diff options
| -rw-r--r-- | src/main.cc | 20 | ||||
| -rw-r--r-- | src/shader/code/collide.glsl | 23 | 
2 files changed, 24 insertions, 19 deletions
| diff --git a/src/main.cc b/src/main.cc index 067af40..c19b32d 100644 --- a/src/main.cc +++ b/src/main.cc @@ -23,10 +23,10 @@  #include "timer.h" -constexpr GLuint nX = 256; -constexpr GLuint nY = 256; +constexpr GLuint nX = 512; +constexpr GLuint nY = 512; -constexpr int lups = 30; // max lattice updates per second +constexpr int lups = 50; // max lattice updates per second  float getWorldHeight(int window_width, int window_height, float world_width) {  	return world_width / window_width * window_height; @@ -56,7 +56,7 @@ int renderWindow() {  		return -1;  	} -	float world_width  = 2*nX; +	float world_width  = 1.5*nX;  	float world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);  	glm::mat4 MVP = getMVP(world_width,  world_height); @@ -123,13 +123,11 @@ int renderWindow() {  					auto guard = collide_shader->use();  					const auto m = window.getMouse(); -					collide_shader->setUniform("mouseClicked", std::get<0>(m)); -					collide_shader->setUniform("mouseX", int( -						float(std::get<1>(m)) / window.getWidth() * world_width + nX/2-1 -					)); -					collide_shader->setUniform("mouseY", int( -						float(std::get<2>(m)) / window.getHeight() * world_height + nY/2 -					)); +					const float latticeMouseX = float(std::get<1>(m)) / window.getWidth()  * world_width  + nX/2; +					const float latticeMouseY = float(std::get<2>(m)) / window.getHeight() * world_height + nY/2; + +					collide_shader->setUniform("mouseState", std::get<0>(m)); +					collide_shader->setUniform("mousePos", latticeMouseX, latticeMouseY);  					collide_shader->dispatch(nX, nY);  				} diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 2626c70..75bfd35 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,9 +7,10 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; };  layout (std430, binding=2) buffer bufferStream{  float streamCells[]; };  layout (std430, binding=3) buffer bufferFluid{   float fluidCells[]; }; -uniform int mouseClicked; -uniform int mouseX; -uniform int mouseY; +/// external influence + +uniform int  mouseState; +uniform vec2 mousePos;  /// LBM constants @@ -97,6 +98,16 @@ vec2 velocity(uint x, uint y, float d) {  	);  } +/// Determine external influence + +float getExternalPressureInflux(uint x, uint y) { +	if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 4 ) { +		return 1.5; +	} else { +		return 0.0; +	} +} +  /// Actual collide kernel  void main() { @@ -107,11 +118,7 @@ void main() {  		return;  	} -	float d = density(x,y); -	if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) { -		d = 1.5; -	} - +	const float d = max(getExternalPressureInflux(x,y), density(x,y));  	const vec2  v = velocity(x,y,d);  	setFluid(x,y,v,d); | 
