
}
//TO-DO
//Update this to use regular methods for Water simulation