Docs
Splash Cursor
A splash cursor is a dynamic pointer animation that visually “splashes” or disperses particles upon clicking or hovering.
Run the following command
It will create a new file splash-cursor.tsx
inside the components/mage-ui/cursor-effects
directory.
mkdir -p components/mage-ui/cursor-effects && touch components/mage-ui/cursor-effects/splash-cursor.tsx
Paste the code
Open the newly created file and paste the following code:
"use client";
import React, { useEffect, useRef } from "react";
interface ColorRGB {
r: number;
g: number;
b: number;
}
interface SplashCursorProps {
SIM_RESOLUTION?: number;
DYE_RESOLUTION?: number;
CAPTURE_RESOLUTION?: number;
DENSITY_DISSIPATION?: number;
VELOCITY_DISSIPATION?: number;
PRESSURE?: number;
PRESSURE_ITERATIONS?: number;
CURL?: number;
SPLAT_RADIUS?: number;
SPLAT_FORCE?: number;
SHADING?: boolean;
COLOR_UPDATE_SPEED?: number;
BACK_COLOR?: ColorRGB;
TRANSPARENT?: boolean;
}
interface Pointer {
id: number;
texcoordX: number;
texcoordY: number;
prevTexcoordX: number;
prevTexcoordY: number;
deltaX: number;
deltaY: number;
down: boolean;
moved: boolean;
color: ColorRGB;
}
function pointerPrototype(): Pointer {
return {
id: -1,
texcoordX: 0,
texcoordY: 0,
prevTexcoordX: 0,
prevTexcoordY: 0,
deltaX: 0,
deltaY: 0,
down: false,
moved: false,
color: { r: 0, g: 0, b: 0 },
};
}
export default function SplashCursor({
SIM_RESOLUTION = 128,
DYE_RESOLUTION = 1440,
CAPTURE_RESOLUTION = 512,
DENSITY_DISSIPATION = 3.5,
VELOCITY_DISSIPATION = 2,
PRESSURE = 0.1,
PRESSURE_ITERATIONS = 20,
CURL = 3,
SPLAT_RADIUS = 0.2,
SPLAT_FORCE = 6000,
SHADING = true,
COLOR_UPDATE_SPEED = 10,
BACK_COLOR = { r: 0.5, g: 0, b: 0 },
TRANSPARENT = true
}: SplashCursorProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
let pointers: Pointer[] = [pointerPrototype()];
let config = {
SIM_RESOLUTION: SIM_RESOLUTION!,
DYE_RESOLUTION: DYE_RESOLUTION!,
CAPTURE_RESOLUTION: CAPTURE_RESOLUTION!,
DENSITY_DISSIPATION: DENSITY_DISSIPATION!,
VELOCITY_DISSIPATION: VELOCITY_DISSIPATION!,
PRESSURE: PRESSURE!,
PRESSURE_ITERATIONS: PRESSURE_ITERATIONS!,
CURL: CURL!,
SPLAT_RADIUS: SPLAT_RADIUS!,
SPLAT_FORCE: SPLAT_FORCE!,
SHADING,
COLOR_UPDATE_SPEED: COLOR_UPDATE_SPEED!,
PAUSED: false,
BACK_COLOR,
TRANSPARENT,
};
const { gl, ext } = getWebGLContext(canvas);
if (!gl || !ext) return;
if (!ext.supportLinearFiltering) {
config.DYE_RESOLUTION = 256;
config.SHADING = false;
}
function getWebGLContext(canvas: HTMLCanvasElement) {
const params = {
alpha: true,
depth: false,
stencil: false,
antialias: false,
preserveDrawingBuffer: false,
};
let gl = canvas.getContext(
"webgl2",
params
) as WebGL2RenderingContext | null;
if (!gl) {
gl = (canvas.getContext("webgl", params) ||
canvas.getContext(
"experimental-webgl",
params
)) as WebGL2RenderingContext | null;
}
if (!gl) {
throw new Error("Unable to initialize WebGL.");
}
const isWebGL2 = "drawBuffers" in gl;
let supportLinearFiltering = false;
let halfFloat = null;
if (isWebGL2) {
(gl as WebGL2RenderingContext).getExtension("EXT_color_buffer_float");
supportLinearFiltering = !!(gl as WebGL2RenderingContext).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, 1);
const halfFloatTexType = isWebGL2
? (gl as WebGL2RenderingContext).HALF_FLOAT
: (halfFloat && (halfFloat as any).HALF_FLOAT_OES) || 0;
let formatRGBA: any;
let formatRG: any;
let formatR: any;
if (isWebGL2) {
formatRGBA = getSupportedFormat(
gl,
(gl as WebGL2RenderingContext).RGBA16F,
gl.RGBA,
halfFloatTexType
);
formatRG = getSupportedFormat(
gl,
(gl as WebGL2RenderingContext).RG16F,
(gl as WebGL2RenderingContext).RG,
halfFloatTexType
);
formatR = getSupportedFormat(
gl,
(gl as WebGL2RenderingContext).R16F,
(gl as WebGL2RenderingContext).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);
}
return {
gl,
ext: {
formatRGBA,
formatRG,
formatR,
halfFloatTexType,
supportLinearFiltering,
},
};
}
function getSupportedFormat(
gl: WebGLRenderingContext | WebGL2RenderingContext,
internalFormat: number,
format: number,
type: number
): { internalFormat: number; format: number } | null {
if (!supportRenderTextureFormat(gl, internalFormat, format, type)) {
if ("drawBuffers" in gl) {
const gl2 = gl as WebGL2RenderingContext;
switch (internalFormat) {
case gl2.R16F:
return getSupportedFormat(gl2, gl2.RG16F, gl2.RG, type);
case gl2.RG16F:
return getSupportedFormat(gl2, gl2.RGBA16F, gl2.RGBA, type);
default:
return null;
}
}
return null;
}
return { internalFormat, format };
}
function supportRenderTextureFormat(
gl: WebGLRenderingContext | WebGL2RenderingContext,
internalFormat: number,
format: number,
type: number
) {
const texture = gl.createTexture();
if (!texture) return false;
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
);
const fbo = gl.createFramebuffer();
if (!fbo) return false;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
return status === gl.FRAMEBUFFER_COMPLETE;
}
function hashCode(s: string) {
if (!s.length) return 0;
let hash = 0;
for (let i = 0; i < s.length; i++) {
hash = (hash << 5) - hash + s.charCodeAt(i);
hash |= 0;
}
return hash;
}
function addKeywords(source: string, keywords: string[] | null) {
if (!keywords) return source;
let keywordsString = "";
for (const keyword of keywords) {
keywordsString += `#define ${keyword}\n`;
}
return keywordsString + source;
}
function compileShader(
type: number,
source: string,
keywords: string[] | null = null
): WebGLShader | null {
const shaderSource = addKeywords(source, keywords);
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.trace(gl.getShaderInfoLog(shader));
}
return shader;
}
function createProgram(
vertexShader: WebGLShader | null,
fragmentShader: WebGLShader | null
): WebGLProgram | null {
if (!vertexShader || !fragmentShader) return null;
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.trace(gl.getProgramInfoLog(program));
}
return program;
}
function getUniforms(program: WebGLProgram) {
let uniforms: Record<string, WebGLUniformLocation | null> = {};
const uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < uniformCount; i++) {
const uniformInfo = gl.getActiveUniform(program, i);
if (uniformInfo) {
uniforms[uniformInfo.name] = gl.getUniformLocation(
program,
uniformInfo.name
);
}
}
return uniforms;
}
class Program {
program: WebGLProgram | null;
uniforms: Record<string, WebGLUniformLocation | null>;
constructor(
vertexShader: WebGLShader | null,
fragmentShader: WebGLShader | null
) {
this.program = createProgram(vertexShader, fragmentShader);
this.uniforms = this.program ? getUniforms(this.program) : {};
}
bind() {
if (this.program) gl.useProgram(this.program);
}
}
class Material {
vertexShader: WebGLShader | null;
fragmentShaderSource: string;
programs: Record<number, WebGLProgram | null>;
activeProgram: WebGLProgram | null;
uniforms: Record<string, WebGLUniformLocation | null>;
constructor(
vertexShader: WebGLShader | null,
fragmentShaderSource: string
) {
this.vertexShader = vertexShader;
this.fragmentShaderSource = fragmentShaderSource;
this.programs = {};
this.activeProgram = null;
this.uniforms = {};
}
setKeywords(keywords: string[]) {
let hash = 0;
for (const kw of keywords) {
hash += hashCode(kw);
}
let program = this.programs[hash];
if (program == null) {
const fragmentShader = compileShader(
gl.FRAGMENT_SHADER,
this.fragmentShaderSource,
keywords
);
program = createProgram(this.vertexShader, fragmentShader);
this.programs[hash] = program;
}
if (program === this.activeProgram) return;
if (program) {
this.uniforms = getUniforms(program);
}
this.activeProgram = program;
}
bind() {
if (this.activeProgram) {
gl.useProgram(this.activeProgram);
}
}
}
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 copyShader = compileShader(
gl.FRAGMENT_SHADER,
`
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
uniform sampler2D uTexture;
void main () {
gl_FragColor = texture2D(uTexture, vUv);
}
`
);
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 displayShaderSource = `
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 uDithering;
uniform vec2 ditherScale;
uniform vec2 texelSize;
vec3 linearToGamma (vec3 color) {
color = max(color, vec3(0));
return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));
}
void main () {
vec3 c = texture2D(uTexture, vUv).rgb;
#ifdef SHADING
vec3 lc = texture2D(uTexture, vL).rgb;
vec3 rc = texture2D(uTexture, vR).rgb;
vec3 tc = texture2D(uTexture, vT).rgb;
vec3 bc = texture2D(uTexture, vB).rgb;
float dx = length(rc) - length(lc);
float dy = length(tc) - length(bc);
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;
#endif
float a = max(c.r, max(c.g, c.b));
gl_FragColor = vec4(c, a);
}
`;
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 advectionShader = 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 () {
#ifdef MANUAL_FILTERING
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
vec4 result = bilerp(uSource, coord, dyeTexelSize);
#else
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
vec4 result = texture2D(uSource, coord);
#endif
float decay = 1.0 + dissipation * dt;
gl_FragColor = result / decay;
}
`,
ext.supportLinearFiltering ? null : ["MANUAL_FILTERING"]
);
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 velocity = texture2D(uVelocity, vUv).xy;
velocity += force * dt;
velocity = min(max(velocity, -1000.0), 1000.0);
gl_FragColor = vec4(velocity, 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;
void main () {
float L = texture2D(uPressure, vL).x;
float R = texture2D(uPressure, vR).x;
float T = texture2D(uPressure, vT).x;
float B = texture2D(uPressure, 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;
void main () {
float L = texture2D(uPressure, vL).x;
float R = texture2D(uPressure, vR).x;
float T = texture2D(uPressure, vT).x;
float B = texture2D(uPressure, 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 = (() => {
const buffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]),
gl.STATIC_DRAW
);
const elemBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elemBuffer);
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 (target: FBO | null, doClear = false) => {
if (!gl) return;
if (!target) {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
} else {
gl.viewport(0, 0, target.width, target.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
}
if (doClear) {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
};
})();
interface FBO {
texture: WebGLTexture;
fbo: WebGLFramebuffer;
width: number;
height: number;
texelSizeX: number;
texelSizeY: number;
attach: (id: number) => number;
}
interface DoubleFBO {
width: number;
height: number;
texelSizeX: number;
texelSizeY: number;
read: FBO;
write: FBO;
swap: () => void;
}
let dye: DoubleFBO;
let velocity: DoubleFBO;
let divergence: FBO;
let curl: FBO;
let pressure: DoubleFBO;
const copyProgram = new Program(baseVertexShader, copyShader);
const clearProgram = new Program(baseVertexShader, clearShader);
const splatProgram = new Program(baseVertexShader, splatShader);
const advectionProgram = new Program(baseVertexShader, advectionShader);
const divergenceProgram = new Program(baseVertexShader, divergenceShader);
const curlProgram = new Program(baseVertexShader, curlShader);
const vorticityProgram = new Program(baseVertexShader, vorticityShader);
const pressureProgram = new Program(baseVertexShader, pressureShader);
const gradienSubtractProgram = new Program(
baseVertexShader,
gradientSubtractShader
);
const displayMaterial = new Material(baseVertexShader, displayShaderSource);
function createFBO(
w: number,
h: number,
internalFormat: number,
format: number,
type: number,
param: number
): FBO {
gl.activeTexture(gl.TEXTURE0);
const 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
);
const 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);
const texelSizeX = 1 / w;
const texelSizeY = 1 / h;
return {
texture,
fbo,
width: w,
height: h,
texelSizeX,
texelSizeY,
attach(id: number) {
gl.activeTexture(gl.TEXTURE0 + id);
gl.bindTexture(gl.TEXTURE_2D, texture);
return id;
},
};
}
function createDoubleFBO(
w: number,
h: number,
internalFormat: number,
format: number,
type: number,
param: number
): DoubleFBO {
const fbo1 = createFBO(w, h, internalFormat, format, type, param);
const fbo2 = createFBO(w, h, internalFormat, format, type, param);
return {
width: w,
height: h,
texelSizeX: fbo1.texelSizeX,
texelSizeY: fbo1.texelSizeY,
read: fbo1,
write: fbo2,
swap() {
const tmp = this.read;
this.read = this.write;
this.write = tmp;
},
};
}
function resizeFBO(
target: FBO,
w: number,
h: number,
internalFormat: number,
format: number,
type: number,
param: number
) {
const newFBO = createFBO(w, h, internalFormat, format, type, param);
copyProgram.bind();
if (copyProgram.uniforms.uTexture)
gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));
blit(newFBO, false);
return newFBO;
}
function resizeDoubleFBO(
target: DoubleFBO,
w: number,
h: number,
internalFormat: number,
format: number,
type: number,
param: number
) {
if (target.width === w && target.height === h) return target;
target.read = resizeFBO(
target.read,
w,
h,
internalFormat,
format,
type,
param
);
target.write = createFBO(w, h, internalFormat, format, type, param);
target.width = w;
target.height = h;
target.texelSizeX = 1 / w;
target.texelSizeY = 1 / h;
return target;
}
function initFramebuffers() {
const simRes = getResolution(config.SIM_RESOLUTION!);
const dyeRes = getResolution(config.DYE_RESOLUTION!);
const texType = ext.halfFloatTexType;
const rgba = ext.formatRGBA;
const rg = ext.formatRG;
const r = ext.formatR;
const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
gl.disable(gl.BLEND);
if (!dye) {
dye = createDoubleFBO(
dyeRes.width,
dyeRes.height,
rgba.internalFormat,
rgba.format,
texType,
filtering
);
} else {
dye = resizeDoubleFBO(
dye,
dyeRes.width,
dyeRes.height,
rgba.internalFormat,
rgba.format,
texType,
filtering
);
}
if (!velocity) {
velocity = createDoubleFBO(
simRes.width,
simRes.height,
rg.internalFormat,
rg.format,
texType,
filtering
);
} else {
velocity = resizeDoubleFBO(
velocity,
simRes.width,
simRes.height,
rg.internalFormat,
rg.format,
texType,
filtering
);
}
divergence = createFBO(
simRes.width,
simRes.height,
r.internalFormat,
r.format,
texType,
gl.NEAREST
);
curl = createFBO(
simRes.width,
simRes.height,
r.internalFormat,
r.format,
texType,
gl.NEAREST
);
pressure = createDoubleFBO(
simRes.width,
simRes.height,
r.internalFormat,
r.format,
texType,
gl.NEAREST
);
}
function updateKeywords() {
const displayKeywords: string[] = [];
if (config.SHADING) displayKeywords.push("SHADING");
displayMaterial.setKeywords(displayKeywords);
}
function getResolution(resolution: number) {
const w = gl.drawingBufferWidth;
const h = gl.drawingBufferHeight;
const aspectRatio = w / h;
let aspect = aspectRatio < 1 ? 1 / aspectRatio : aspectRatio;
const min = Math.round(resolution);
const max = Math.round(resolution * aspect);
if (w > h) {
return { width: max, height: min };
}
return { width: min, height: max };
}
function scaleByPixelRatio(input: number) {
const pixelRatio = window.devicePixelRatio || 1;
return Math.floor(input * pixelRatio);
}
updateKeywords();
initFramebuffers();
let lastUpdateTime = Date.now();
let colorUpdateTimer = 0.0;
function updateFrame() {
const dt = calcDeltaTime();
if (resizeCanvas()) initFramebuffers();
updateColors(dt);
applyInputs();
step(dt);
render(null);
requestAnimationFrame(updateFrame);
}
function calcDeltaTime() {
const now = Date.now();
let dt = (now - lastUpdateTime) / 1000;
dt = Math.min(dt, 0.016666);
lastUpdateTime = now;
return dt;
}
function resizeCanvas() {
const width = scaleByPixelRatio(canvas!.clientWidth);
const height = scaleByPixelRatio(canvas!.clientHeight);
if (canvas!.width !== width || canvas!.height !== height) {
canvas!.width = width;
canvas!.height = height;
return true;
}
return false;
}
function updateColors(dt: number) {
colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;
if (colorUpdateTimer >= 1) {
colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);
pointers.forEach((p) => {
p.color = generateColor();
});
}
}
function applyInputs() {
for (const p of pointers) {
if (p.moved) {
p.moved = false;
splatPointer(p);
}
}
}
function step(dt: number) {
gl.disable(gl.BLEND);
curlProgram.bind();
if (curlProgram.uniforms.texelSize) {
gl.uniform2f(
curlProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (curlProgram.uniforms.uVelocity) {
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));
}
blit(curl);
vorticityProgram.bind();
if (vorticityProgram.uniforms.texelSize) {
gl.uniform2f(
vorticityProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (vorticityProgram.uniforms.uVelocity) {
gl.uniform1i(
vorticityProgram.uniforms.uVelocity,
velocity.read.attach(0)
);
}
if (vorticityProgram.uniforms.uCurl) {
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));
}
if (vorticityProgram.uniforms.curl) {
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
}
if (vorticityProgram.uniforms.dt) {
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
}
blit(velocity.write);
velocity.swap();
divergenceProgram.bind();
if (divergenceProgram.uniforms.texelSize) {
gl.uniform2f(
divergenceProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (divergenceProgram.uniforms.uVelocity) {
gl.uniform1i(
divergenceProgram.uniforms.uVelocity,
velocity.read.attach(0)
);
}
blit(divergence);
clearProgram.bind();
if (clearProgram.uniforms.uTexture) {
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));
}
if (clearProgram.uniforms.value) {
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);
}
blit(pressure.write);
pressure.swap();
pressureProgram.bind();
if (pressureProgram.uniforms.texelSize) {
gl.uniform2f(
pressureProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (pressureProgram.uniforms.uDivergence) {
gl.uniform1i(
pressureProgram.uniforms.uDivergence,
divergence.attach(0)
);
}
for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
if (pressureProgram.uniforms.uPressure) {
gl.uniform1i(
pressureProgram.uniforms.uPressure,
pressure.read.attach(1)
);
}
blit(pressure.write);
pressure.swap();
}
gradienSubtractProgram.bind();
if (gradienSubtractProgram.uniforms.texelSize) {
gl.uniform2f(
gradienSubtractProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (gradienSubtractProgram.uniforms.uPressure) {
gl.uniform1i(
gradienSubtractProgram.uniforms.uPressure,
pressure.read.attach(0)
);
}
if (gradienSubtractProgram.uniforms.uVelocity) {
gl.uniform1i(
gradienSubtractProgram.uniforms.uVelocity,
velocity.read.attach(1)
);
}
blit(velocity.write);
velocity.swap();
advectionProgram.bind();
if (advectionProgram.uniforms.texelSize) {
gl.uniform2f(
advectionProgram.uniforms.texelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
if (
!ext.supportLinearFiltering &&
advectionProgram.uniforms.dyeTexelSize
) {
gl.uniform2f(
advectionProgram.uniforms.dyeTexelSize,
velocity.texelSizeX,
velocity.texelSizeY
);
}
const velocityId = velocity.read.attach(0);
if (advectionProgram.uniforms.uVelocity) {
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);
}
if (advectionProgram.uniforms.uSource) {
gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);
}
if (advectionProgram.uniforms.dt) {
gl.uniform1f(advectionProgram.uniforms.dt, dt);
}
if (advectionProgram.uniforms.dissipation) {
gl.uniform1f(
advectionProgram.uniforms.dissipation,
config.VELOCITY_DISSIPATION
);
}
blit(velocity.write);
velocity.swap();
if (
!ext.supportLinearFiltering &&
advectionProgram.uniforms.dyeTexelSize
) {
gl.uniform2f(
advectionProgram.uniforms.dyeTexelSize,
dye.texelSizeX,
dye.texelSizeY
);
}
if (advectionProgram.uniforms.uVelocity) {
gl.uniform1i(
advectionProgram.uniforms.uVelocity,
velocity.read.attach(0)
);
}
if (advectionProgram.uniforms.uSource) {
gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));
}
if (advectionProgram.uniforms.dissipation) {
gl.uniform1f(
advectionProgram.uniforms.dissipation,
config.DENSITY_DISSIPATION
);
}
blit(dye.write);
dye.swap();
}
function render(target: FBO | null) {
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
drawDisplay(target);
}
function drawDisplay(target: FBO | null) {
const width = target ? target.width : gl.drawingBufferWidth;
const height = target ? target.height : gl.drawingBufferHeight;
displayMaterial.bind();
if (config.SHADING && displayMaterial.uniforms.texelSize) {
gl.uniform2f(displayMaterial.uniforms.texelSize, 1 / width, 1 / height);
}
if (displayMaterial.uniforms.uTexture) {
gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));
}
blit(target, false);
}
function splatPointer(pointer: Pointer) {
const dx = pointer.deltaX * config.SPLAT_FORCE;
const dy = pointer.deltaY * config.SPLAT_FORCE;
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);
}
function clickSplat(pointer: Pointer) {
const color = generateColor();
color.r *= 10;
color.g *= 10;
color.b *= 10;
const dx = 10 * (Math.random() - 0.5);
const dy = 30 * (Math.random() - 0.5);
splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color);
}
function splat(
x: number,
y: number,
dx: number,
dy: number,
color: ColorRGB
) {
splatProgram.bind();
if (splatProgram.uniforms.uTarget) {
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));
}
if (splatProgram.uniforms.aspectRatio) {
gl.uniform1f(
splatProgram.uniforms.aspectRatio,
canvas!.width / canvas!.height
);
}
if (splatProgram.uniforms.point) {
gl.uniform2f(splatProgram.uniforms.point, x, y);
}
if (splatProgram.uniforms.color) {
gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0);
}
if (splatProgram.uniforms.radius) {
gl.uniform1f(
splatProgram.uniforms.radius,
correctRadius(config.SPLAT_RADIUS / 100)!
);
}
blit(velocity.write);
velocity.swap();
if (splatProgram.uniforms.uTarget) {
gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));
}
if (splatProgram.uniforms.color) {
gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
}
blit(dye.write);
dye.swap();
}
function correctRadius(radius: number) {
const aspectRatio = canvas!.width / canvas!.height;
if (aspectRatio > 1) radius *= aspectRatio;
return radius;
}
function updatePointerDownData(
pointer: Pointer,
id: number,
posX: number,
posY: number
) {
pointer.id = id;
pointer.down = true;
pointer.moved = false;
pointer.texcoordX = posX / canvas!.width;
pointer.texcoordY = 1 - posY / canvas!.height;
pointer.prevTexcoordX = pointer.texcoordX;
pointer.prevTexcoordY = pointer.texcoordY;
pointer.deltaX = 0;
pointer.deltaY = 0;
pointer.color = generateColor();
}
function updatePointerMoveData(
pointer: Pointer,
posX: number,
posY: number,
color: ColorRGB
) {
pointer.prevTexcoordX = pointer.texcoordX;
pointer.prevTexcoordY = pointer.texcoordY;
pointer.texcoordX = posX / canvas!.width;
pointer.texcoordY = 1 - posY / canvas!.height;
pointer.deltaX = correctDeltaX(
pointer.texcoordX - pointer.prevTexcoordX
)!;
pointer.deltaY = correctDeltaY(
pointer.texcoordY - pointer.prevTexcoordY
)!;
pointer.moved =
Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0;
pointer.color = color;
}
function updatePointerUpData(pointer: Pointer) {
pointer.down = false;
}
function correctDeltaX(delta: number) {
const aspectRatio = canvas!.width / canvas!.height;
if (aspectRatio < 1) delta *= aspectRatio;
return delta;
}
function correctDeltaY(delta: number) {
const aspectRatio = canvas!.width / canvas!.height;
if (aspectRatio > 1) delta /= aspectRatio;
return delta;
}
function generateColor(): ColorRGB {
const c = HSVtoRGB(Math.random(), 1.0, 1.0);
c.r *= 0.8;
c.g *= 0.8;
c.b *= 0.8;
return c;
}
function HSVtoRGB(h: number, s: number, v: number): ColorRGB {
let r = 0,
g = 0,
b = 0;
const i = Math.floor(h * 6);
const f = h * 6 - i;
const p = v * (1 - s);
const q = v * (1 - f * s);
const 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 wrap(value: number, min: number, max: number) {
const range = max - min;
if (range === 0) return min;
return ((value - min) % range) + min;
}
window.addEventListener("mousedown", (e) => {
const pointer = pointers[0];
const posX = scaleByPixelRatio(e.clientX);
const posY = scaleByPixelRatio(e.clientY);
updatePointerDownData(pointer, -1, posX, posY);
clickSplat(pointer);
});
function handleFirstMouseMove(e: MouseEvent) {
const pointer = pointers[0];
const posX = scaleByPixelRatio(e.clientX);
const posY = scaleByPixelRatio(e.clientY);
const color = generateColor();
updateFrame();
updatePointerMoveData(pointer, posX, posY, color);
document.body.removeEventListener("mousemove", handleFirstMouseMove);
}
document.body.addEventListener("mousemove", handleFirstMouseMove);
window.addEventListener("mousemove", (e) => {
const pointer = pointers[0];
const posX = scaleByPixelRatio(e.clientX);
const posY = scaleByPixelRatio(e.clientY);
const color = pointer.color;
updatePointerMoveData(pointer, posX, posY, color);
});
function handleFirstTouchStart(e: TouchEvent) {
const touches = e.targetTouches;
const pointer = pointers[0];
for (let i = 0; i < touches.length; i++) {
const posX = scaleByPixelRatio(touches[i].clientX);
const posY = scaleByPixelRatio(touches[i].clientY);
updateFrame();
updatePointerDownData(pointer, touches[i].identifier, posX, posY);
}
document.body.removeEventListener("touchstart", handleFirstTouchStart);
}
document.body.addEventListener("touchstart", handleFirstTouchStart);
window.addEventListener(
"touchstart",
(e) => {
const touches = e.targetTouches;
const pointer = pointers[0];
for (let i = 0; i < touches.length; i++) {
const posX = scaleByPixelRatio(touches[i].clientX);
const posY = scaleByPixelRatio(touches[i].clientY);
updatePointerDownData(pointer, touches[i].identifier, posX, posY);
}
},
false
);
window.addEventListener(
"touchmove",
(e) => {
const touches = e.targetTouches;
const pointer = pointers[0];
for (let i = 0; i < touches.length; i++) {
const posX = scaleByPixelRatio(touches[i].clientX);
const posY = scaleByPixelRatio(touches[i].clientY);
updatePointerMoveData(pointer, posX, posY, pointer.color);
}
},
false
);
window.addEventListener("touchend", (e) => {
const touches = e.changedTouches;
const pointer = pointers[0];
for (let i = 0; i < touches.length; i++) {
updatePointerUpData(pointer);
}
});
}, [
SIM_RESOLUTION,
DYE_RESOLUTION,
CAPTURE_RESOLUTION,
DENSITY_DISSIPATION,
VELOCITY_DISSIPATION,
PRESSURE,
PRESSURE_ITERATIONS,
CURL,
SPLAT_RADIUS,
SPLAT_FORCE,
SHADING,
COLOR_UPDATE_SPEED,
BACK_COLOR,
TRANSPARENT,
]);
return (
<div className=" top-0 left-0 z-50 pointer-events-none w-full min-h-screen">
<canvas ref={canvasRef} id="fluid" className="w-screen h-screen block"></canvas>
</div>
);
}