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<!DOCTYPE html>
<html lang="en-US" dir="ltr" class="redesign no-js">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=Chrome">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="robots" content="index, follow">
<!-- common social tags -->
<meta property="og:type" content="website">
<meta property="og:image" content="https://developer.mozilla.org/media/img/opengraph-logo.png">
<meta property="og:site_name" content="Mozilla Developer Network">
<meta name="twitter:card" content="summary">
<meta name="twitter:image" content="https://developer.mozilla.org/media/img/opengraph-logo.png">
<meta name="twitter:site" content="@NewOnMDN">
<meta name="twitter:creator" content="@NewOnMDN">
<link rel="stylesheet" type="text/css" href="styles/default/slider.css">
<script id="functions" src="./Shaders/include/functions.glsl" type="shader/fragment"></script>
<script id="structs" src="./Shaders/include/structs.glsl" type="shader/fragment"></script>
<script id="pbr" src="./Shaders/include/pbr.glsl" type="shader/fragment"></script>
<script id="defines" src="./Shaders/include/defines.glsl" type="shader/fragment"></script>
<script id="sdfunctions" src="./Shaders/include/sdfunctions.glsl" type="shader/fragment"></script>
<script id="ubCamera" src="./Shaders/include/uniformBuffers/ubCamera.glsl" type="shader/fragment"></script>
<script id="ubLight" src="./Shaders/include/uniformBuffers/ubLight.glsl" type="shader/fragment"></script>
<script id="ubMaterial" src="./Shaders/include/uniformBuffers/ubMaterial.glsl" type="shader/fragment"></script>
<script id="ubModel" src="./Shaders/include/uniformBuffers/ubModel.glsl" type="shader/fragment"></script>
<script id="simpleVS" src="./Shaders/simple.vs.glsl" type="shader/vertex"></script>
<script id="simpleFS" src="./Shaders/simple.fs.glsl" type="shader/fragment"></script>
<script id="pbr_shader" src="./Shaders/pbr_shader.fs.glsl" type="shader/fragment"></script>
<script id="skybox_shader" src="./Shaders/skybox.fs.glsl" type="shader/fragment"></script>
<script id="backbuffer_shader" src="./Shaders/backbuffer.fs.glsl" type="shader/fragment"></script>
<script id="deferred_opaque_shader" src="./Shaders/deferred_opaque_shader.fs.glsl" type="shader/fragment"></script>
<script id="deferred_BcNAoRSMt" src="./Shaders/deferred_BcNAoRSMt.fs.glsl" type="shader/fragment"></script>
<script id="deferred_skybox" src="./Shaders/deferred_skybox.fs.glsl" type="shader/fragment"></script>
<script id="transparent_shader" src="./Shaders/transparent_shader.fs.glsl" type="shader/fragment"></script>
<script id="atmosphere_shader" src="./Shaders/atmosphere_shader.fs.glsl" type="shader/fragment"></script>
<script id="volume_clouds_shader" src="./Shaders/volume_clouds_fluidsim_shader.glsl" type="shader/fragment"></script>
<script id="volume_clouds_vs" src="./Shaders/volume_clouds_shader.vs.glsl" type="shader/vertex"></script>
<!--
<script id="fluidsim_quad_surface_shader" src="./Shaders/FluidSim/2D/quad_surface.vs.glsl" type="shader/vertex"></script>
<script id="fluidsim_viscosity_shader" src="./Shaders/FluidSim/2D/viscosity_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_advection_shader" src="./Shaders/FluidSim/2D/advection_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_advection_correction_shader" src="./Shaders/FluidSim/2D/advection_correction_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_divergence_shader" src="./Shaders/FluidSim/2D/divergence_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_pressure_shader" src="./Shaders/FluidSim/2D/pressure_calc_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_divfree_velocity_shader" src="./Shaders/FluidSim/2D/divfree_velocity_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_display_shader" src="./Shaders/FluidSim/2D/debug_display.fs.glsl" type="shader/fragment"></script>
-->
<script id="fluidsim_quad_surface_shader" src="./Shaders/FluidSim/3D/quad_surface.vs.glsl" type="shader/vertex"></script>
<script id="fluidsim_viscosity_shader" src="./Shaders/FluidSim/3D/viscosity_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_advection_shader" src="./Shaders/FluidSim/3D/advection_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_advection_correction_shader" src="./Shaders/FluidSim/3D/advection_correction_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_divergence_shader" src="./Shaders/FluidSim/3D/divergence_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_pressure_shader" src="./Shaders/FluidSim/3D/pressure_calc_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_divfree_velocity_shader" src="./Shaders/FluidSim/3D/divfree_velocity_pass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_display_shader" src="./Shaders/FluidSim/3D/debug_display.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_mass_init_shader" src="./Shaders/FluidSim/3D/init_mass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_mass_advect_shader" src="./Shaders/FluidSim/3D/advect_mass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim_mass_advect_correction_shader" src="./Shaders/FluidSim/3D/advect_correction_mass.fs.glsl" type="shader/fragment"></script>
<script id="fluidsim2d_include" src="./Shaders/FluidSim/2D/fluidsim2D_include.glsl" type="shader/fragment"></script>
<script id="fluidsim3d_include" src="./Shaders/FluidSim/3D/fluidsim3D_include.glsl" type="shader/fragment"></script>
<script id="test_3d_texture_render" src="./Shaders/FluidSim/3D/test_3d_texture_render.fs.glsl" type="shader/fragment"></script>
<script id="mipmapVS" src="./Shaders/mipmapgen.vs.glsl" type="shader/vertex"></script>
<script id="3x3MipGenFS" src="./Shaders/3x3MipGen.fs.glsl" type="shader/fragment"></script>
<!-- <script id="navigatorModel" src="./Models/Rock_6.OBJ" type="model/obj"></script> -->
<!--<script id="navigatorModel" src="./Models/quadNT.obj" type="model/obj"></script>-->
<script id="SphereModel" src="./Models/Sphere.obj" type="model/obj"></script>
<script id="navigatorModel" src="./Models/navigatorModel.obj" type="model/obj"></script>
<!-- <img id="txRock_D" src="./Models/Rock_6_D.png" type="tx2D/D" style="display: none;"></img>
<img id="txRock_AoRS" src="./Models/Rock_6_AoRS.png" type="tx2D/AoRS" style="display: none;"></img>
<img id="txRock_N" src="./Models/Rock_6_N.png" type="tx2D/N" style="display: none;"></img> -->
<!-- <img id="txRock_D" src="./Models/gerasy_metal_pan_Bc.png" type="tx2D/D" style="display: none;"></img> -->
<!-- <img id="txRock_AoRS" src="./Models/gerasy_metal_pan_AoRMt.png" type="tx2D/AoRMt" style="display: none;"></img> -->
<img id="txRock_N" src="./Models/gerasy_metal_pan_N.png" type="tx2D/N" style="display: none;"></img>
<!-- <img id="txGlass_AoRS" src="./Models/glass_AoRS.png" type="tx2D/AoRS" style="display: none;"></img> -->
<!-- <img id="txGlass_N" src="./Models/glass_N.png" type="tx2D/N" style="display: none;"></img> -->
<!-- <img id="txAtmosphere" src="./Models/atmosphere.png" type="tx2D/D" style="display: none;"></img> -->
<!-- <img id="txcAmbient_xp" src="./Textures/Ambients/Ambient01_xp.png" -->
<!-- srcset="./Textures/Ambients/Ambient01_xp.png" -->
<!-- style="display: none"></img> -->
<img id="txNoiseRGB" src="./Textures/NoiseFromShaderToy.png" type="tx2D/D" style="display: none;"></img>
<!--<img id="tx128" src="./Textures/128.png"></img>-->
<!-- <img id="tx128" src="./Textures/venice.hdr" style="display: none" type="txC/Amb:128/hdr"></img> -->
<!-- <img id="txBRDF_LUT" src="./Textures/BRDF_LUT.png" style="display: none" type="tx2D/LUT"></img> -->
<script src="./GLExt/GLExt.js" type="module" ></script>
<script src="./main.js" type="script"></script>
</head>
<body style="margin: 0; height: 100%; overflow: hidden; background-color:#333;">
<!-- <img id="reload_shader_btn" onclick="reload_fluidsim_shader()" title="fluidsim shaders" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('deferred_opaque_shader')" title="deferred_opaque_shader" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('transparent_shader')" title="transparent_shader" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('volume_clouds_shader')" title="volume_clouds_shader" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('volume_clouds_vs')" title="volume_clouds_vs" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('simpleFS')" title="simpleFS" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_shader_btn" onclick="reload_shader('deferred_skybox')" title="deferred_skybox" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_texture_btn" onclick="reload_texture('txGlass_AoRS')" title="txGlass_AoRS" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_texture_btn" onclick="reload_texture('txGlass_N')" title="txGlass_N" src="./misc/reload_ico.png"></img> -->
<!-- <img id="reload_texture_btn" onclick="reload_texture('txNoiseRGB')" title="txNoiseRGB" src="./misc/reload_ico.png"></img> -->
<div>
<div style="background-color:#333;">
<canvas id="glcanvas" width="640" height="480" style="border-radius: 5%;">
Your browser doesn't appear to support the HTML5 <code><canvas></code> element.
</canvas>
<div id="barriermove_kvadrat" style="cursor: move; background-color:#55aaff00; width:128px; height:128px; position:absolute"></div>
<div id="lightmove_kvadrat" style="cursor: move; background-color:#aaff5500; width:16px; height:16px; position:absolute"></div>
</div>
<div style="position: absolute; top: 32px; right: 32px; margin-right:25%;">
<p style="font-family:verdana; color:white;" id="label_FPS">0</p>
<!-- <p style="font-family:verdana; color:white;">FPS</p> -->
<!-- <div class="slidecontainer" title="FPS">
<input type="range" min="0" max="10" value="10" class="slider" id="fps_slider">
</div> -->
<br>
<p style="font-family:verdana; color:white; font-size:75%;" >
You can move the sphere and light source with left mouse button.<br>
Left mouse button also controls the view.<br>
Middle mouse (scroll) button zooms the view.<br>
</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%;" >
Kugla i svjetlo se mogu pomicati sa lijevom tipkom miša.<br>
Lijeva tipka miša kontrolira i pogled.<br>
Srednja tipka (scroll) miša približava/udaljuje pogled.<br>
</p> -->
<div style="display: flex;">
<p style="font-family:verdana; color:white;" >Quality: </p>
<select id="select_Quality" onchange="on_shader_define_changed('volume_clouds_shader','select_Quality','Quality_Auto', null)" style=" height: 22px; transform: translate(10%, 65%);">
<option value="Quality_Auto">Auto</option>
<option value="Quality_High">High</option>
<option value="Quality_Med">Medium</option>
<option value="Quality_Low">Low</option>
<option value="Quality_UltraLow">UltraLow</option>
</select>
</div>
<!-- <p style="font-family:verdana; color:white; font-size:75%;">Changing to higher quality might affect performace</p> -->
<div style="display: flex;">
<p style="font-family:verdana; color:white;">ViewMode: </p>
<select id="select_Debug" onchange="on_shader_define_changed('volume_clouds_shader','select_Debug','Off', '_DEBUG')" style=" height: 22px; transform: translate(10%, 65%);">
<option value="Off">Off</option>
<option value="_DEBUG_Clouds_StepCount">RayMarch_StepCount</option>
<option value="_DEBUG_Display_Velocity">Display_Velocity</option>
<option value="_DEBUG_Display_VelocitySize">Display_VelocitySize</option>
<option value="_DEBUG_Display_Pressure">Display_Pressure</option>
<option value="_DEBUG_Display_Divergence">Display_Divergence</option>
<!-- <option value="_DEBUG_SDF_Density">SDF_Density</option>
<option value="_DEBUG_SDF_Display_Normals">SDF_SurfaceNormal</option>
<option value="_DEBUG_SDF_StepCount">SDF_StepCount</option>
<option value="_DEBUG_SDF_NormalCalcCount">SDF_NormalCount</option>
<option value="_DEBUG_SDF_StepCountAndNormalCalcCount">SDF_StepNormalCount</option> // stare opcije za volume_clouds_shader.glsl -->
<!-- <option value="_DEBUG_SDF_TDistance 1">SDF_TDist</option> // ne radi zbog razmaka, kod provjere ima li taj define ne pronalazi ga zbog splitanja razmaka -->
</select>
</div>
<!-- <div style="display: flex;"> // ovo enejblat kada se koristi fluidsim.Display() umjesto standardnog renderiranja
<p style="font-family:verdana; color:white;" >FluidSim: </p>
<select id="select_FluidSimDisplay" onchange="on_fluidsim_shader_define_changed('select_FluidSimDisplay','Display_Velocity', null)" style=" height: 22px; transform: translate(10%, 65%);">
<option value="_DEBUG_Display_Velocity">Display_Velocity</option>
<option value="_DEBUG_Display_VelocitySize">Display_VelocitySize</option>
<option value="_DEBUG_Display_Pressure">Display_Pressure</option>
<option value="_DEBUG_Display_Divergence">Display_Divergence</option>
</select>
</div> -->
<div class="slidecontainer" title="brightness">
<input type="range" min="1" max="100" value="35" class="slider" id="fluidsim_brightness_slider">
<!-- <p>Value: <span id="demo"></span></p> -->
<p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">brightness slider (for ViewModes)</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">brightness slider (za ViewModes)</p> -->
</div>
<div class="slidecontainer" title="pressure iteration count">
<input type="range" min="1" max="125" value="14" class="slider" id="fluidsim_pressure_iteration_count_slider">
<p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">pressure iteration slider</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">pressure iteration slider</p> -->
</div>
<div class="slidecontainer" title="viscosity">
<input type="range" min="5" max="90" value="15" class="slider" id="fluidsim_viscosity_slider">
<p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">fluid viscosity slider</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%; transform: translate(5%, -25%);">slider za viskoznost fluida</p> -->
</div>
<!-- <div class="slidecontainer" title="light intensity">
<input type="range" min="0" max="100" value="10" class="slider" id="light_intensity_slider">
</div>
<p style="font-family:verdana; color:white; font-size:75%;">light intensity slider</p>
-->
<br/>
<button id="pause_fluidsim", onclick="on_fluidsim_pause()" style="transform: translate(50%, 0%);">Pause FluidSim</button>
<p style="font-family:verdana; color:white; font-size:75%;">Toggles simulation on/off. Sphere is not movable if the sim is off.</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%;">Zaustavlja/nastavlja simulaciju. Sfera se ne može micati ako je sim zaustavljena.</p> -->
<button id="reset_fluidsim", onclick="on_fluidsim_reset()" style="transform: translate(50%, 0%);">Reset FluidSim</button>
<p style="font-family:verdana; color:white; font-size:75%;">Resets the simulation to start condition, but the sphere keeps its position.</p>
<!-- <p style="font-family:verdana; color:white; font-size:75%;">Postavlja simulaciju u startni položaj, no sfera zadržava trenutnu poziciju.</p> -->
<!-- <button id="toggle_fb_fluidsim", onclick="on_fluidsim_toggle_framebuffer()" style="transform: translate(25%, 0%);"></button>
<p style="font-family:verdana; color:white; font-size:75%;">Toggle FluidSim multiple or single framebuffer usage.</p> -->
<!-- <p style="font-family:verdana; color:white; font-size:75%;">Toggla FluidSim korištenje više ili jednog framebuffer.</p> -->
<!-- <p style="font-family:verdana; color:white; font-size:100%;" >
Simulacija interakcije fluida sa solidnim objektom<br>
</p>
<p style="font-family:verdana; color:white; font-size:75%;" >
Kugla se može pomicati držanjem lijeve tipke miša<br>
Lijeva tipka miša također služi i za rotiranje pogleda<br>
Kolut miša približava/udaljuje pogled<br>
<br>
Pritiskom na "Pause FluidSim" pauzira se simulacija.<br>
Kugla se tada ne može micati no pogled se može mijenjati.<br>
Pritiskom na "Reset FluidSim" simulacija se vraća u <br>
početno stanje, no kugla i dalje ostaje na istoj poziciji.<br>
<br>
Odabirom "Quality" mijenja se kvaliteta prikaza (no ne i simulacije).<br>
Ako je prikaz zahtjevan za računalo, smanjenje kvalitete može pomoći.<br>
Odabirom "Debug" mijenja se prikaz različitih "varijabli" simulacije.<br>
<br>
Prvi slider kontrolira jačinu prikaza za "Debug" varijable.<br>
Drugi slider određuje broj koraka korekcije pritiska.<br>
Ako je simulacija zahtjevna za računalo, smanjenje koraka korekcije<br>
može pomoći.<br>
Treći slider određuje viskoznost fluida.<br>
</p> -->
<!-- <p style="font-family:verdana; color:white; font-size:100%;" >
Simulation of interaction between fluid and solid object<br>
</p>
<p style="font-family:verdana; color:white; font-size:75%;" >
You can move the sphere with left mouse button.<br>
Left mouse button can also change the view.<br>
Middle mouse (scroll) button zooms the view.<br>
<br>
By pressing "Pause FluidSim" the simulation is paused.<br>
Sphere isn't movable then, but the view is.<br>
By pressing "Reset FluidSim" the simulation is reset<br>
to it's start state, but the sphere will remain at current location.<br>
<br>
By changing "Quality" setting the quality of display is changed.<br>
If the display is heavy on the computer changing quality might help.<br>
By changing "Debug" setting different views of the simulation<br>
will be displayed.<br>
<br>
First slider controls the brightness for the "Debug" views.<br>
Second slider defines the number of iterations for pressure correction.<br>
If the simulation is heavy on the computer decreasing second slider might help<br>
Third slider defines the viscosity of the fluid.
</p> -->
</div>
</div>
<!-- <div id="debug_kvadrat" style="background-color:#55aaff; width:128px; height:128px; position:absolute"></div> -->
<script type="module">
import { main, recompileShader, reloadTexture, onShaderDefineChanged, SetAutoQualitySelection, ReloadFluidSimShaders, FluidSimDisplayChanged, FluidSimSetKinematicViscosity, FluidSimReset, FluidSimTogglePause, FluidSimToggleFramebuffer } from "./main_volumetric.js";
import { fetchImage } from "./GLExt/glTexture.js";
function wait(ms){ const start = performance.now(); while(performance.now() - start < ms); }
var extern_files_list = ["functions", "structs", "pbr", "defines", "sdfunctions", "ubCamera", "ubLight", "ubMaterial", "ubModel",
"simpleVS", "simpleFS", "pbr_shader", "skybox_shader", "backbuffer_shader", "SphereModel", "deferred_opaque_shader", "deferred_BcNAoRSMt", "deferred_skybox", "transparent_shader",
"atmosphere_shader", "volume_clouds_shader", "volume_clouds_vs", "navigatorModel", "mipmapVS", "3x3MipGenFS",
];//, "tx128"
var fluidsim_shader_files_list = ["fluidsim3d_include", "fluidsim3d_include", "fluidsim_quad_surface_shader", "fluidsim_viscosity_shader", "fluidsim_advection_shader", "fluidsim_advection_correction_shader",
"fluidsim_divergence_shader", "fluidsim_pressure_shader", "fluidsim_divfree_velocity_shader", "fluidsim_display_shader", "fluidsim_mass_init_shader", "fluidsim_mass_advect_shader", "fluidsim_mass_advect_correction_shader", "test_3d_texture_render"];
var extern_files_loaded_number = 0;
function onExternFileLoadFinish(){
++extern_files_loaded_number;
if(extern_files_loaded_number >= extern_files_list.length){
main();
}
}
function fetchDefaultFile(obj, onLoadFinish){
fetch(obj.src).then(
function(response){
response.text().then(
function(text){
obj.text = text;
onLoadFinish();
}
);
}
);
}
function extractTypeFromOuterHTML(obj){
var strArray = obj.outerHTML.split("type");
if(strArray.length < 2) return false;
var strTypeArray = strArray[1].split("\"");
if(strTypeArray.length < 2) return false;
obj.type = strTypeArray[1]; return true;
}
function fetchAndStore(id){
var obj = document.getElementById(id);
if(obj == null) alert("fetchAndStore() obj == null, id == " + id);
if(typeof obj.type === 'undefined' || obj.type == null)
extractTypeFromOuterHTML(obj);
switch(obj.tagName){
default: fetchDefaultFile(obj, onExternFileLoadFinish); break;
case "IMG": fetchImage(obj, onExternFileLoadFinish); break;
}
}
function LoadAllExternFiles(){
//dodajemo fileove sa odvojene liste
extern_files_list = extern_files_list.concat(fluidsim_shader_files_list);
extern_files_loaded_number = 0;
for(var i = 0; i < extern_files_list.length; ++i){
fetchAndStore(extern_files_list[i]);
}
}
function delayedMain(){
if(extern_files_loaded_number >= extern_files_list.length){
main(); }
else{
setTimeout(delayedMain,1000); }
}
function fetchTextFile(obj, callback){
if(typeof obj === 'string'){
var id = obj;
obj = document.getElementById(id);
if(obj == null) alert("fetchTextFile() obj == null, id == " + id);
if(typeof obj.type === 'undefined' || obj.type == null)
extractTypeFromOuterHTML(obj);
}
var header = new Headers();
header.append('pragma', 'no-cache');
header.append('cache-control', 'no-cache');
var init = { method: 'GET', headers: header, };
fetch(obj.src, init).then(
function(response){
response.text().then(
function(text){
obj.text = text;
callback(obj.id);
}
);
}
);
}
window.reload_shader = function reload_shader(id){
var obj = document.getElementById(id);
if(obj == null) alert("fetchAndStore() obj == null, id == " + id);
if(typeof obj.type === 'undefined' || obj.type == null)
extractTypeFromOuterHTML(obj);
var header = new Headers();
header.append('pragma', 'no-cache');
header.append('cache-control', 'no-cache');
var init = { method: 'GET', headers: header, };
fetch(obj.src, init).then(
function(response){
response.text().then(
function(text){
obj.text = text;
recompileShader(id);
}
);
}
);
}
window.reload_texture = function reload_texture(id){
var obj = document.getElementById(id);
var header = new Headers();
header.append('pragma', 'no-cache');
header.append('cache-control', 'no-cache');
var init = { method: 'GET', headers: header, };
obj.onload = function(){ reloadTexture(id); }
var str = obj.src.split('?reload=')[0];
obj.src = str + "?reload=" + new Date().getTime();
}
window.on_shader_define_changed = function on_shader_define_changed(shader_name, select_element_id, default_value, additional_define){
if(select_element_id == "select_Quality"){
var select_element = document.getElementById(select_element_id);
if(select_element == null) return;
if(select_element.value == "Quality_Auto"){
SetAutoQualitySelection(true); return;
}
else{
SetAutoQualitySelection(false);
}
}
onShaderDefineChanged(shader_name, select_element_id, default_value, additional_define);
}
window.reload_fluidsim_shader = function reload_fluidsim_shader(){
var reload_count = 0;
for(var i = 0; i < fluidsim_shader_files_list.length; ++i){
fetchTextFile(fluidsim_shader_files_list[i],
function(id){
++reload_count;
if(reload_count == fluidsim_shader_files_list.length){
ReloadFluidSimShaders();
}
}
);
}
}
window.on_fluidsim_shader_define_changed = function on_fluidsim_shader_define_changed(select_element_id, default_value, additional_define){
FluidSimDisplayChanged(select_element_id, default_value, additional_define);
}
/*window.on_kinematic_viscosity_changed = function on_kinematic_viscosity_changed(id){
FluidSimSetKinematicViscosity(id);
}*/
function InitKinematicViscosityEventListener(){
var obj = document.getElementById("kinematic_viscosity");
if(obj == null) return;
obj.addEventListener("keyup", function(event){
event.preventDefault();
if(event.keyCode === 13){//enter
FluidSimSetKinematicViscosity("kinematic_viscosity");
}
}
);
}
window.on_fluidsim_reset = function on_fluidsim_reset(){
FluidSimReset();
}
window.on_fluidsim_pause = function on_fluidsim_pause(){
var bPaused = FluidSimTogglePause();
var button = document.getElementById("pause_fluidsim");
if(button == null) return;
if(bPaused == true)
button.innerHTML = "Resume FluidSim";
else
button.innerHTML = "Pause FluidSim";
}
window.on_fluidsim_toggle_framebuffer = function on_fluidsim_toggle_framebuffer(){
FluidSimToggleFramebuffer();
}
//-------------------------------------------------------------------------------------------
//Window onload
//-------------------------------------------------------------------------------------------
window.onload = function(){
InitKinematicViscosityEventListener();
LoadAllExternFiles();
}
//-------------------------------------------------------------------------------------------
</script>
<!-- <textarea id="kinematic_viscosity" style="width:48px; height:16px;" onchange="on_kinematic_viscosity_changed('kinematic_viscosity')"> 1.0 </textarea> -->
<!-- <input id="kinematic_viscosity" style="width:48px; height:16px;" value="1.0"></input> zamjenjeno sliderom -->
<br/>
<textarea id="debug_text" style="display: none; width:768px; height:2048px;"> </textarea>
</body>