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index.js
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import { Brush, brushes } from './src/brush.js'
import * as Material from './src/material.js'
import { GlHelper } from './src/gl.js'
function getRandomCells (sizeX, sizeY, concentration, color) {
const source = new Uint8Array(sizeX * sizeY * 4)
for (let i = 0; i < sizeX * sizeY; ++i) {
const pixi = i * 4
const isAlive = Math.random() < concentration
const cellColor = isAlive ? color : [ 0, 0, 0, 255 ]
for (let component = 0; component < 4; ++component) {
source[pixi + component] = cellColor[component]
}
}
return source
}
function setBorder (source, sizeX, sizeY, color) {
for (let row = 0; row < sizeY; ++row) {
for (let col = 0; col < sizeX; ++col) {
if (row == 0 || col == 0 || row == sizeX - 1 || col == sizeY - 1) {
const pixi = (row * sizeX + col) * 4
for (let component = 0; component < 4; component++) {
source[pixi + component] = color[component]
}
}
}
}
}
function setRandom (glh, texture, concentration) {
const source = getRandomCells(glh.sizeX, glh.sizeY, concentration, Material.dust)
setBorder(source, glh.sizeX, glh.sizeY, Material.wall)
glh.subImage(texture, source)
}
function setUpTools (brush) {
const brushesDiv = document.getElementById('brush-buttons')
for (let i = 0; i < brushes.length; ++i) {
const button = document.createElement('button')
button.classList.add('brush-button')
button.innerText = brushes[i].name
const c = brushes[i].color
button.style.backgroundColor = `rgba(${c[0]}, ${c[1]}, ${c[2]})`
if (i === brush.getBrush()) {
button.setAttribute('disabled', true)
}
button.addEventListener('click', ev => {
ev.preventDefault()
brush.setBrushType(i)
brushesDiv.querySelectorAll('.brush-button').forEach(b => {
b.removeAttribute('disabled')
})
button.setAttribute('disabled', true)
})
brushesDiv.appendChild(button)
}
const brushSize = document.getElementById('brush-size')
brushSize.value = brush.getBrushSize()
brushSize.addEventListener('change', ev => {
const value = Number(ev.target.value)
if (value >= 1 && value <= 50) {
brush.setBrushSize(value)
}
})
}
async function loadShader (url) {
const request = await fetch(url)
const text = await request.text()
return text
}
async function main () {
const canvas = document.querySelector('#glCanvas')
const glh = new GlHelper(canvas)
// state is drawn between front and back textures each step
let frontTexture = glh.createTexture()
let backTexture = glh.createTexture()
const vertexShader = await loadShader('./glsl/vertex.glslv')
const fragmentShader = await loadShader('./glsl/sand.glslf')
const fragmentShaderCopy = await loadShader('./glsl/copy.glslf')
console.log(fragmentShader)
// simulation program
const program = glh.createProgram({ vertexShader, fragmentShader })
// copy program which renders state to screen
const copyProgram = glh.createProgram({ vertexShader, fragmentShader: fragmentShaderCopy })
glh.setup()
setRandom(glh, frontTexture, 0.2)
const brush = new Brush()
const onclick = function (x, y) {
const pixels = brush.getBrushPixels()
glh.subImage(frontTexture, pixels.pixels, x, glh.sizeY - y, pixels.w, pixels.h)
}
canvas.addEventListener('contextmenu', ev => ev.preventDefault())
canvas.addEventListener('mousemove', event => {
if (event.buttons & 1) {
onclick(event.offsetX, event.offsetY)
}
})
setUpTools(brush)
const stepsPerDraw = 1
let frames = 0
setInterval(() => {
document.querySelector('#fps').innerText = frames
frames = 0
}, 1000)
const mainLoop = () => {
for (let i = 0; i < stepsPerDraw; ++i) {
glh.renderFrontToBackTexture(program, frontTexture, backTexture)
// swap textures after each step
const tmp = frontTexture
frontTexture = backTexture
backTexture = tmp
}
glh.renderTextureToDisplay(copyProgram, frontTexture)
frames++
}
let interval = setInterval(mainLoop, 1000 / 144)
const reloadFpsLimit = () => {
const target = Number(document.getElementById('target-fps').value)
if (target) {
clearInterval(interval)
interval = setInterval(mainLoop, 1000 / target)
}
}
document.getElementById('target-fps').addEventListener('change', () => {
if (document.getElementById('enable-fps-cap').checked) {
reloadFpsLimit()
}
})
document.getElementById('enable-fps-cap').addEventListener('click', ev => {
if (!ev.target.checked) {
clearInterval(interval)
interval = setInterval(mainLoop, 0)
} else {
reloadFpsLimit()
}
})
}
window.addEventListener('load', main)