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Amanda Ghassaei
OrigamiSimulator
Commits
7991dddb
Commit
7991dddb
authored
Feb 24, 2017
by
amandaghassaei
Browse files
debugged shader
parent
d237a10b
Changes
3
Hide whitespace changes
Inline
Side-by-side
index.html
View file @
7991dddb
...
...
@@ -97,15 +97,15 @@
<script
id=
"velocityCalcShader"
type=
"x-shader/x-fragment"
>
precision
mediump
float
;
uniform
vec2
u_textureDim
;
uniform
vec2
u_textureDimEdges
;
uniform
float
u_dt
;
uniform
sampler2D
u_lastPosition
;
uniform
sampler2D
u_lastVelocity
;
uniform
sampler2D
u_originalPosition
;
uniform
sampler2D
u_externalForces
;
uniform
sampler2D
u_mass
;
uniform
sampler2D
u_meta
;
uniform
sampler2D
u_beamK
;
uniform
sampler2D
u_beamD
;
uniform
sampler2D
u_meta
;
//[beamsIndex, numBeams]
uniform
sampler2D
u_beamMeta
;
//[k, d, length, otherNodeIndex]
void
main
(){
vec2
fragCoord
=
gl_FragCoord
.
xy
;
...
...
@@ -123,12 +123,17 @@
vec3
originalPosition
=
texture2D
(
u_originalPosition
,
scaledFragCoord
).
xyz
;
vec4
neighborIndices
=
texture2D
(
u_meta
,
scaledFragCoord
);
vec4
beamKs
=
texture2D
(
u_beamK
,
scaledFragCoord
);
vec4
beamDs
=
texture2D
(
u_beamD
,
scaledFragCoord
);
for
(
int
j
=
0
;
j
<
4
;
j
++
){
float
neighborIndex1D
=
neighborIndices
[
j
];
if
(
neighborIndex1D
<
0.0
)
continue
;
//no beam
vec2
meta
=
texture2D
(
u_meta
,
scaledFragCoord
).
xy
;
for
(
int
j
=
0
;
j
<
100
;
j
++
){
//for all beams
if
(
j
>=
int
(
meta
[
1
]))
break
;
float
beamIndex1D
=
meta
[
0
]
+
float
(
j
);
vec2
beamIndex
=
vec2
(
mod
(
beamIndex1D
,
u_textureDimEdges
.
x
)
+
0.5
,
floor
(
beamIndex1D
/
u_textureDimEdges
.
x
)
+
0.5
);
vec2
scaledBeamIndex
=
beamIndex
/
u_textureDimEdges
;
vec4
beamMeta
=
texture2D
(
u_beamMeta
,
scaledBeamIndex
);
float
neighborIndex1D
=
beamMeta
[
3
];
vec2
neighborIndex
=
vec2
(
mod
(
neighborIndex1D
,
u_textureDim
.
x
)
+
0.5
,
floor
(
neighborIndex1D
/
u_textureDim
.
x
)
+
0.5
);
vec2
scaledNeighborIndex
=
neighborIndex
/
u_textureDim
;
vec3
neighborLastPosition
=
texture2D
(
u_lastPosition
,
scaledNeighborIndex
).
xyz
;
...
...
@@ -137,10 +142,10 @@
vec3
nominalDist
=
neighborOriginalPosition
-
originalPosition
;
vec3
deltaP
=
neighborLastPosition
-
lastPosition
+
nominalDist
;
//
deltaP -= normalize(deltaP)*length(nominalDist);
deltaP
-=
normalize
(
deltaP
)
*
length
(
nominalDist
);
vec3
deltaV
=
neighborLastVelocity
-
lastVelocity
;
vec3
_force
=
deltaP
*
beam
Ks
[
j
]
+
deltaV
*
beam
Ds
[
j
];
vec3
_force
=
deltaP
*
beam
Meta
[
0
]
+
deltaV
*
beam
Meta
[
1
];
force
+=
_force
;
}
vec3
velocity
=
force
*
u_dt
/
mass
.
x
+
lastVelocity
;
...
...
js/dynamicModel.js
View file @
7991dddb
...
...
@@ -18,9 +18,8 @@ function initDynamicModel(globals){
var
lastVelocity
;
var
externalForces
;
var
mass
;
var
meta
;
var
beamK
;
var
beamD
;
var
meta
;
//[beamsIndex, numBeams]
var
beamMeta
;
//[K, D, length, otherNodeIndex]
function
syncNodesAndEdges
(){
nodes
=
globals
.
model
.
getNodes
();
...
...
@@ -34,18 +33,12 @@ function initDynamicModel(globals){
var
programsInited
=
false
;
//flag for initial setup
var
textureDim
=
0
;
var
textureDimEdges
=
0
;
syncNodesAndEdges
();
initTexturesAndPrograms
(
globals
.
gpuMath
);
steps
=
parseInt
(
setSolveParams
());
runSolver
();
function
averageSubdivide
(){
globals
.
gpuMath
.
step
(
"
averageSubdivide
"
,
[
"
u_lastPosition
"
,
"
u_originalPosition
"
,
"
u_meta
"
,
"
u_mass
"
],
"
u_position
"
);
globals
.
gpuMath
.
swapTextures
(
"
u_position
"
,
"
u_lastPosition
"
);
globals
.
gpuMath
.
step
(
"
averageSubdivide
"
,
[
"
u_lastPosition
"
,
"
u_originalPosition
"
,
"
u_meta
"
,
"
u_mass
"
],
"
u_position
"
);
globals
.
gpuMath
.
swapTextures
(
"
u_position
"
,
"
u_lastPosition
"
);
}
function
reset
(){
globals
.
gpuMath
.
step
(
"
zeroTexture
"
,
[],
"
u_position
"
);
globals
.
gpuMath
.
step
(
"
zeroTexture
"
,
[],
"
u_lastPosition
"
);
...
...
@@ -104,7 +97,7 @@ function initDynamicModel(globals){
var
gpuMath
=
globals
.
gpuMath
;
gpuMath
.
step
(
"
velocityCalc
"
,
[
"
u_lastPosition
"
,
"
u_lastVelocity
"
,
"
u_originalPosition
"
,
"
u_externalForces
"
,
"
u_mass
"
,
"
u_meta
"
,
"
u_beam
K
"
,
"
u_beamD
"
],
"
u_velocity
"
);
"
u_mass
"
,
"
u_meta
"
,
"
u_beam
Meta
"
],
"
u_velocity
"
);
gpuMath
.
step
(
"
positionCalc
"
,
[
"
u_velocity
"
,
"
u_lastPosition
"
,
"
u_mass
"
],
"
u_position
"
);
gpuMath
.
swapTextures
(
"
u_velocity
"
,
"
u_lastVelocity
"
);
...
...
@@ -175,8 +168,6 @@ function initDynamicModel(globals){
function
initTexturesAndPrograms
(
gpuMath
){
textureDim
=
calcTextureSize
(
nodes
.
length
);
var
vertexShader
=
document
.
getElementById
(
"
vertexShader
"
).
text
;
gpuMath
.
initTextureFromData
(
"
u_position
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
position
);
...
...
@@ -204,9 +195,9 @@ function initDynamicModel(globals){
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_externalForces
"
,
3
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_mass
"
,
4
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_meta
"
,
5
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_beamK
"
,
6
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_beamD
"
,
7
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_beamMeta
"
,
6
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDim
"
,
[
textureDim
,
textureDim
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimEdges
"
,
[
textureDimEdges
,
textureDimEdges
],
"
2f
"
);
gpuMath
.
createProgram
(
"
packToBytes
"
,
vertexShader
,
document
.
getElementById
(
"
packToBytesShader
"
).
text
);
gpuMath
.
initTextureFromData
(
"
outputBytes
"
,
textureDim
*
4
,
textureDim
,
"
UNSIGNED_BYTE
"
,
null
);
...
...
@@ -232,15 +223,20 @@ function initDynamicModel(globals){
}
function
updateMaterials
(){
var
index
=
0
;
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
meta
[
4
*
i
]
=
index
;
meta
[
4
*
i
+
1
]
=
nodes
[
i
].
numBeams
();
for
(
var
j
=
0
;
j
<
nodes
[
i
].
beams
.
length
;
j
++
){
var
beam
=
nodes
[
i
].
beams
[
j
];
beamK
[
4
*
i
+
j
]
=
beam
.
getK
();
beamD
[
4
*
i
+
j
]
=
beam
.
getD
();
beamMeta
[
4
*
index
]
=
beam
.
getK
();
beamMeta
[
4
*
index
+
1
]
=
beam
.
getD
();
beamMeta
[
4
*
index
+
2
]
=
beam
.
getLength
();
beamMeta
[
4
*
index
+
3
]
=
beam
.
getOtherNode
(
nodes
[
i
]).
getIndex
();
index
+=
1
;
}
}
globals
.
gpuMath
.
initTextureFromData
(
"
u_beamK
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
beamK
,
true
);
globals
.
gpuMath
.
initTextureFromData
(
"
u_beamD
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
beamD
,
true
);
globals
.
gpuMath
.
initTextureFromData
(
"
u_beamMeta
"
,
textureDimEdges
,
textureDimEdges
,
"
FLOAT
"
,
beamMeta
,
true
);
//recalc dt
if
(
programsInited
)
setSolveParams
();
}
...
...
@@ -276,6 +272,12 @@ function initDynamicModel(globals){
textureDim
=
calcTextureSize
(
nodes
.
length
);
var
numEdges
=
0
;
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
numEdges
+=
nodes
[
i
].
numBeams
();
}
textureDimEdges
=
calcTextureSize
(
numEdges
);
originalPosition
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
position
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
lastPosition
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
...
...
@@ -283,10 +285,8 @@ function initDynamicModel(globals){
lastVelocity
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
externalForces
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
mass
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
meta
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
beamK
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
beamD
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
meta
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
//todo uint16
beamMeta
=
new
Float32Array
(
textureDimEdges
*
textureDimEdges
*
4
);
for
(
var
i
=
0
;
i
<
textureDim
*
textureDim
;
i
++
){
mass
[
4
*
i
+
1
]
=
1
;
//set all fixed by default
...
...
@@ -294,14 +294,6 @@ function initDynamicModel(globals){
_
.
each
(
nodes
,
function
(
node
,
index
){
mass
[
4
*
index
]
=
node
.
getSimMass
();
meta
[
4
*
index
]
=
-
1
;
meta
[
4
*
index
+
1
]
=
-
1
;
meta
[
4
*
index
+
2
]
=
-
1
;
meta
[
4
*
index
+
3
]
=
-
1
;
_
.
each
(
node
.
beams
,
function
(
beam
,
i
){
meta
[
4
*
index
+
i
]
=
beam
.
getOtherNode
(
node
).
getIndex
();
});
});
updateOriginalPosition
();
...
...
js/node.js
View file @
7991dddb
...
...
@@ -93,6 +93,10 @@ Node.prototype.getBeams = function(){
return
this
.
beams
;
};
Node
.
prototype
.
numBeams
=
function
(){
return
this
.
beams
.
length
;
};
Node
.
prototype
.
getIndex
=
function
(){
//in nodes array
return
this
.
index
;
};
...
...
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