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'use strict';

const canvas = document.getElementsByTagName('canvas')[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;

let config = { TEXTURE_DOWNSAMPLE: 1, DENSITY_DISSIPATION: 0.98, VELOCITY_DISSIPATION: 0.99, PRESSURE_DISSIPATION: 0.8, PRESSURE_ITERATIONS: 25, CURL: 30, SPLAT_RADIUS: 0.005 }

let pointers = []; let splatStack = [];

const { gl, ext } = getWebGLContext(canvas);

function getWebGLContext(canvas) { const params = { alpha: false, depth: false, stencil: false, antialias: 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); }

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 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]; }

pointers.push(new pointerPrototype());

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; precision mediump sampler2D;

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 highp float; precision mediump sampler2D;

varying vec2 vUv;
uniform sampler2D uTexture;
uniform float value;

void main () {
    gl_FragColor = value * texture2D(uTexture, vUv);
}

`);

const displayShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D;

varying vec2 vUv;
uniform sampler2D uTexture;

void main () {
    gl_FragColor = texture2D(uTexture, vUv);
}

`);

const splatShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump 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 mediump sampler2D;

varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 texelSize;
uniform float dt;
uniform float dissipation;

vec4 bilerp (in sampler2D sam, in vec2 p) {
    vec4 st;
    st.xy = floor(p - 0.5) + 0.5;
    st.zw = st.xy + 1.0;
    vec4 uv = st * texelSize.xyxy;
    vec4 a = texture2D(sam, uv.xy);
    vec4 b = texture2D(sam, uv.zy);
    vec4 c = texture2D(sam, uv.xw);
    vec4 d = texture2D(sam, uv.zw);
    vec2 f = p - st.xy;
    return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}

void main () {
    vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;
    gl_FragColor = dissipation * bilerp(uSource, coord);
    gl_FragColor.a = 1.0;
}

`);

const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump 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 highp float; precision mediump sampler2D;

varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uVelocity;

vec2 sampleVelocity (in vec2 uv) {
    vec2 multiplier = vec2(1.0, 1.0);
    if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }
    if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }
    if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }
    if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }
    return multiplier * texture2D(uVelocity, uv).xy;
}

void main () {
    float L = sampleVelocity(vL).x;
    float R = sampleVelocity(vR).x;
    float T = sampleVelocity(vT).y;
    float B = sampleVelocity(vB).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 highp float; precision mediump sampler2D;

varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying 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(vorticity, 0.0, 0.0, 1.0);
}

`);

const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D;

varying vec2 vUv;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float curl;
uniform float dt;

void main () {
    float T = texture2D(uCurl, vT).x;
    float B = texture2D(uCurl, vB).x;
    float C = texture2D(uCurl, vUv).x;
    vec2 force = vec2(abs(T) - abs(B), 0.0);
    force *= 1.0 / length(force + 0.00001) * curl * C;
    vec2 vel = texture2D(uVelocity, vUv).xy;
    gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
}

`);

const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D;

varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uPressure;
uniform sampler2D uDivergence;

vec2 boundary (in vec2 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;
    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 highp float; precision mediump sampler2D;

varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uPressure;
uniform sampler2D uVelocity;

vec2 boundary (in vec2 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);
}

`);

let textureWidth; let textureHeight; let density; let velocity; let divergence; let curl; let pressure; initFramebuffers();

const clearProgram = new GLProgram(baseVertexShader, clearShader); const displayProgram = new GLProgram(baseVertexShader, displayShader); 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() { textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;

const texType = ext.halfFloatTexType; const rgba = ext.formatRGBA; const rg = ext.formatRG; const r = ext.formatR;

density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); divergence = createFBO(4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); curl = createFBO(5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); }

function createFBO(texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); 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, texId]; }

function createDoubleFBO(texId, w, h, internalFormat, format, type, param) { let fbo1 = createFBO(texId, w, h, internalFormat, format, type, param); let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);

return { get read() { return fbo1; }, get write() { return fbo2; }, swap() { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } }

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 lastTime = Date.now(); multipleSplats(parseInt(Math.random() * 20) + 5); update();

function update() { resizeCanvas();

const dt = Math.min((Date.now() - lastTime) / 1000, 0.016); lastTime = Date.now();

gl.viewport(0, 0, textureWidth, textureHeight);

if (splatStack.length > 0) multipleSplats(splatStack.pop());

advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write[1]); velocity.swap();

gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(density.write[1]); density.swap();

for (let i = 0; i < pointers.length; i++) { const pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } }

curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]); blit(curl[1]);

vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write[1]); velocity.swap();

divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]); blit(divergence[1]);

clearProgram.bind(); let pressureTexId = pressure.read[2]; gl.activeTexture(gl.TEXTURE0 + pressureTexId); gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]); gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); blit(pressure.write[1]); pressure.swap();

pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); pressureTexId = pressure.read[2]; gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId); gl.activeTexture(gl.TEXTURE0 + pressureTexId); for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]); blit(pressure.write[1]); pressure.swap(); }

gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]); blit(velocity.write[1]); velocity.swap();

gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]); blit(null);

requestAnimationFrame(update); }

function splat(x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]); 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); blit(velocity.write[1]); velocity.swap();

gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.write[1]); density.swap(); }

function multipleSplats(amount) { for (let i = 0; i < amount; i++) { const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; 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) * 10.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; 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) * 10.0; pointer.dy = (touches[i].pageY - pointer.y) * 10.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false);

canvas.addEventListener('mousedown', () => { pointers[0].down = true; pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; });

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 = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];

} });

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; });

<canvas></canvas>
Vadym
  • 11
  • 1
    какая у Вас видео карта? – Stranger in the Q Jul 18 '19 at 07:18
  • Спасибо за вопрос. Я просто пишу на python, js знаю очень слабо. У меня видеокарта встроенная. Но вопрос в том, можно ли реализовать WebGL чтобы он нормально работал на любых видеокартах, хоть и встроенных. Или нужно реализовать на чем-то другом? – Vadym Jul 18 '19 at 07:30
  • простенькие вычисления или сцены потянет и встроенная видяха, но пропасть между какой нибудь занюханной gtx1050ti и встроенной интеловской карточкой огромная - больше чем в 20 раз если брать количество вычислительных юнитов внутри нее. а про 1080 подумать страшно – Stranger in the Q Jul 18 '19 at 07:41
  • что делает этот ваш код? – Stranger in the Q Jul 18 '19 at 07:42
  • Реализует fluid simulation на все окно страницы – Vadym Jul 18 '19 at 07:44
  • слишком мало мощности для этого :) оно медленно или просто греется сильно? – Stranger in the Q Jul 18 '19 at 07:46
  • греется сильно! – Vadym Jul 18 '19 at 07:50
  • я так понимаю у вас ноутбук? обычно не игровые ноуты не достаточно охлаждаются чтобы по полной грузить видяху, считайте что вы запустили приличную слвременную игру. – Stranger in the Q Jul 18 '19 at 07:54
  • а сеиппет из этого ответа наверное еще хуже будет :) https://ru.stackoverflow.com/a/927012/188366 – Stranger in the Q Jul 18 '19 at 07:56
  • Да, у меня ноутбук. Это просто сайт и на него будут заходить и другие юзеры, нужно чтобы код отрабатывал нормально, независимо от видеокарты. – Vadym Jul 18 '19 at 07:59
  • тогда придется отказаться от использования webgl – Stranger in the Q Jul 18 '19 at 08:08
  • Ясно) Спасибо большое! – Vadym Jul 18 '19 at 08:10

0 Answers0