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// config.rs - Simulation configuration parameters
#[derive(Debug, Clone)]
pub struct FluidConfig {
pub sim_resolution: u32,
pub dye_resolution: u32,
pub density_dissipation: f32,
pub velocity_dissipation: f32,
pub pressure: f32,
pub pressure_iterations: u32,
pub curl: f32,
pub splat_radius: f32,
pub splat_force: f32,
pub shading: bool,
pub colorful: bool,
pub color_update_speed: f32,
pub brightness_min: f32,
pub brightness_max: f32,
pub paused: bool,
pub back_color: [f32; 3],
pub back_alpha: f32,
pub bloom: bool,
pub bloom_iterations: u32,
pub bloom_resolution: u32,
pub bloom_intensity: f32,
pub bloom_threshold: f32,
pub bloom_soft_knee: f32,
pub sunrays: bool,
pub sunrays_resolution: u32,
pub sunrays_weight: f32,
pub capture_resolution: u32,
// ── Bloom advanced ──────────────────────────────────────
/// Bloom color tint multiplier. [1,1,1] = white (original).
pub bloom_color_tint: [f32; 3],
/// Bloom HDR brightness power.
/// 1.0 = linear (original), 2.0 = brighter/diffuse, 0.5 = darker/tighter.
pub bloom_hdr_power: f32,
/// Global exposure factor before tone mapping.
/// 1.0 = original, 2.0 = twice as bright (allows "infinite" brightness).
pub tone_map_exposure: f32,
/// Sunrays scatter exposure (original hardcoded 0.7).
pub sunrays_exposure: f32,
/// Sunrays decay rate (original hardcoded 0.95).
pub sunrays_decay: f32,
}
impl Default for FluidConfig {
fn default() -> Self {
Self::js_defaults()
}
}
impl FluidConfig {
/// 与原版 JS PavelDoGreat/WebGL-Fluid-Simulation 完全一致的默认参数。
/// 新增参数取中性值,使渲染行为与 JS 版本像素级对齐。
pub fn js_defaults() -> Self {
Self {
// ── 模拟参数(直接来自 JS config 对象)────────────────────
sim_resolution: 128,
dye_resolution: 1024,
capture_resolution: 512,
density_dissipation: 1.0,
velocity_dissipation: 0.2,
pressure: 0.8,
pressure_iterations: 20,
curl: 30.0,
splat_radius: 0.25, // JS: 0.25(传入前除以100再correctRadius)
splat_force: 6000.0,
// ── 颜色参数 ───────────────────────────────────────────────
shading: true,
colorful: true,
color_update_speed: 10.0,
// JS generateColor(): HSV(rand,1,1)*0.15,固定亮度 0.15
// 设 min=max=0.15 使 Rust 版颜色生成与 JS 完全一致
brightness_min: 0.15,
brightness_max: 0.15,
paused: false,
// ── 背景(JS: BACK_COLOR={r:0,g:0,b:0}, TRANSPARENT=false)
back_color: [0.0, 0.0, 0.0],
back_alpha: 1.0, // TRANSPARENT=false → 不透明背景
// ── Bloom(直接来自 JS config 对象)──────────────────────
bloom: true,
bloom_iterations: 8,
bloom_resolution: 256,
bloom_intensity: 0.8,
bloom_threshold: 0.6,
bloom_soft_knee: 0.7,
// ── Sunrays(直接来自 JS config 对象)────────────────────
sunrays: true,
sunrays_resolution: 196,
sunrays_weight: 1.0,
// ── 新增参数:中性值,渲染行为与 JS 原版完全一致 ───────────
// JS display shader 无此概念,[1,1,1] = 不改变 bloom 颜色
bloom_color_tint: [1.0, 1.0, 1.0],
// JS display shader 无此概念,1.0 = 线性叠加,不做 pow 变换
bloom_hdr_power: 1.0,
// JS display shader 无此概念,1.0 = 不做额外曝光
tone_map_exposure: 1.0,
// JS sunraysShader 硬编码:float Exposure = 0.7(line 704)
sunrays_exposure: 0.7,
// JS sunraysShader 硬编码:float Decay = 0.95(line 703)
sunrays_decay: 0.95,
}
}
}