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brush.js
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var Brush = (function () {
'use strict';
var N_PREVIOUS_SPEEDS = 15; //how many previous speeds we store
var SPLATS_PER_SEGMENT = 8;
var VERTICES_PER_BRISTLE = 10;
var BRISTLE_LENGTH = 4.5; //relative to a scale of 1
var BRISTLE_JITTER = 0.5;
var ITERATIONS = 20;
var GRAVITY = 30.0;
var BRUSH_DAMPING = 0.75;
var STIFFNESS_VARIATION = 0.3;
//the radius of a brush is equal to the scale
function Brush (wgl, shaderSources, maxBristleCount) {
this.wgl = wgl;
this.maxBristleCount = maxBristleCount;
this.bristleCount = maxBristleCount; //number of bristles currently being used
this.projectProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/project.frag']);
this.distanceConstraintProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/distanceconstraint.frag']);
this.planeConstraintProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/planeconstraint.frag']);
this.bendingConstraintProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/bendingconstraint.frag']);
this.setBristlesProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/setbristles.frag']);
this.updateVelocityProgram = wgl.createProgram(
shaderSources['shaders/fullscreen.vert'], shaderSources['shaders/updatevelocity.frag']);
//contains bristle vertex positions
//we index bristle along x axis
//we index vertices of bristles along y axis
this.positionsTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains positions
this.previousPositionsTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains positions
this.velocitiesTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains positions
this.previousVelocitiesTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains positions
this.projectedPositionsTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains projected positions
this.projectedPositionsTextureTemp = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, null, wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains projected positions
var brushTextureCoordinates = [];
for (var bristle = 0; bristle < maxBristleCount; ++bristle) {
for (var vertex = 0; vertex < VERTICES_PER_BRISTLE; ++vertex) {
var textureX = (bristle + 0.5) / maxBristleCount;
var textureY = (vertex + 0.5) / VERTICES_PER_BRISTLE;
brushTextureCoordinates.push(textureX);
brushTextureCoordinates.push(textureY);
}
}
this.brushTextureCoordinatesBuffer = wgl.createBuffer();
wgl.bufferData(this.brushTextureCoordinatesBuffer, wgl.ARRAY_BUFFER, new Float32Array(brushTextureCoordinates), wgl.STATIC_DRAW);
var randoms = [];
for (var i = 0; i < maxBristleCount * VERTICES_PER_BRISTLE * 4; ++i) {
randoms.push(Math.random());
}
this.randomsTexture = wgl.buildTexture(wgl.RGBA, wgl.FLOAT, maxBristleCount, VERTICES_PER_BRISTLE, new Float32Array(randoms), wgl.CLAMP_TO_EDGE, wgl.CLAMP_TO_EDGE, wgl.LINEAR, wgl.LINEAR); //contains projected positions
var splatCoordinates = [];
var splatIndices = [];
var splatIndex = 0;
for (var bristle = 0; bristle < maxBristleCount; ++bristle) {
for (var vertex = 0; vertex < VERTICES_PER_BRISTLE - 1; ++vertex) {
//we create a quad for each bristle vertex
for (var i = 0; i < SPLATS_PER_SEGMENT; ++i) {
var t = (i + 0.5) / SPLATS_PER_SEGMENT;
var textureX = (bristle + 0.5) / maxBristleCount;
var textureY = (vertex + 0.5 + t) / VERTICES_PER_BRISTLE;
//bottom left
splatCoordinates.push(textureX);
splatCoordinates.push(textureY);
splatCoordinates.push(-1);
splatCoordinates.push(-1);
//bottom right
splatCoordinates.push(textureX);
splatCoordinates.push(textureY);
splatCoordinates.push(1);
splatCoordinates.push(-1);
//top right
splatCoordinates.push(textureX);
splatCoordinates.push(textureY);
splatCoordinates.push(1);
splatCoordinates.push(1);
//top left
splatCoordinates.push(textureX);
splatCoordinates.push(textureY);
splatCoordinates.push(-1);
splatCoordinates.push(1);
splatIndices.push(splatIndex + 0);
splatIndices.push(splatIndex + 1);
splatIndices.push(splatIndex + 2);
splatIndices.push(splatIndex + 2);
splatIndices.push(splatIndex + 3);
splatIndices.push(splatIndex + 0);
splatIndex += 4;
}
}
}
this.splatCoordinatesBuffer = wgl.createBuffer();
wgl.bufferData(this.splatCoordinatesBuffer, wgl.ARRAY_BUFFER, new Float32Array(splatCoordinates), wgl.STATIC_DRAW);
this.splatIndexBuffer = wgl.createBuffer();
wgl.bufferData(this.splatIndexBuffer, wgl.ELEMENT_ARRAY_BUFFER, new Uint16Array(splatIndices), wgl.STATIC_DRAW);
this.splatIndexCount = splatIndices.length;
var brushIndices = [];
this.indexCount = 0;
for (var bristle = 0; bristle < maxBristleCount; ++bristle) {
for (var vertex = 0; vertex < VERTICES_PER_BRISTLE - 1; ++vertex) {
var left = bristle * VERTICES_PER_BRISTLE + vertex;
var right = bristle * VERTICES_PER_BRISTLE + vertex + 1;
brushIndices.push(left);
brushIndices.push(right);
this.indexCount += 2;
}
}
this.brushIndexBuffer = wgl.createBuffer();
wgl.bufferData(this.brushIndexBuffer, wgl.ELEMENT_ARRAY_BUFFER, new Uint16Array(brushIndices), wgl.STATIC_DRAW);
this.simulationFramebuffer = wgl.createFramebuffer();
this.quadVertexBuffer = wgl.createBuffer();
wgl.bufferData(this.quadVertexBuffer, wgl.ARRAY_BUFFER, new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), wgl.STATIC_DRAW);
}
//sets all the bristle vertices
Brush.prototype.initialize = function (x, y, z, scale) {
this.positionX = x;
this.positionY = y;
this.positionZ = z;
this.scale = scale;
this.speeds = []; //most recent speed is stored at the highest index
for (var i = 0; i < N_PREVIOUS_SPEEDS; ++i) {
this.speeds.push(0);
}
var wgl = this.wgl;
var setBristlesDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.setBristlesProgram)
.uniform3f('u_brushPosition', this.positionX, this.positionY, this.positionZ)
.uniform1f('u_brushScale', this.scale)
.uniform1f('u_bristleCount', this.bristleCount)
.uniform1f('u_bristleLength', BRISTLE_LENGTH)
.uniform1f('u_verticesPerBristle', VERTICES_PER_BRISTLE)
.uniform1f('u_jitter', BRISTLE_JITTER)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.uniformTexture('u_randomsTexture', 2, wgl.TEXTURE_2D, this.randomsTexture)
.vertexAttribPointer(this.quadVertexBuffer, this.setBristlesProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.positionsTexture, 0);
wgl.drawArrays(setBristlesDrawState, wgl.TRIANGLE_STRIP, 0, 4);
};
Brush.prototype.setBristleCount = function (newBristleCount) {
var wgl = this.wgl;
//we set all the bristle vertices that weren't previously being simulated
if (newBristleCount > this.bristleCount) {
var setBristlesDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(this.bristleCount, 0, (newBristleCount - this.bristleCount), VERTICES_PER_BRISTLE)
.useProgram(this.setBristlesProgram)
.uniform3f('u_brushPosition', this.positionX, this.positionY, this.positionZ)
.uniform1f('u_brushScale', this.scale)
.uniform1f('u_bristleCount', this.bristleCount)
.uniform1f('u_bristleLength', BRISTLE_LENGTH)
.uniform1f('u_verticesPerBristle', VERTICES_PER_BRISTLE)
.uniform1f('u_jitter', BRISTLE_JITTER)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.uniformTexture('u_randomsTexture', 2, wgl.TEXTURE_2D, this.randomsTexture)
.vertexAttribPointer(this.quadVertexBuffer, this.setBristlesProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.positionsTexture, 0);
wgl.drawArrays(setBristlesDrawState, wgl.TRIANGLE_STRIP, 0, 4);
}
this.bristleCount = newBristleCount;
};
//max of last N_PREVIOUS_SPEEDS speeds
Brush.prototype.getFilteredSpeed = function () {
return this.speeds.reduce(function (a, b) { return Math.max(a, b) });
};
Brush.prototype.update = function (x, y, z, scale) {
var dx = x - this.positionX,
dy = y - this.positionY,
dz = z - this.positionZ;
var speed = Math.sqrt(dx * dx + dy * dy + dz * dz);
this.speeds.shift();
this.speeds.push(speed);
this.positionX = x;
this.positionY = y;
this.positionZ = z;
this.scale = scale;
var wgl = this.wgl;
var projectDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.projectProgram)
.uniformTexture('u_positionsTexture', 0, wgl.TEXTURE_2D, this.positionsTexture)
.uniformTexture('u_velocitiesTexture', 1, wgl.TEXTURE_2D, this.velocitiesTexture)
.uniformTexture('u_randomsTexture', 2, wgl.TEXTURE_2D, this.randomsTexture)
.uniform1f('u_gravity', GRAVITY)
.uniform1f('u_damping', BRUSH_DAMPING)
.uniform1f('u_verticesPerBristle', VERTICES_PER_BRISTLE)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.vertexAttribPointer(this.quadVertexBuffer, this.projectProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTexture, 0);
wgl.drawArrays(projectDrawState, wgl.TRIANGLE_STRIP, 0, 4);
var setBristlesDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, 1)
.useProgram(this.setBristlesProgram)
.uniform3f('u_brushPosition', this.positionX, this.positionY, this.positionZ)
.uniform1f('u_brushScale', this.scale)
.uniform1f('u_bristleCount', this.bristleCount)
.uniform1f('u_bristleLength', BRISTLE_LENGTH)
.uniform1f('u_jitter', BRISTLE_JITTER)
.uniform1f('u_verticesPerBristle', VERTICES_PER_BRISTLE)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.uniformTexture('u_randomsTexture', 2, wgl.TEXTURE_2D, this.randomsTexture)
.vertexAttribPointer(this.quadVertexBuffer, this.setBristlesProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTexture, 0);
wgl.drawArrays(setBristlesDrawState, wgl.TRIANGLE_STRIP, 0, 4);
for (var i = 0; i < ITERATIONS; ++i) {
//sets the base position of each bristle by setting first vertex (first row)
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTexture, 0);
wgl.drawArrays(setBristlesDrawState, wgl.TRIANGLE_STRIP, 0, 4);
for (var pass = 0; pass < 2; ++pass) {
var constraintDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.distanceConstraintProgram)
.uniformTexture('u_positionsTexture', 0, wgl.TEXTURE_2D, this.projectedPositionsTexture)
.uniform1f('u_pointCount', VERTICES_PER_BRISTLE)
.uniform1f('u_targetDistance', this.scale * BRISTLE_LENGTH / (VERTICES_PER_BRISTLE - 1))
.uniform1i('u_pass', pass)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.vertexAttribPointer(this.quadVertexBuffer, this.distanceConstraintProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTextureTemp, 0);
wgl.drawArrays(constraintDrawState, wgl.TRIANGLE_STRIP, 0, 4);
Utilities.swap(this, 'projectedPositionsTexture', 'projectedPositionsTextureTemp');
}
for (var pass = 0; pass < 3; ++pass) {
var constraintDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.bendingConstraintProgram)
.uniformTexture('u_positionsTexture', 0, wgl.TEXTURE_2D, this.projectedPositionsTexture)
.uniformTexture('u_randomsTexture', 1, wgl.TEXTURE_2D, this.randomsTexture)
.uniform1f('u_pointCount', VERTICES_PER_BRISTLE)
.uniform1f('u_stiffnessVariation', STIFFNESS_VARIATION)
.uniform1i('u_pass', pass)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.vertexAttribPointer(this.quadVertexBuffer, this.bendingConstraintProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTextureTemp, 0);
wgl.drawArrays(constraintDrawState, wgl.TRIANGLE_STRIP, 0, 4);
Utilities.swap(this, 'projectedPositionsTexture', 'projectedPositionsTextureTemp');
}
var constraintDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.planeConstraintProgram)
.uniformTexture('u_positionsTexture', 0, wgl.TEXTURE_2D, this.projectedPositionsTexture)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.vertexAttribPointer(this.quadVertexBuffer, this.planeConstraintProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.projectedPositionsTextureTemp, 0);
wgl.drawArrays(constraintDrawState, wgl.TRIANGLE_STRIP, 0, 4);
Utilities.swap(this, 'projectedPositionsTexture', 'projectedPositionsTextureTemp');
}
var updateVelocityDrawState = wgl.createDrawState()
.bindFramebuffer(this.simulationFramebuffer)
.viewport(0, 0, this.bristleCount, VERTICES_PER_BRISTLE)
.useProgram(this.updateVelocityProgram)
.uniformTexture('u_positionsTexture', 0, wgl.TEXTURE_2D, this.positionsTexture)
.uniformTexture('u_projectedPositionsTexture', 1, wgl.TEXTURE_2D, this.projectedPositionsTexture)
.uniform2f('u_resolution', this.maxBristleCount, VERTICES_PER_BRISTLE)
.vertexAttribPointer(this.quadVertexBuffer, this.distanceConstraintProgram.getAttribLocation('a_position'), 2, wgl.FLOAT, false, 0, 0);
wgl.framebufferTexture2D(this.simulationFramebuffer, wgl.FRAMEBUFFER, wgl.COLOR_ATTACHMENT0, wgl.TEXTURE_2D, this.previousVelocitiesTexture, 0);
wgl.drawArrays(updateVelocityDrawState, wgl.TRIANGLE_STRIP, 0, 4);
Utilities.swap(this, 'velocitiesTexture', 'previousVelocitiesTexture');
Utilities.swap(this, 'previousPositionsTexture', 'positionsTexture');
Utilities.swap(this, 'positionsTexture', 'projectedPositionsTexture');
};
return Brush;
}());