diff --git a/.gitignore b/.gitignore index 2fe5eac..98cfe66 100644 --- a/.gitignore +++ b/.gitignore @@ -47,4 +47,7 @@ crashlytics-build.properties fabric.properties # MacOS DS Stuff -**.DS_Store \ No newline at end of file +**.DS_Store + +#node_modules +node_modules \ No newline at end of file diff --git a/.prettierrc b/.prettierrc new file mode 100644 index 0000000..e69de29 diff --git a/docs/about.html b/docs/about.html index 5a2be21..a7a9c5e 100644 --- a/docs/about.html +++ b/docs/about.html @@ -1,187 +1,322 @@ - - + + About Me - + - + - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + -
-
-
-

About Shahaed

-

And Some Polaroids

-
-
-

- I am a recent - engineering grad who likes to - code and build software that impacts people. - I also like outreach and human engagement. - And I’m a huge science nerd. -

-
+
+
+
+

+ About Shahaed +

+

And Some Polaroids

-
+
+

+ I am a recent + engineering grad who likes to + code and build software that + impacts people. I also like + outreach and human engagement. + And I’m a formally trained + scientist. +

+
+
+
-
-
-
+
+
+
-
-
- -
-
-
-
- -
-

My Education

-

- I graduated from the University of Iowa in 2018 with undergraduate degrees in - Biomedical Engineering, Chemistry, Biochemistry, - and minors in Computer Science and Mathematics.

-
-
+
+
+ +
+
+
+
+
+

My Education

+

+ I graduated from the + University of Iowa in 2018 with + undergraduate degrees in + Biomedical Engineering, + Chemistry, Biochemistry, and minors in + Computer Science + and + Mathematics. +

+
+
-
-

My Interests

-

- My background is in life and health sciences. - So I love working on tech that innovates these fields! - I also like collaborating on projects with other devs and contributing to anything open source. -

-

- In addition, I love reading and talking science! I host a weekly radio show - where we bring on guests to elucidate a new topic with the goal to increase scientific literacy. -

-

And I'm an avid snowboarder šŸ‚. When there isn't snow a longboard usually suffices.

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- -
-
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My Tech Skills

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-

Languages

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    -
  • TypeScript
  • -
  • Java  
  • -
  • Python  
  • -
  • SQL  
  • -
      -
    • MySQL
    • -
    • PL/PgSQL
    • -
    -
  • Javascript  
  • -
  • Web      
  • -
  • Bash Scripting  
  • -
  • C/C++  
  • -
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-

Technologies & Frameworks

-
    -
  • Node.js  
  • -
      -
    • Express
    • -
    • Socket.io
    • -
    -
  • Cloud Services  
  • -
      -
    • AWS  
    • -
    • Firebase & GCP  
    • -
    -
  • Django
  • -
  • Docker  
  • -
  • Jenkins CI  
  • -
  • Git  
  • -
-
-
-
-
- -
-

Anecdotes

-

- Still writing these šŸ¤” Come back later! -

-

Enjoy this stylized picture till then 😊

-
- -
-
+
+

My Interests

+

+ My background is in + life and health sciences. So I love + working on tech that innovates these fields! I also like + collaborating on projects with other + devs and contributing to anything + open source. +

+

+ In addition, I love reading and + talking science! I host a weekly + radio show where we bring on guests to + elucidate a new topic with the goal to + increase scientific literacy. +

+

+ And I'm an avid snowboarder šŸ‚. When + there isn't snow a longboard usually suffices. +

+
+
+
+
+

My Tech Skills

+
+
+
+

Languages

+
    +
  • + TypeScript +
  • +
  • + Java   +
  • +
  • + Python   + +
  • +
  • + SQL   + +
  • +
      +
    • MySQL
    • +
    • PL/PgSQL
    • +
    +
  • + Javascript   + +
  • +
  • + Web     +   + +
  • +
  • + Bash Scripting   +
  • +
  • C/C++  
  • +
+
+
+

+ Technologies & Frameworks +

+
    +
  • Node.js  
  • +
      +
    • Express
    • +
    • Socket.io
    • +
    +
  • + Cloud Services   +
  • +
      +
    • AWS  
    • +
    • + Firebase & GCP   +
    • +
    +
  • Django
  • +
  • Docker  
  • +
  • + Jenkins CI   +
  • +
  • + Git   + +
  • +
+
+
+
+
+ +
+

Anecdotes

+

Still writing these šŸ¤” Come back later!

+

Enjoy this stylized picture till then 😊

+
+ +
+
+
-
-
- - - - \ No newline at end of file +
+
+ + diff --git a/docs/css/custom.css b/docs/css/custom.css index 89ffb5c..2a77ee7 100644 --- a/docs/css/custom.css +++ b/docs/css/custom.css @@ -84,4 +84,24 @@ font-family: 'Roboto', sans-serif; color: white; font-size: 2vw; + } + .tex sub, .latex sub, .latex sup { + text-transform: uppercase; + } + + .tex sub, .latex sub { + vertical-align: -0.5ex; + margin-left: -0.1667em; + margin-right: -0.125em; + } + + .tex, .latex, .tex sub, .latex sub { + font-size: 1em; + } + + .latex sup { + font-size: 0.85em; + vertical-align: 0.15em; + margin-left: -0.36em; + margin-right: -0.15em; } \ No newline at end of file diff --git a/docs/index.html b/docs/index.html index 565b499..4d45773 100644 --- a/docs/index.html +++ b/docs/index.html @@ -32,65 +32,76 @@ - - - + + + - - -
- -
-
-

- hello, my name is -

-

- Shahaed

Hasan

-

-

- software engineer. bio engineer. science communicator. -

-
- -
- - + +
+ + + +
+
+ - \ No newline at end of file diff --git a/docs/js/fluid_webgl.js b/docs/js/fluid_webgl.js new file mode 100644 index 0000000..ff4b998 --- /dev/null +++ b/docs/js/fluid_webgl.js @@ -0,0 +1,1321 @@ +'use strict'; + +const canvas = document.getElementsByTagName('canvas')[0]; +canvas.width = canvas.clientWidth; +canvas.height = canvas.clientHeight; + +let config = { + SIM_RESOLUTION: 128, + DYE_RESOLUTION: 512, + DENSITY_DISSIPATION: 0.97, + VELOCITY_DISSIPATION: 0.98, + PRESSURE_DISSIPATION: 0.8, + PRESSURE_ITERATIONS: 20, + CURL: 30, + SPLAT_RADIUS: 0.5, + SHADING: true, + COLORFUL: true, + PAUSED: false, + BACK_COLOR: { r: 0, g: 0, b: 0 }, + TRANSPARENT: false, + BLOOM: true, + BLOOM_ITERATIONS: 8, + BLOOM_RESOLUTION: 256, + BLOOM_INTENSITY: 0.8, + BLOOM_THRESHOLD: 0.6, + BLOOM_SOFT_KNEE: 0.7 +} + +function pointerPrototype() { + this.id = -1; + this.x = 0; + this.y = 0; + this.dx = 0; + this.dy = 0; + this.down = false; + this.moved = false; + this.color = [30, 0, 300]; +} + +let pointers = []; +let splatStack = []; +let bloomFramebuffers = []; +pointers.push(new pointerPrototype()); + +const { gl, ext } = getWebGLContext(canvas); + +if (isMobile()) + config.SHADING = false; +if (!ext.supportLinearFiltering) { + config.SHADING = false; + config.BLOOM = false; +} + +//startGUI(); + + +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.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); + } + + if (formatRGBA == null) + ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'not supported'); + else + ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', 'supported'); + + 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) { + let 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); + + let 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); + if (status != gl.FRAMEBUFFER_COMPLETE) + return false; + return true; +} + +// function startGUI () { +// var gui = new dat.GUI({ width: 300 }); +// gui.add(config, 'SIM_RESOLUTION', { '32': 32, '64': 64, '128': 128, '256': 256 }).name('sim resolution').onFinishChange(initFramebuffers); +// gui.add(config, 'DYE_RESOLUTION', { '128': 128, '256': 256, '512': 512, '1024': 1024 }).name('dye resolution').onFinishChange(initFramebuffers); +// gui.add(config, 'DENSITY_DISSIPATION', 0.9, 1.0).name('density diffusion'); +// gui.add(config, 'VELOCITY_DISSIPATION', 0.9, 1.0).name('velocity diffusion'); +// gui.add(config, 'PRESSURE_DISSIPATION', 0.0, 1.0).name('pressure diffusion'); +// gui.add(config, 'CURL', 0, 50).name('vorticity').step(1); +// gui.add(config, 'SPLAT_RADIUS', 0.01, 1.0).name('splat radius'); +// gui.add(config, 'SHADING').name('shading'); +// gui.add(config, 'COLORFUL').name('colorful'); +// gui.add(config, 'PAUSED').name('paused').listen(); + +// gui.add({ fun: () => { +// splatStack.push(parseInt(Math.random() * 20) + 5); +// } }, 'fun').name('Random splats'); + +// let bloomFolder = gui.addFolder('Bloom'); +// bloomFolder.add(config, 'BLOOM').name('enabled'); +// bloomFolder.add(config, 'BLOOM_INTENSITY', 0.1, 2.0).name('intensity'); +// bloomFolder.add(config, 'BLOOM_THRESHOLD', 0.0, 1.0).name('threshold'); + +// let captureFolder = gui.addFolder('Capture'); +// captureFolder.addColor(config, 'BACK_COLOR').name('background color'); +// captureFolder.add(config, 'TRANSPARENT').name('transparent'); +// captureFolder.add({ fun: captureScreenshot }, 'fun').name('take screenshot'); + +// let github = gui.add({ fun : () => { +// window.open('https://github.com/PavelDoGreat/WebGL-Fluid-Simulation'); +// ga('send', 'event', 'link button', 'github'); +// } }, 'fun').name('Github'); +// github.__li.className = 'cr function bigFont'; +// github.__li.style.borderLeft = '3px solid #8C8C8C'; +// let githubIcon = document.createElement('span'); +// github.domElement.parentElement.appendChild(githubIcon); +// githubIcon.className = 'icon github'; + +// let twitter = gui.add({ fun : () => { +// ga('send', 'event', 'link button', 'twitter'); +// window.open('https://twitter.com/PavelDoGreat'); +// } }, 'fun').name('Twitter'); +// twitter.__li.className = 'cr function bigFont'; +// twitter.__li.style.borderLeft = '3px solid #8C8C8C'; +// let twitterIcon = document.createElement('span'); +// twitter.domElement.parentElement.appendChild(twitterIcon); +// twitterIcon.className = 'icon twitter'; + +// let discord = gui.add({ fun : () => { +// ga('send', 'event', 'link button', 'discord'); +// window.open('https://discordapp.com/invite/CeqZDDE'); +// } }, 'fun').name('Discord'); +// discord.__li.className = 'cr function bigFont'; +// discord.__li.style.borderLeft = '3px solid #8C8C8C'; +// let discordIcon = document.createElement('span'); +// discord.domElement.parentElement.appendChild(discordIcon); +// discordIcon.className = 'icon discord'; + +// let app = gui.add({ fun : () => { +// ga('send', 'event', 'link button', 'app'); +// window.open(''); +// } }, 'fun').name('Hello World'); +// app.__li.className = 'cr function appBigFont'; +// app.__li.style.borderLeft = '3px solid #00FF7F'; + + +// if (isMobile()) +// gui.close(); +// } + +function captureScreenshot() { + colorProgram.bind(); + gl.uniform4f(colorProgram.uniforms.color, 0, 0, 0, 1); + blit(density.write.fbo); + + render(density.write.fbo); + gl.bindFramebuffer(gl.FRAMEBUFFER, density.write.fbo); + + let length = dyeWidth * dyeHeight * 4; + let pixels = new Float32Array(length); + gl.readPixels(0, 0, dyeWidth, dyeHeight, gl.RGBA, gl.FLOAT, pixels); + + let newPixels = new Uint8Array(length); + + let id = 0; + for (let i = dyeHeight - 1; i >= 0; i--) { + for (let j = 0; j < dyeWidth; j++) { + let nid = i * dyeWidth * 4 + j * 4; + newPixels[nid + 0] = clamp01(pixels[id + 0]) * 255; + newPixels[nid + 1] = clamp01(pixels[id + 1]) * 255; + newPixels[nid + 2] = clamp01(pixels[id + 2]) * 255; + newPixels[nid + 3] = clamp01(pixels[id + 3]) * 255; + id += 4; + } + } + + let captureCanvas = document.createElement('canvas'); + let ctx = captureCanvas.getContext('2d'); + captureCanvas.width = dyeWidth; + captureCanvas.height = dyeHeight; + + let imageData = ctx.createImageData(dyeWidth, dyeHeight); + imageData.data.set(newPixels); + ctx.putImageData(imageData, 0, 0); + let datauri = captureCanvas.toDataURL(); + + downloadURI("fluid.png", datauri); + + URL.revokeObjectURL(datauri); +} + +function clamp01(input) { + return Math.min(Math.max(input, 0), 1); +} + +function downloadURI(filename, uri) { + let link = document.createElement("a"); + link.download = filename; + link.href = uri; + document.body.appendChild(link); + link.click(); + document.body.removeChild(link); +} + +function isMobile() { + return /Mobi|Android/i.test(navigator.userAgent); +} + +class GLProgram { + constructor(vertexShader, fragmentShader) { + this.uniforms = {}; + this.program = gl.createProgram(); + + gl.attachShader(this.program, vertexShader); + gl.attachShader(this.program, fragmentShader); + gl.linkProgram(this.program); + + if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) + throw gl.getProgramInfoLog(this.program); + + const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); + for (let i = 0; i < uniformCount; i++) { + const uniformName = gl.getActiveUniform(this.program, i).name; + this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); + } + } + + bind() { + gl.useProgram(this.program); + } +} + +function compileShader(type, source) { + const shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) + throw gl.getShaderInfoLog(shader); + + return shader; +}; + +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 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 colorShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + + uniform vec4 color; + + void main () { + gl_FragColor = color; + } +`); + +const backgroundShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform float aspectRatio; + + #define SCALE 25.0 + + void main () { + vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0)); + float v = mod(uv.x + uv.y, 2.0); + v = v * 0.1 + 0.8; + gl_FragColor = vec4(vec3(v), 1.0); + } +`); + +const displayShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + + void main () { + vec3 C = texture2D(uTexture, vUv).rgb; + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + +const displayBloomShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform sampler2D uBloom; + uniform sampler2D uDithering; + uniform vec2 ditherScale; + + void main () { + vec3 C = texture2D(uTexture, vUv).rgb; + vec3 bloom = texture2D(uBloom, vUv).rgb; + vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb; + noise = noise * 2.0 - 1.0; + bloom += noise / 800.0; + bloom = pow(bloom.rgb, vec3(1.0 / 2.2)); + C += bloom; + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + +const displayShadingShader = 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 uTexture; + uniform vec2 texelSize; + + void main () { + vec3 L = texture2D(uTexture, vL).rgb; + vec3 R = texture2D(uTexture, vR).rgb; + vec3 T = texture2D(uTexture, vT).rgb; + vec3 B = texture2D(uTexture, vB).rgb; + vec3 C = texture2D(uTexture, vUv).rgb; + + float dx = length(R) - length(L); + float dy = length(T) - length(B); + + 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.rgb *= diffuse; + + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + +const displayBloomShadingShader = 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 uTexture; + uniform sampler2D uBloom; + uniform sampler2D uDithering; + uniform vec2 ditherScale; + uniform vec2 texelSize; + + void main () { + vec3 L = texture2D(uTexture, vL).rgb; + vec3 R = texture2D(uTexture, vR).rgb; + vec3 T = texture2D(uTexture, vT).rgb; + vec3 B = texture2D(uTexture, vB).rgb; + vec3 C = texture2D(uTexture, vUv).rgb; + + float dx = length(R) - length(L); + float dy = length(T) - length(B); + + 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; + + vec3 bloom = texture2D(uBloom, vUv).rgb; + vec3 noise = texture2D(uDithering, vUv * ditherScale).rgb; + noise = noise * 2.0 - 1.0; + bloom += noise / 800.0; + bloom = pow(bloom.rgb, vec3(1.0 / 2.2)); + C += bloom; + + float a = max(C.r, max(C.g, C.b)); + gl_FragColor = vec4(C, a); + } +`); + +const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vUv; + uniform sampler2D uTexture; + uniform vec3 curve; + uniform float threshold; + + void main () { + vec3 c = texture2D(uTexture, vUv).rgb; + float br = max(c.r, max(c.g, c.b)); + float rq = clamp(br - curve.x, 0.0, curve.y); + rq = curve.z * rq * rq; + c *= max(rq, br - threshold) / max(br, 0.0001); + gl_FragColor = vec4(c, 0.0); + } +`); + +const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum; + } +`); + +const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + uniform float intensity; + + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum * intensity; + } +`); + +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 advectionManualFilteringShader = 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 () { + vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize; + gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize); + gl_FragColor.a = 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 float dt; + uniform float dissipation; + + void main () { + vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; + gl_FragColor = dissipation * texture2D(uSource, coord); + gl_FragColor.a = 1.0; + } +`); + +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 vel = texture2D(uVelocity, vUv).xy; + gl_FragColor = vec4(vel + force * dt, 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; + + vec2 boundary (vec2 uv) { + return uv; + // uncomment if you use wrap or repeat texture mode + // uv = min(max(uv, 0.0), 1.0); + // return uv; + } + + void main () { + float L = texture2D(uPressure, boundary(vL)).x; + float R = texture2D(uPressure, boundary(vR)).x; + float T = texture2D(uPressure, boundary(vT)).x; + float B = texture2D(uPressure, boundary(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; + + vec2 boundary (vec2 uv) { + return uv; + // uv = min(max(uv, 0.0), 1.0); + // return uv; + } + + void main () { + float L = texture2D(uPressure, boundary(vL)).x; + float R = texture2D(uPressure, boundary(vR)).x; + float T = texture2D(uPressure, boundary(vT)).x; + float B = texture2D(uPressure, boundary(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 (destination) => { + gl.bindFramebuffer(gl.FRAMEBUFFER, destination); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + } +})(); + +let simWidth; +let simHeight; +let dyeWidth; +let dyeHeight; +let density; +let velocity; +let divergence; +let curl; +let pressure; +let bloom; + +let ditheringTexture = createTextureAsync('LDR_RGB1_0.png'); + +const clearProgram = new GLProgram(baseVertexShader, clearShader); +const colorProgram = new GLProgram(baseVertexShader, colorShader); +const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader); +const displayProgram = new GLProgram(baseVertexShader, displayShader); +const displayBloomProgram = new GLProgram(baseVertexShader, displayBloomShader); +const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); +const displayBloomShadingProgram = new GLProgram(baseVertexShader, displayBloomShadingShader); +const bloomPrefilterProgram = new GLProgram(baseVertexShader, bloomPrefilterShader); +const bloomBlurProgram = new GLProgram(baseVertexShader, bloomBlurShader); +const bloomFinalProgram = new GLProgram(baseVertexShader, bloomFinalShader); +const splatProgram = new GLProgram(baseVertexShader, splatShader); +const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); +const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); +const curlProgram = new GLProgram(baseVertexShader, curlShader); +const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); +const pressureProgram = new GLProgram(baseVertexShader, pressureShader); +const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); + +function initFramebuffers() { + let simRes = getResolution(config.SIM_RESOLUTION); + let dyeRes = getResolution(config.DYE_RESOLUTION); + + simWidth = simRes.width; + simHeight = simRes.height; + dyeWidth = dyeRes.width; + dyeHeight = dyeRes.height; + + const texType = ext.halfFloatTexType; + const rgba = ext.formatRGBA; + const rg = ext.formatRG; + const r = ext.formatR; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; + + if (density == null) + density = createDoubleFBO(dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, filtering); + else + density = resizeDoubleFBO(density, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, filtering); + + if (velocity == null) + velocity = createDoubleFBO(simWidth, simHeight, rg.internalFormat, rg.format, texType, filtering); + else + velocity = resizeDoubleFBO(velocity, simWidth, simHeight, rg.internalFormat, rg.format, texType, filtering); + + divergence = createFBO(simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + curl = createFBO(simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + pressure = createDoubleFBO(simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST); + + initBloomFramebuffers(); +} + +function initBloomFramebuffers() { + let res = getResolution(config.BLOOM_RESOLUTION); + + const texType = ext.halfFloatTexType; + const rgba = ext.formatRGBA; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; + + bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering); + + bloomFramebuffers.length = 0; + for (let i = 0; i < config.BLOOM_ITERATIONS; i++) { + let width = res.width >> (i + 1); + let height = res.height >> (i + 1); + + if (width < 2 || height < 2) break; + + let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering); + bloomFramebuffers.push(fbo); + } +} + +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); + + return { + texture, + fbo, + width: w, + height: h, + 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 { + 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); + clearProgram.bind(); + gl.uniform1i(clearProgram.uniforms.uTexture, target.attach(0)); + gl.uniform1f(clearProgram.uniforms.value, 1); + blit(newFBO.fbo); + return newFBO; +} + +function resizeDoubleFBO(target, w, h, internalFormat, format, type, param) { + target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param); + target.write = createFBO(w, h, internalFormat, format, type, param); + return target; +} + +function createTextureAsync(url) { + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255])); + + let obj = { + texture, + width: 1, + height: 1, + attach(id) { + gl.activeTexture(gl.TEXTURE0 + id); + gl.bindTexture(gl.TEXTURE_2D, texture); + return id; + } + }; + + let image = new Image(); + image.onload = () => { + obj.width = image.width; + obj.height = image.height; + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); + }; + image.src = url; + + return obj; +} + +initFramebuffers(); +multipleSplats(parseInt(Math.random() * 20) + 5); + +let lastColorChangeTime = Date.now(); + +update(); + +function update() { + resizeCanvas(); + input(); + if (!config.PAUSED) + step(0.016); + render(null); + requestAnimationFrame(update); +} + +function input() { + if (splatStack.length > 0) + multipleSplats(splatStack.pop()); + + for (let i = 0; i < pointers.length; i++) { + const p = pointers[i]; + if (p.moved) { + splat(p.x, p.y, p.dx, p.dy, p.color); + p.moved = false; + } + } + + if (!config.COLORFUL) + return; + + if (lastColorChangeTime + 100 < Date.now()) { + lastColorChangeTime = Date.now(); + for (let i = 0; i < pointers.length; i++) { + const p = pointers[i]; + p.color = generateColor(); + } + } +} + +function step(dt) { + gl.disable(gl.BLEND); + gl.viewport(0, 0, simWidth, simHeight); + + curlProgram.bind(); + gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); + blit(curl.fbo); + + vorticityProgram.bind(); + gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + 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.fbo); + velocity.swap(); + + divergenceProgram.bind(); + gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); + blit(divergence.fbo); + + clearProgram.bind(); + gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); + gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); + blit(pressure.write.fbo); + pressure.swap(); + + pressureProgram.bind(); + gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + 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.fbo); + pressure.swap(); + } + + gradienSubtractProgram.bind(); + gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); + gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); + blit(velocity.write.fbo); + velocity.swap(); + + advectionProgram.bind(); + gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight); + if (!ext.supportLinearFiltering) + gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight); + 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.fbo); + velocity.swap(); + + gl.viewport(0, 0, dyeWidth, dyeHeight); + + if (!ext.supportLinearFiltering) + gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight); + gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); + gl.uniform1i(advectionProgram.uniforms.uSource, density.read.attach(1)); + gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); + blit(density.write.fbo); + density.swap(); +} + +function render(target) { + if (config.BLOOM) + applyBloom(density.read, bloom); + + if (target == null || !config.TRANSPARENT) { + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + gl.enable(gl.BLEND); + } + else { + gl.disable(gl.BLEND); + } + + let width = target == null ? gl.drawingBufferWidth : dyeWidth; + let height = target == null ? gl.drawingBufferHeight : dyeHeight; + + gl.viewport(0, 0, width, height); + + if (!config.TRANSPARENT) { + colorProgram.bind(); + let bc = config.BACK_COLOR; + gl.uniform4f(colorProgram.uniforms.color, bc.r / 255, bc.g / 255, bc.b / 255, 1); + blit(target); + } + + if (target == null && config.TRANSPARENT) { + backgroundProgram.bind(); + gl.uniform1f(backgroundProgram.uniforms.aspectRatio, canvas.width / canvas.height); + blit(null); + } + + if (config.SHADING) { + let program = config.BLOOM ? displayBloomShadingProgram : displayShadingProgram; + program.bind(); + gl.uniform2f(program.uniforms.texelSize, 1.0 / width, 1.0 / height); + gl.uniform1i(program.uniforms.uTexture, density.read.attach(0)); + if (config.BLOOM) { + gl.uniform1i(program.uniforms.uBloom, bloom.attach(1)); + gl.uniform1i(program.uniforms.uDithering, ditheringTexture.attach(2)); + let scale = getTextureScale(ditheringTexture, width, height); + gl.uniform2f(program.uniforms.ditherScale, scale.x, scale.y); + } + } + else { + let program = config.BLOOM ? displayBloomProgram : displayProgram; + program.bind(); + gl.uniform1i(program.uniforms.uTexture, density.read.attach(0)); + if (config.BLOOM) { + gl.uniform1i(program.uniforms.uBloom, bloom.attach(1)); + gl.uniform1i(program.uniforms.uDithering, ditheringTexture.attach(2)); + let scale = getTextureScale(ditheringTexture, width, height); + gl.uniform2f(program.uniforms.ditherScale, scale.x, scale.y); + } + } + + blit(target); +} + +function applyBloom(source, destination) { + if (bloomFramebuffers.length < 2) + return; + + let last = destination; + + gl.disable(gl.BLEND); + bloomPrefilterProgram.bind(); + let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001; + let curve0 = config.BLOOM_THRESHOLD - knee; + let curve1 = knee * 2; + let curve2 = 0.25 / knee; + gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2); + gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD); + gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0)); + gl.viewport(0, 0, last.width, last.height); + blit(last.fbo); + + bloomBlurProgram.bind(); + for (let i = 0; i < bloomFramebuffers.length; i++) { + let dest = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, dest.width, dest.height); + blit(dest.fbo); + last = dest; + } + + gl.blendFunc(gl.ONE, gl.ONE); + gl.enable(gl.BLEND); + + for (let i = bloomFramebuffers.length - 2; i >= 0; i--) { + let baseTex = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, baseTex.width, baseTex.height); + blit(baseTex.fbo); + last = baseTex; + } + + gl.disable(gl.BLEND); + bloomFinalProgram.bind(); + gl.uniform2f(bloomFinalProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0)); + gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY); + gl.viewport(0, 0, destination.width, destination.height); + blit(destination.fbo); +} + +function splat(x, y, dx, dy, color) { + gl.viewport(0, 0, simWidth, simHeight); + 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 / canvas.width, 1.0 - y / canvas.height); + gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); + gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS / 100.0); + blit(velocity.write.fbo); + velocity.swap(); + + gl.viewport(0, 0, dyeWidth, dyeHeight); + gl.uniform1i(splatProgram.uniforms.uTarget, density.read.attach(0)); + gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); + blit(density.write.fbo); + density.swap(); +} + +function multipleSplats(amount) { + for (let i = 0; i < amount; i++) { + const color = generateColor(); + color.r *= 10.0; + color.g *= 10.0; + color.b *= 10.0; + const x = canvas.width * Math.random(); + const y = canvas.height * Math.random(); + const dx = 1000 * (Math.random() - 0.5); + const dy = 1000 * (Math.random() - 0.5); + splat(x, y, dx, dy, color); + } +} + +function resizeCanvas() { + if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { + canvas.width = canvas.clientWidth; + canvas.height = canvas.clientHeight; + initFramebuffers(); + } +} + +canvas.addEventListener('mousemove', e => { + pointers[0].moved = pointers[0].down; + pointers[0].dx = (e.offsetX - pointers[0].x) * 5.0; + pointers[0].dy = (e.offsetY - pointers[0].y) * 5.0; + pointers[0].x = e.offsetX; + pointers[0].y = e.offsetY; +}); + +canvas.addEventListener('touchmove', e => { + e.preventDefault(); + const touches = e.targetTouches; + for (let i = 0; i < touches.length; i++) { + let pointer = pointers[i]; + pointer.moved = pointer.down; + pointer.dx = (touches[i].pageX - pointer.x) * 8.0; + pointer.dy = (touches[i].pageY - pointer.y) * 8.0; + pointer.x = touches[i].pageX; + pointer.y = touches[i].pageY; + } +}, false); + +canvas.addEventListener('mousedown', () => { + pointers[0].down = true; + pointers[0].color = generateColor(); +}); + +canvas.addEventListener('touchstart', e => { + e.preventDefault(); + const touches = e.targetTouches; + for (let i = 0; i < touches.length; i++) { + if (i >= pointers.length) + pointers.push(new pointerPrototype()); + + pointers[i].id = touches[i].identifier; + pointers[i].down = true; + pointers[i].x = touches[i].pageX; + pointers[i].y = touches[i].pageY; + pointers[i].color = generateColor(); + } +}); + +window.addEventListener('mouseup', () => { + pointers[0].down = false; +}); + +window.addEventListener('touchend', e => { + const touches = e.changedTouches; + for (let i = 0; i < touches.length; i++) + for (let j = 0; j < pointers.length; j++) + if (touches[i].identifier == pointers[j].id) + pointers[j].down = false; +}); + +window.addEventListener('keydown', e => { + if (e.code === 'KeyP') + config.PAUSED = !config.PAUSED; + if (e.key === ' ') + splatStack.push(parseInt(Math.random() * 20) + 5); +}); + +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; + } + + return { + r, + g, + b + }; +} + +function getResolution(resolution) { + let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; + if (aspectRatio < 1) + aspectRatio = 1.0 / aspectRatio; + + let max = Math.round(resolution * aspectRatio); + let min = Math.round(resolution); + + if (gl.drawingBufferWidth > gl.drawingBufferHeight) + return { width: max, height: min }; + else + return { width: min, height: max }; +} + +function getTextureScale(texture, width, height) { + return { + x: width / texture.width, + y: height / texture.height + }; +} diff --git a/docs/js/jquery.js b/docs/js/jquery.js new file mode 100644 index 0000000..f25a7b4 --- /dev/null +++ b/docs/js/jquery.js @@ -0,0 +1,14 @@ +function main() { + $(".navbar-burger").click(function() { + $(".navbar-burger").toggleClass("is-active"); + $(".navbar-menu").slideToggle(400); + }); + + $(".collapsible-message-header").on("click", function() { + $(this) + .next() + .slideToggle(400); + $(this).toggleClass("active"); + }); +} +$(document).ready(main); diff --git a/docs/js/resume_scripts.js b/docs/js/resume_scripts.js new file mode 100644 index 0000000..31ca9f9 --- /dev/null +++ b/docs/js/resume_scripts.js @@ -0,0 +1,13 @@ +function main() { + $("#tech_tab").click(function() { + $(this).addClass("is-active"); + $("#general_tab").removeClass("is-active"); + $("#resume_iframe").attr("src", "https://drive.google.com/file/d/1wFPo6M3ZZME4rwGepetDUgsXbc0eqXpB/preview"); + }); + $("#general_tab").click(function() { + $(this).addClass("is-active"); + $("#tech_tab").removeClass("is-active"); + $("#resume_iframe").attr("src", "https://drive.google.com/file/d/1-PfRtPVyDk_v3a_E-s_EoloOCHJBVyAk/preview"); + }); + } +$(document).ready(main); diff --git a/docs/scripts.js b/docs/js/scripts.js similarity index 100% rename from docs/scripts.js rename to docs/js/scripts.js diff --git a/docs/projects.html b/docs/projects.html index 36689ea..8b59289 100644 --- a/docs/projects.html +++ b/docs/projects.html @@ -32,9 +32,11 @@ - - - + +