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lightswind

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A professionally designed component library & templates market that brings together functionality, accessibility, and beautiful aesthetics for modern applications.

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"use client"; import { jsx as _jsx } from "react/jsx-runtime"; import { useEffect, useRef } from "react"; function pointerPrototype() { return { id: -1, texcoordX: 0, texcoordY: 0, prevTexcoordX: 0, prevTexcoordY: 0, deltaX: 0, deltaY: 0, down: false, moved: false, color: { r: 0, g: 0, b: 0 }, }; } export default function SmokeyCursor({ 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; // Guard canvas early // Pointer and config setup let pointers = [pointerPrototype()]; // All these are guaranteed numbers due to destructuring defaults // So we cast them to remove TS warnings: let config = { SIM_RESOLUTION: SIM_RESOLUTION, DYE_RESOLUTION: DYE_RESOLUTION, CAPTURE_RESOLUTION: CAPTURE_RESOLUTION, DENSITY_DISSIPATION: DENSITY_DISSIPATION, VELOCITY_DISSIPATION: VELOCITY_DISSIPATION, PRESSURE: PRESSURE, PRESSURE_ITERATIONS: PRESSURE_ITERATIONS, CURL: CURL, SPLAT_RADIUS: SPLAT_RADIUS, SPLAT_FORCE: SPLAT_FORCE, SHADING, COLOR_UPDATE_SPEED: COLOR_UPDATE_SPEED, PAUSED: false, BACK_COLOR, TRANSPARENT, }; // Get WebGL context (WebGL1 or WebGL2) const { gl, ext } = getWebGLContext(canvas); if (!gl || !ext) return; // If no linear filtering, reduce resolution 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); if (!gl) { gl = (canvas.getContext("webgl", params) || canvas.getContext("experimental-webgl", params)); } if (!gl) { throw new Error("Unable to initialize WebGL."); } const isWebGL2 = "drawBuffers" in gl; let supportLinearFiltering = false; let halfFloat = null; if (isWebGL2) { // For WebGL2 gl.getExtension("EXT_color_buffer_float"); supportLinearFiltering = !!gl.getExtension("OES_texture_float_linear"); } else { // For WebGL1 halfFloat = gl.getExtension("OES_texture_half_float"); supportLinearFiltering = !!gl.getExtension("OES_texture_half_float_linear"); } gl.clearColor(0, 0, 0, 1); const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : (halfFloat && halfFloat.HALF_FLOAT_OES) || 0; 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)) { // For WebGL2 fallback: if ("drawBuffers" in gl) { const gl2 = gl; switch (internalFormat) { case gl2.R16F: return getSupportedFormat(gl2, gl2.RG16F, gl2.RG, type); case gl2.RG16F: return getSupportedFormat(gl2, gl2.RGBA16F, gl2.RGBA, type); default: return null; } } return null; } return { internalFormat, format }; } function supportRenderTextureFormat(gl, internalFormat, format, type) { const texture = gl.createTexture(); if (!texture) return false; 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(); if (!fbo) return false; 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; } function hashCode(s) { if (!s.length) return 0; let hash = 0; for (let i = 0; i < s.length; i++) { hash = (hash << 5) - hash + s.charCodeAt(i); hash |= 0; } return hash; } function addKeywords(source, keywords) { if (!keywords) return source; let keywordsString = ""; for (const keyword of keywords) { keywordsString += `#define ${keyword}\n`; } return keywordsString + source; } function compileShader(type, source, keywords = null) { const shaderSource = addKeywords(source, keywords); const shader = gl.createShader(type); if (!shader) return null; gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.trace(gl.getShaderInfoLog(shader)); } return shader; } function createProgram(vertexShader, fragmentShader) { if (!vertexShader || !fragmentShader) return null; const program = gl.createProgram(); if (!program) return null; 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 = {}; const uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (let i = 0; i < uniformCount; i++) { const uniformInfo = gl.getActiveUniform(program, i); if (uniformInfo) { uniforms[uniformInfo.name] = gl.getUniformLocation(program, uniformInfo.name); } } return uniforms; } class Program { program; uniforms; constructor(vertexShader, fragmentShader) { this.program = createProgram(vertexShader, fragmentShader); this.uniforms = this.program ? getUniforms(this.program) : {}; } bind() { if (this.program) gl.useProgram(this.program); } } class Material { vertexShader; fragmentShaderSource; programs; activeProgram; uniforms; constructor(vertexShader, fragmentShaderSource) { this.vertexShader = vertexShader; this.fragmentShaderSource = fragmentShaderSource; this.programs = {}; this.activeProgram = null; this.uniforms = {}; } setKeywords(keywords) { let hash = 0; for (const kw of keywords) { hash += hashCode(kw); } let program = this.programs[hash]; if (program == null) { const fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords); program = createProgram(this.vertexShader, fragmentShader); this.programs[hash] = program; } if (program === this.activeProgram) return; if (program) { this.uniforms = getUniforms(program); } this.activeProgram = program; } bind() { if (this.activeProgram) { gl.useProgram(this.activeProgram); } } } // -------------------- Shaders -------------------- 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); } `); // -------------------- Fullscreen Triangles -------------------- const blit = (() => { const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); const elemBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elemBuffer); 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, doClear = false) => { if (!gl) return; if (!target) { 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 (doClear) { gl.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT); } gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); }; })(); // FBO variables let dye; let velocity; let divergence; let curl; let pressure; // WebGL Programs 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); // -------------------- FBO creation -------------------- function createFBO(w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0); const 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); const 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); const texelSizeX = 1 / w; const texelSizeY = 1 / 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) { const fbo1 = createFBO(w, h, internalFormat, format, type, param); const fbo2 = createFBO(w, h, internalFormat, format, type, param); return { width: w, height: h, texelSizeX: fbo1.texelSizeX, texelSizeY: fbo1.texelSizeY, read: fbo1, write: fbo2, swap() { const tmp = this.read; this.read = this.write; this.write = tmp; }, }; } function resizeFBO(target, w, h, internalFormat, format, type, param) { const newFBO = createFBO(w, h, internalFormat, format, type, param); copyProgram.bind(); if (copyProgram.uniforms.uTexture) gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); blit(newFBO, false); 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 / w; target.texelSizeY = 1 / h; return target; } function initFramebuffers() { const simRes = getResolution(config.SIM_RESOLUTION); const 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 updateKeywords() { const displayKeywords = []; if (config.SHADING) displayKeywords.push("SHADING"); displayMaterial.setKeywords(displayKeywords); } function getResolution(resolution) { const w = gl.drawingBufferWidth; const h = gl.drawingBufferHeight; const aspectRatio = w / h; let aspect = aspectRatio < 1 ? 1 / aspectRatio : aspectRatio; const min = Math.round(resolution); const max = Math.round(resolution * aspect); if (w > h) { return { width: max, height: min }; } return { width: min, height: max }; } function scaleByPixelRatio(input) { const pixelRatio = window.devicePixelRatio || 1; return Math.floor(input * pixelRatio); } // -------------------- Simulation Setup -------------------- 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() { const now = Date.now(); let dt = (now - lastUpdateTime) / 1000; dt = Math.min(dt, 0.016666); lastUpdateTime = now; return dt; } function resizeCanvas() { const width = scaleByPixelRatio(canvas.clientWidth); const 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() { for (const p of pointers) { if (p.moved) { p.moved = false; splatPointer(p); } } } function step(dt) { gl.disable(gl.BLEND); // Curl curlProgram.bind(); if (curlProgram.uniforms.texelSize) { gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (curlProgram.uniforms.uVelocity) { gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); } blit(curl); // Vorticity vorticityProgram.bind(); if (vorticityProgram.uniforms.texelSize) { gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (vorticityProgram.uniforms.uVelocity) { gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); } if (vorticityProgram.uniforms.uCurl) { gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); } if (vorticityProgram.uniforms.curl) { gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); } if (vorticityProgram.uniforms.dt) { gl.uniform1f(vorticityProgram.uniforms.dt, dt); } blit(velocity.write); velocity.swap(); // Divergence divergenceProgram.bind(); if (divergenceProgram.uniforms.texelSize) { gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (divergenceProgram.uniforms.uVelocity) { gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); } blit(divergence); // Clear pressure clearProgram.bind(); if (clearProgram.uniforms.uTexture) { gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); } if (clearProgram.uniforms.value) { gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); } blit(pressure.write); pressure.swap(); // Pressure pressureProgram.bind(); if (pressureProgram.uniforms.texelSize) { gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (pressureProgram.uniforms.uDivergence) { gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); } for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { if (pressureProgram.uniforms.uPressure) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); } blit(pressure.write); pressure.swap(); } // Gradient Subtract gradienSubtractProgram.bind(); if (gradienSubtractProgram.uniforms.texelSize) { gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (gradienSubtractProgram.uniforms.uPressure) { gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); } if (gradienSubtractProgram.uniforms.uVelocity) { gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); } blit(velocity.write); velocity.swap(); // Advection - velocity advectionProgram.bind(); if (advectionProgram.uniforms.texelSize) { gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); } if (!ext.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) { gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY); } const velocityId = velocity.read.attach(0); if (advectionProgram.uniforms.uVelocity) { gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); } if (advectionProgram.uniforms.uSource) { gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); } if (advectionProgram.uniforms.dt) { gl.uniform1f(advectionProgram.uniforms.dt, dt); } if (advectionProgram.uniforms.dissipation) { gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); } blit(velocity.write); velocity.swap(); // Advection - dye if (!ext.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) { gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY); } if (advectionProgram.uniforms.uVelocity) { gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); } if (advectionProgram.uniforms.uSource) { gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1)); } if (advectionProgram.uniforms.dissipation) { 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) { const width = target ? target.width : gl.drawingBufferWidth; const height = target ? target.height : gl.drawingBufferHeight; displayMaterial.bind(); if (config.SHADING && displayMaterial.uniforms.texelSize) { gl.uniform2f(displayMaterial.uniforms.texelSize, 1 / width, 1 / height); } if (displayMaterial.uniforms.uTexture) { gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0)); } blit(target, false); } // -------------------- Interaction -------------------- function splatPointer(pointer) { const dx = pointer.deltaX * config.SPLAT_FORCE; const dy = pointer.deltaY * config.SPLAT_FORCE; splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); } function clickSplat(pointer) { const color = generateColor(); color.r *= 10; color.g *= 10; color.b *= 10; const dx = 10 * (Math.random() - 0.5); const dy = 30 * (Math.random() - 0.5); splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color); } function splat(x, y, dx, dy, color) { splatProgram.bind(); if (splatProgram.uniforms.uTarget) { gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); } if (splatProgram.uniforms.aspectRatio) { gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); } if (splatProgram.uniforms.point) { gl.uniform2f(splatProgram.uniforms.point, x, y); } if (splatProgram.uniforms.color) { gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0); } if (splatProgram.uniforms.radius) { gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100)); } blit(velocity.write); velocity.swap(); if (splatProgram.uniforms.uTarget) { gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); } if (splatProgram.uniforms.color) { gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); } blit(dye.write); dye.swap(); } function correctRadius(radius) { // Use non-null assertion (canvas can't be null here) const 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 - 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 - 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) { const aspectRatio = canvas.width / canvas.height; if (aspectRatio < 1) delta *= aspectRatio; return delta; } function correctDeltaY(delta) { const aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) delta /= aspectRatio; return delta; } function generateColor() { const 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 = 0, g = 0, b = 0; const i = Math.floor(h * 6); const f = h * 6 - i; const p = v * (1 - s); const q = v * (1 - f * s); const 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; } return { r, g, b }; } function wrap(value, min, max) { const range = max - min; if (range === 0) return min; return ((value - min) % range) + min; } // -------------------- Event Listeners -------------------- window.addEventListener("mousedown", (e) => { const pointer = pointers[0]; const posX = scaleByPixelRatio(e.clientX); const posY = scaleByPixelRatio(e.clientY); updatePointerDownData(pointer, -1, posX, posY); clickSplat(pointer); }); // Start rendering on first mouse move function handleFirstMouseMove(e) { const pointer = pointers[0]; const posX = scaleByPixelRatio(e.clientX); const posY = scaleByPixelRatio(e.clientY); const color = generateColor(); updateFrame(); updatePointerMoveData(pointer, posX, posY, color); document.body.removeEventListener("mousemove", handleFirstMouseMove); } document.body.addEventListener("mousemove", handleFirstMouseMove); window.addEventListener("mousemove", (e) => { const pointer = pointers[0]; const posX = scaleByPixelRatio(e.clientX); const posY = scaleByPixelRatio(e.clientY); const color = pointer.color; updatePointerMoveData(pointer, posX, posY, color); }); // Start rendering on first touch function handleFirstTouchStart(e) { const touches = e.targetTouches; const pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { const posX = scaleByPixelRatio(touches[i].clientX); const posY = scaleByPixelRatio(touches[i].clientY); updateFrame(); updatePointerDownData(pointer, touches[i].identifier, posX, posY); } document.body.removeEventListener("touchstart", handleFirstTouchStart); } document.body.addEventListener("touchstart", handleFirstTouchStart); window.addEventListener("touchstart", (e) => { const touches = e.targetTouches; const pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { const posX = scaleByPixelRatio(touches[i].clientX); const posY = scaleByPixelRatio(touches[i].clientY); updatePointerDownData(pointer, touches[i].identifier, posX, posY); } }, false); window.addEventListener("touchmove", (e) => { const touches = e.targetTouches; const pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { const posX = scaleByPixelRatio(touches[i].clientX); const posY = scaleByPixelRatio(touches[i].clientY); updatePointerMoveData(pointer, posX, posY, pointer.color); } }, false); window.addEventListener("touchend", (e) => { const touches = e.changedTouches; const pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { updatePointerUpData(pointer); } }); // ------------------------------------------------------------ }, [ 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 (_jsx("div", { className: "fixed top-0 left-0 z-50 pointer-events-none w-full h-full cursor-none", children: _jsx("canvas", { ref: canvasRef, id: "fluid", className: "w-screen h-screen block" }) })); }