'use client'; import { useEffect, useRef } from 'react'; function SplashCursor({ SIM_RESOLUTION = 128, DYE_RESOLUTION = 1440, CAPTURE_RESOLUTION = 512, DENSITY_DISSIPATION = 3.5, VELOCITY_DISSIPATION = 2, PRESSURE = 0.1, PRESSURE_ITERATIONS = 20, CURL = 3, SPLAT_RADIUS = 0.2, SPLAT_FORCE = 6000, SHADING = true, COLOR_UPDATE_SPEED = 10, BACK_COLOR = { r: 0.5, g: 0, b: 0 }, TRANSPARENT = true }) { const canvasRef = useRef(null); useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; function pointerPrototype() { this.id = -1; this.texcoordX = 0; this.texcoordY = 0; this.prevTexcoordX = 0; this.prevTexcoordY = 0; this.deltaX = 0; this.deltaY = 0; this.down = false; this.moved = false; this.color = [0, 0, 0]; } let config = { SIM_RESOLUTION, DYE_RESOLUTION, CAPTURE_RESOLUTION, DENSITY_DISSIPATION, VELOCITY_DISSIPATION, PRESSURE, PRESSURE_ITERATIONS, CURL, SPLAT_RADIUS, SPLAT_FORCE, SHADING, COLOR_UPDATE_SPEED, PAUSED: false, BACK_COLOR, TRANSPARENT, }; let pointers = [new pointerPrototype()]; const { gl, ext } = getWebGLContext(canvas); if (!ext.supportLinearFiltering) { config.DYE_RESOLUTION = 256; config.SHADING = false; } function getWebGLContext(canvas) { const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false, }; let gl = canvas.getContext('webgl2', params); const isWebGL2 = !!gl; if (!isWebGL2) gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); let halfFloat; let supportLinearFiltering; if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); supportLinearFiltering = gl.getExtension('OES_texture_float_linear'); } else { halfFloat = gl.getExtension('OES_texture_half_float'); supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear'); } gl.clearColor(0.0, 0.0, 0.0, 1.0); const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat && halfFloat.HALF_FLOAT_OES; let formatRGBA; let formatRG; let formatR; if (isWebGL2) { formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType); formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType); } else { formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); } return { gl, ext: { formatRGBA, formatRG, formatR, halfFloatTexType, supportLinearFiltering, }, }; } function getSupportedFormat(gl, internalFormat, format, type) { if (!supportRenderTextureFormat(gl, internalFormat, format, type)) { switch (internalFormat) { case gl.R16F: return getSupportedFormat(gl, gl.RG16F, gl.RG, type); case gl.RG16F: return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type); default: return null; } } return { internalFormat, format }; } function supportRenderTextureFormat(gl, internalFormat, format, type) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null); const fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0 ); const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); return status === gl.FRAMEBUFFER_COMPLETE; } class Material { constructor(vertexShader, fragmentShaderSource) { this.vertexShader = vertexShader; this.fragmentShaderSource = fragmentShaderSource; this.programs = []; this.activeProgram = null; this.uniforms = []; } setKeywords(keywords) { let hash = 0; for (let i = 0; i < keywords.length; i++) hash += hashCode(keywords[i]); let program = this.programs[hash]; if (program == null) { let fragmentShader = compileShader( gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords ); program = createProgram(this.vertexShader, fragmentShader); this.programs[hash] = program; } if (program === this.activeProgram) return; this.uniforms = getUniforms(program); this.activeProgram = program; } bind() { gl.useProgram(this.activeProgram); } } class Program { constructor(vertexShader, fragmentShader) { this.uniforms = {}; this.program = createProgram(vertexShader, fragmentShader); this.uniforms = getUniforms(this.program); } bind() { gl.useProgram(this.program); } } function createProgram(vertexShader, fragmentShader) { let program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.trace(gl.getProgramInfoLog(program)); return program; } function getUniforms(program) { let uniforms = []; let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (let i = 0; i < uniformCount; i++) { let uniformName = gl.getActiveUniform(program, i).name; uniforms[uniformName] = gl.getUniformLocation(program, uniformName); } return uniforms; } function compileShader(type, source, keywords) { source = addKeywords(source, keywords); const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) console.trace(gl.getShaderInfoLog(shader)); return shader; } function addKeywords(source, keywords) { if (!keywords) return source; let keywordsString = ''; keywords.forEach((keyword) => { keywordsString += '#define ' + keyword + '\n'; }); return keywordsString + source; } const baseVertexShader = compileShader( gl.VERTEX_SHADER, ` precision highp float; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv - vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv - vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); } ` ); const copyShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); } ` ); const clearShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); } ` ); const displayShaderSource = ` precision highp float; precision highp sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uTexture; uniform sampler2D uDithering; uniform vec2 ditherScale; uniform vec2 texelSize; vec3 linearToGamma (vec3 color) { color = max(color, vec3(0)); return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0)); } void main () { vec3 c = texture2D(uTexture, vUv).rgb; #ifdef SHADING vec3 lc = texture2D(uTexture, vL).rgb; vec3 rc = texture2D(uTexture, vR).rgb; vec3 tc = texture2D(uTexture, vT).rgb; vec3 bc = texture2D(uTexture, vB).rgb; float dx = length(rc) - length(lc); float dy = length(tc) - length(bc); vec3 n = normalize(vec3(dx, dy, length(texelSize))); vec3 l = vec3(0.0, 0.0, 1.0); float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); c *= diffuse; #endif float a = max(c.r, max(c.g, c.b)); gl_FragColor = vec4(c, a); } `; const splatShader = compileShader( gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); } ` ); const advectionShader = compileShader( gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform vec2 dyeTexelSize; uniform float dt; uniform float dissipation; vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { vec2 st = uv / tsize - 0.5; vec2 iuv = floor(st); vec2 fuv = fract(st); vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); } void main () { #ifdef MANUAL_FILTERING vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize; vec4 result = bilerp(uSource, coord, dyeTexelSize); #else vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; vec4 result = texture2D(uSource, coord); #endif float decay = 1.0 + dissipation * dt; gl_FragColor = result / decay; } `, ext.supportLinearFiltering ? null : ['MANUAL_FILTERING'] ); const divergenceShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).x; float R = texture2D(uVelocity, vR).x; float T = texture2D(uVelocity, vT).y; float B = texture2D(uVelocity, vB).y; vec2 C = texture2D(uVelocity, vUv).xy; if (vL.x < 0.0) { L = -C.x; } if (vR.x > 1.0) { R = -C.x; } if (vT.y > 1.0) { T = -C.y; } if (vB.y < 0.0) { B = -C.y; } float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); } ` ); const curlShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0); } ` ); const vorticityShader = compileShader( gl.FRAGMENT_SHADER, ` precision highp float; precision highp sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).x; float R = texture2D(uCurl, vR).x; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L)); force /= length(force) + 0.0001; force *= curl * C; force.y *= -1.0; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity += force * dt; velocity = min(max(velocity, -1000.0), 1000.0); gl_FragColor = vec4(velocity, 0.0, 1.0); } ` ); const pressureShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, vB).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); } ` ); const gradientSubtractShader = compileShader( gl.FRAGMENT_SHADER, ` precision mediump float; precision mediump sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, vB).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } ` ); const blit = (() => { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW ); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW ); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return (target, clear = false) => { if (target == null) { gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.bindFramebuffer(gl.FRAMEBUFFER, null); } else { gl.viewport(0, 0, target.width, target.height); gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); } if (clear) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); } gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); }; })(); let dye, velocity, divergence, curl, pressure; const copyProgram = new Program(baseVertexShader, copyShader); const clearProgram = new Program(baseVertexShader, clearShader); const splatProgram = new Program(baseVertexShader, splatShader); const advectionProgram = new Program(baseVertexShader, advectionShader); const divergenceProgram = new Program(baseVertexShader, divergenceShader); const curlProgram = new Program(baseVertexShader, curlShader); const vorticityProgram = new Program(baseVertexShader, vorticityShader); const pressureProgram = new Program(baseVertexShader, pressureShader); const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader); const displayMaterial = new Material(baseVertexShader, displayShaderSource); function initFramebuffers() { let simRes = getResolution(config.SIM_RESOLUTION); let dyeRes = getResolution(config.DYE_RESOLUTION); const texType = ext.halfFloatTexType; const rgba = ext.formatRGBA; const rg = ext.formatRG; const r = ext.formatR; const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; gl.disable(gl.BLEND); if (!dye) dye = createDoubleFBO( dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering ); else dye = resizeDoubleFBO( dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering ); if (!velocity) velocity = createDoubleFBO( simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering ); else velocity = resizeDoubleFBO( velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering ); divergence = createFBO( simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST ); curl = createFBO( simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST ); pressure = createDoubleFBO( simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST ); } function createFBO(w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); let fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0 ); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); let texelSizeX = 1.0 / w; let texelSizeY = 1.0 / h; return { texture, fbo, width: w, height: h, texelSizeX, texelSizeY, attach(id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; }, }; } function createDoubleFBO(w, h, internalFormat, format, type, param) { let fbo1 = createFBO(w, h, internalFormat, format, type, param); let fbo2 = createFBO(w, h, internalFormat, format, type, param); return { width: w, height: h, texelSizeX: fbo1.texelSizeX, texelSizeY: fbo1.texelSizeY, get read() { return fbo1; }, set read(value) { fbo1 = value; }, get write() { return fbo2; }, set write(value) { fbo2 = value; }, swap() { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; }, }; } function resizeFBO(target, w, h, internalFormat, format, type, param) { let newFBO = createFBO(w, h, internalFormat, format, type, param); copyProgram.bind(); gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); blit(newFBO); return newFBO; } function resizeDoubleFBO(target, w, h, internalFormat, format, type, param) { if (target.width === w && target.height === h) return target; target.read = resizeFBO( target.read, w, h, internalFormat, format, type, param ); target.write = createFBO(w, h, internalFormat, format, type, param); target.width = w; target.height = h; target.texelSizeX = 1.0 / w; target.texelSizeY = 1.0 / h; return target; } function updateKeywords() { let displayKeywords = []; if (config.SHADING) displayKeywords.push('SHADING'); displayMaterial.setKeywords(displayKeywords); } updateKeywords(); initFramebuffers(); let lastUpdateTime = Date.now(); let colorUpdateTimer = 0.0; function updateFrame() { const dt = calcDeltaTime(); if (resizeCanvas()) initFramebuffers(); updateColors(dt); applyInputs(); step(dt); render(null); requestAnimationFrame(updateFrame); } function calcDeltaTime() { let now = Date.now(); let dt = (now - lastUpdateTime) / 1000; dt = Math.min(dt, 0.016666); lastUpdateTime = now; return dt; } function resizeCanvas() { let width = scaleByPixelRatio(canvas.clientWidth); let height = scaleByPixelRatio(canvas.clientHeight); if (canvas.width !== width || canvas.height !== height) { canvas.width = width; canvas.height = height; return true; } return false; } function updateColors(dt) { colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED; if (colorUpdateTimer >= 1) { colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); pointers.forEach((p) => { p.color = generateColor(); }); } } function applyInputs() { pointers.forEach((p) => { if (p.moved) { p.moved = false; splatPointer(p); } }); } function step(dt) { gl.disable(gl.BLEND); curlProgram.bind(); gl.uniform2f( curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(curl); vorticityProgram.bind(); gl.uniform2f( vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write); velocity.swap(); divergenceProgram.bind(); gl.uniform2f( divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(divergence); clearProgram.bind(); gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); blit(pressure.write); pressure.swap(); pressureProgram.bind(); gl.uniform2f( pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); blit(pressure.write); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f( gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); gl.uniform1i( gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0) ); gl.uniform1i( gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1) ); blit(velocity.write); velocity.swap(); advectionProgram.bind(); gl.uniform2f( advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY ); if (!ext.supportLinearFiltering) gl.uniform2f( advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY ); let velocityId = velocity.read.attach(0); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f( advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION ); blit(velocity.write); velocity.swap(); if (!ext.supportLinearFiltering) gl.uniform2f( advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY ); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1)); gl.uniform1f( advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION ); blit(dye.write); dye.swap(); } function render(target) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); drawDisplay(target); } function drawDisplay(target) { let width = target == null ? gl.drawingBufferWidth : target.width; let height = target == null ? gl.drawingBufferHeight : target.height; displayMaterial.bind(); if (config.SHADING) gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height); gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0)); blit(target); } function splatPointer(pointer) { let dx = pointer.deltaX * config.SPLAT_FORCE; let dy = pointer.deltaY * config.SPLAT_FORCE; splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); } function clickSplat(pointer) { const color = generateColor(); color.r *= 10.0; color.g *= 10.0; color.b *= 10.0; let dx = 10 * (Math.random() - 0.5); let dy = 30 * (Math.random() - 0.5); splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color); } function splat(x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); gl.uniform1f( splatProgram.uniforms.aspectRatio, canvas.width / canvas.height ); gl.uniform2f(splatProgram.uniforms.point, x, y); gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0); gl.uniform1f( splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0) ); blit(velocity.write); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(dye.write); dye.swap(); } function correctRadius(radius) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) radius *= aspectRatio; return radius; } function updatePointerDownData(pointer, id, posX, posY) { pointer.id = id; pointer.down = true; pointer.moved = false; pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height; pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY; pointer.deltaX = 0; pointer.deltaY = 0; pointer.color = generateColor(); } function updatePointerMoveData(pointer, posX, posY, color) { pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY; pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height; pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX); pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY); pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0; pointer.color = color; } function updatePointerUpData(pointer) { pointer.down = false; } function correctDeltaX(delta) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio < 1) delta *= aspectRatio; return delta; } function correctDeltaY(delta) { let aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) delta /= aspectRatio; return delta; } function generateColor() { let c = HSVtoRGB(Math.random(), 1.0, 1.0); c.r *= 0.15; c.g *= 0.15; c.b *= 0.15; return c; } function HSVtoRGB(h, s, v) { let r, g, b, i, f, p, q, t; i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break; default: break; } return { r, g, b }; } function wrap(value, min, max) { const range = max - min; if (range === 0) return min; return ((value - min) % range) + min; } function getResolution(resolution) { let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; if (aspectRatio < 1) aspectRatio = 1.0 / aspectRatio; const min = Math.round(resolution); const max = Math.round(resolution * aspectRatio); if (gl.drawingBufferWidth > gl.drawingBufferHeight) return { width: max, height: min }; else return { width: min, height: max }; } function scaleByPixelRatio(input) { const pixelRatio = window.devicePixelRatio || 1; return Math.floor(input * pixelRatio); } function hashCode(s) { if (s.length === 0) return 0; let hash = 0; for (let i = 0; i < s.length; i++) { hash = (hash << 5) - hash + s.charCodeAt(i); hash |= 0; } return hash; } window.addEventListener('mousedown', (e) => { let pointer = pointers[0]; let posX = scaleByPixelRatio(e.clientX); let posY = scaleByPixelRatio(e.clientY); updatePointerDownData(pointer, -1, posX, posY); clickSplat(pointer); }); document.body.addEventListener('mousemove', function handleFirstMouseMove(e) { let pointer = pointers[0]; let posX = scaleByPixelRatio(e.clientX); let posY = scaleByPixelRatio(e.clientY); let color = generateColor(); updateFrame(); updatePointerMoveData(pointer, posX, posY, color); document.body.removeEventListener('mousemove', handleFirstMouseMove); }); window.addEventListener('mousemove', (e) => { let pointer = pointers[0]; let posX = scaleByPixelRatio(e.clientX); let posY = scaleByPixelRatio(e.clientY); let color = pointer.color; updatePointerMoveData(pointer, posX, posY, color); }); document.body.addEventListener('touchstart', function handleFirstTouchStart(e) { const touches = e.targetTouches; let pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].clientX); let posY = scaleByPixelRatio(touches[i].clientY); updateFrame(); updatePointerDownData(pointer, touches[i].identifier, posX, posY); } document.body.removeEventListener('touchstart', handleFirstTouchStart); }); window.addEventListener('touchstart', (e) => { const touches = e.targetTouches; let pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].clientX); let posY = scaleByPixelRatio(touches[i].clientY); updatePointerDownData(pointer, touches[i].identifier, posX, posY); } }); window.addEventListener( 'touchmove', (e) => { const touches = e.targetTouches; let pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].clientX); let posY = scaleByPixelRatio(touches[i].clientY); updatePointerMoveData(pointer, posX, posY, pointer.color); } }, false ); window.addEventListener('touchend', (e) => { const touches = e.changedTouches; let pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { updatePointerUpData(pointer); } }); updateFrame(); // eslint-disable-next-line react-hooks/exhaustive-deps }, [ SIM_RESOLUTION, DYE_RESOLUTION, CAPTURE_RESOLUTION, DENSITY_DISSIPATION, VELOCITY_DISSIPATION, PRESSURE, PRESSURE_ITERATIONS, CURL, SPLAT_RADIUS, SPLAT_FORCE, SHADING, COLOR_UPDATE_SPEED, BACK_COLOR, TRANSPARENT, ]); return (