![]() ![]() This functionality, if required, has to be implemented by the developer using shader code and JavaScript. Like OpenGL ES 2.0, WebGL lacks the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. Automatic memory management is provided implicitly by JavaScript. It guarantees the availability of many optional extensions of WebGL 1.0, and exposes new APIs. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. On FebruKhronos Group announced WebGL 2.0 support for all major browsers. WebGL is designed and maintained by the non-profit Khronos Group. WebGL code is executed on a computer's graphics processing unit (GPU). ![]() WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES), a language similar to C or C++. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics and image processing and effects as part of the web page canvas. Vec4 downColor = texture2D(velocity, vec2(pixel.x,pixel.y+yPixel)) įloat div = xPixel/2.0 * ((rightColor.x - leftColor.x) + (upColor.y - downColor.WebGL (Short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. Vec4 upColor = texture2D(velocity, vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(velocity, vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(velocity, vec2(pixel.x-xPixel,pixel.y)) Uniform sampler2D velocity //Our input texture Gl_FragColor = texture2D(velocity, pixel) Vec2 gradient = xPixel/2.0 * vec2((rightColor.x - leftColor.x), (upColor.y - downColor.y)) Vec4 downColor = texture2D(pressure, vec2(pixel.x,pixel.y+yPixel)) Vec4 upColor = texture2D(pressure, vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(pressure, vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(pressure, vec2(pixel.x-xPixel,pixel.y)) Uniform sampler2D pressure //Our input pressure Uniform sampler2D velocity //Our input velocity Gl_FragColor.b = (gl_FragColor.b * alpha +leftColor.b + rightColor.b + upColor.b + downColor.b)* rBeta ![]() Gl_FragColor.g = (gl_FragColor.g * alpha +leftColor.g + rightColor.g + upColor.g + downColor.g)* rBeta Gl_FragColor.r = (gl_FragColor.r * alpha +leftColor.r + rightColor.r + upColor.r + downColor.r) * rBeta Vec4 downColor = texture2D(x,vec2(pixel.x,pixel.y+yPixel)) Vec4 upColor = texture2D(x,vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(x,vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(x,vec2(pixel.x-xPixel,pixel.y)) X = gl_FragCoord.x - dxt0 * (texture2D(velocity, pixel).x ) Uniform sampler2D quantity //quantity to advect Uniform sampler2D velocity //input velocity Uniform vec2 res //The width and height of our screen Here are the shaders I am using: //advection Instead of posting all of my code, the general process I follow is:įor diffusing velocity and computing pressure I am only do 10 iterations because thats all my computer can handle with my implementation (I will optimize once I get it working), but I feel like the computing pressure and subtracting gradient are not having any effect. I can supply any pictures/links to the simulation if that would help.Īfter some more investigation I believe the problem is related to my advection function. I know the code I am posting is al little confusing due to the nature of what it is about. I calculate pressure using the diffusion shader as described in the linked resource. I displayed the divergence and I get very little around where I am moving the object around as well as when the velocity hits the edge (boundary), but the pressure that I get is completely empty. I added boundaries but it seems like they are having no effect, which makes me suspicious about how much pressure and advection are working. ![]() I have implemented everything but I feel like there are multiple things that aren't working correctly. I am trying to get a fluid simulation to work using WebGL using as a resource. ![]()
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