diff options
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 39 | ||||
-rw-r--r-- | src/shader/code/stream.glsl | 22 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 2 | ||||
-rw-r--r-- | src/shader/wrap/compute_shader.cc | 12 | ||||
-rw-r--r-- | src/shader/wrap/compute_shader.h | 3 |
5 files changed, 54 insertions, 24 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 67e762b..90af535 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -2,34 +2,43 @@ static const std::string COLLIDE_SHADER_CODE = R"( #version 430 layout (local_size_x = 1, local_size_y = 1) in; + 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 uint nX; +uniform uint nY; + +const uint q = 9; +const float omega = 0.6; + +const float velocityDisplayScalar = 500.; + float get(uint x, uint y, int i, int j) { - return collideCells[9*128*y + 9*x + (i+1)*3 + j+1]; + return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; } void set(uint x, uint y, int i, int j, float v) { - collideCells[9*128*y + 9*x + (i+1)*3 + j+1] = v; + collideCells[q*nX*y + q*x + (i+1)*3 + j+1] = v; } void setFluid(uint x, uint y, vec2 v, float d) { - fluidCells[3*128*y + 3*x + 0] = float(x)-64. + 10.*v.x; - fluidCells[3*128*y + 3*x + 1] = float(y)-64. + 10.*v.y; - fluidCells[3*128*y + 3*x + 2] = d; + fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2 + velocityDisplayScalar*v.x; + fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2 + velocityDisplayScalar*v.y; + fluidCells[3*nX*y + 3*x + 2] = d; } float density(uint x, uint y) { - return collideCells[9*128*y + 9*x + 0] - + collideCells[9*128*y + 9*x + 1] - + collideCells[9*128*y + 9*x + 2] - + collideCells[9*128*y + 9*x + 3] - + collideCells[9*128*y + 9*x + 4] - + collideCells[9*128*y + 9*x + 5] - + collideCells[9*128*y + 9*x + 6] - + collideCells[9*128*y + 9*x + 7] - + collideCells[9*128*y + 9*x + 8]; + return collideCells[q*nX*y + q*x + 0] + + collideCells[q*nX*y + q*x + 1] + + collideCells[q*nX*y + q*x + 2] + + collideCells[q*nX*y + q*x + 3] + + collideCells[q*nX*y + q*x + 4] + + collideCells[q*nX*y + q*x + 5] + + collideCells[q*nX*y + q*x + 6] + + collideCells[q*nX*y + q*x + 7] + + collideCells[q*nX*y + q*x + 8]; } vec2 velocity(uint x, uint y, float d) { @@ -77,8 +86,6 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; - const float omega = 0.6; - const float d = density(x,y); const vec2 v = velocity(x,y,d); diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 7dd5ba8..147b49b 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -2,29 +2,43 @@ static const std::string STREAM_SHADER_CODE = R"( #version 430 layout (local_size_x = 1, local_size_y = 1) in; + layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; }; layout (std430, binding=2) buffer bufferStream{ float streamCells[]; }; +uniform uint nX; +uniform uint nY; + +const uint q = 9; + float get(uint x, uint y, int i, int j) { - return collideCells[9*128*y + 9*x + (i+1)*3 + j+1]; + return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; } void set(uint x, uint y, int i, int j, float v) { - streamCells[9*128*y + 9*x + (i+1)*3 + j+1] = v; + streamCells[q*nX*y + q*x + (i+1)*3 + j+1] = v; } void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; - if ( x != 0 && x != 128-1 && y != 0 && y != 128-1 ) { + if ( x != 0 && x != nX-1 && y != 0 && y != nY-1 ) { for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { set(x+i,y+j,i,j, get(x,y,i,j)); } } } else { - + for ( int i = -1; i <= 1; ++i ) { + for ( int j = -1; j <= 1; ++j ) { + if ( (x > 0 || i >= 0) && x+i <= nX-1 && (y > 0 || j >= 0) && y+j <= nY-1 ) { + set(x+i,y+j,i,j, get(x,y,i,j)); + } else { + set(x,y,i*(-1),j*(-1), get(x,y,i,j)); + } + } + } } } )"; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 4c307d8..0eccad4 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -3,6 +3,6 @@ uniform mat4 MVP; void main() { gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); - gl_FrontColor = vec4(1., 0., 0., 0.); + gl_FrontColor = gl_Vertex.z * vec4(1., 0., 0., 0.); } )"; diff --git a/src/shader/wrap/compute_shader.cc b/src/shader/wrap/compute_shader.cc index c90c370..ab5d4c4 100644 --- a/src/shader/wrap/compute_shader.cc +++ b/src/shader/wrap/compute_shader.cc @@ -40,12 +40,20 @@ GLuint ComputeShader::setUniform(const std::string& name, float x, float y) cons return id; } +GLuint ComputeShader::setUniform(const std::string& name, unsigned int value) const { + GLuint id = util::getUniform(_id, name); + glUniform1ui(id, value); + return id; +} + void ComputeShader::workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const { glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferA); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bufferB); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bufferC); } -void ComputeShader::dispatch() const { - glDispatchCompute(128, 128, 1); +void ComputeShader::dispatch(GLuint nX, GLuint nY) const { + setUniform("nX", nX); + setUniform("nY", nY); + glDispatchCompute(nX, nY, 1); } diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h index 74c8270..816b925 100644 --- a/src/shader/wrap/compute_shader.h +++ b/src/shader/wrap/compute_shader.h @@ -26,7 +26,8 @@ public: bool isGood() const; GLuint setUniform(const std::string& name, float x, float y) const; + GLuint setUniform(const std::string& name, unsigned int value) const; void workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const; - void dispatch() const; + void dispatch(GLuint nX, GLuint nY) const; }; |