1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
|
#include <memory>
#include <algorithm>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "glfw/guard.h"
#include "glfw/window.h"
#include "buffer/vertex/fluid_cell_buffer.h"
#include "buffer/vertex/lattice_cell_buffer.h"
#include "shader/wrap/graphic_shader.h"
#include "shader/wrap/compute_shader.h"
#include "shader/code/geometry.glsl"
#include "shader/code/vertex.glsl"
#include "shader/code/fragment.glsl"
#include "shader/code/interact.glsl"
#include "shader/code/collide.glsl"
#include "shader/code/stream.glsl"
#include "timer.h"
constexpr GLuint nX = 256;
constexpr GLuint nY = 128;
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;
}
glm::mat4 getMVP(float world_width, float world_height) {
const glm::mat4 projection = glm::ortho(
-(world_width/2), world_width/2,
-(world_height/2), world_height/2,
0.1f, 100.0f
);
const glm::mat4 view = glm::lookAt(
glm::vec3(0,0,1),
glm::vec3(0,0,0),
glm::vec3(0,1,0)
);
return projection * view;
}
int setupGeometry(int x, int y) {
if ( x == 0 || y == 0 || x == nX-1 || y == nY-1 ) {
return 0; // disable end of world
}
if ( (x == 1 || x == nX-2) && (y > 0 && y < nY-1) ) {
if ( x == 1 && y > nY/4 && y < 3*nY/4 ) {
return 5; // inflow
}
if ( x == nX-2 && y > nY/4 && y < 3*nY/4 ) {
return 6; // outflow
}
return 2; // bounce back outer walls
}
if ( (y == 1 || y == nY-2) && (x > 0 && x < nX-1) ) {
return 2; // bounce back outer walls
}
return 1; // everything else shall be bulk fluid
}
int renderWindow() {
Window window("compustream");
if ( !window.isGood() ) {
std::cerr << "Failed to open GLFW window." << std::endl;
return -1;
}
float world_width = 1*nX;
float world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);
glm::mat4 MVP = getMVP(world_width, world_height);
std::unique_ptr<GraphicShader> scene_shader;
std::unique_ptr<LatticeCellBuffer> lattice_a;
std::unique_ptr<LatticeCellBuffer> lattice_b;
std::unique_ptr<FluidCellBuffer> fluid;
std::unique_ptr<ComputeShader> interact_shader;
std::unique_ptr<ComputeShader> collide_shader;
std::unique_ptr<ComputeShader> stream_shader;
window.init([&]() {
scene_shader = std::make_unique<GraphicShader>(
VERTEX_SHADER_CODE, GEOMETRY_SHADER_CODE, FRAGMENT_SHADER_CODE);
lattice_a = std::make_unique<LatticeCellBuffer>(nX, nY);
lattice_b = std::make_unique<LatticeCellBuffer>(nX, nY);
fluid = std::make_unique< FluidCellBuffer>(nX, nY, setupGeometry);
interact_shader = std::make_unique<ComputeShader>(INTERACT_SHADER_CODE);
collide_shader = std::make_unique<ComputeShader>(COLLIDE_SHADER_CODE);
stream_shader = std::make_unique<ComputeShader>(STREAM_SHADER_CODE);
});
if ( !interact_shader->isGood() || !collide_shader->isGood() || !stream_shader->isGood() ) {
std::cerr << "Compute shader error." << std::endl;
return -1;
}
auto last_frame = timer::now();
bool update_lattice = true;
bool tick = true;
auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE);
int prevMouseState = 0;
float prevLatticeMouseX;
float prevLatticeMouseY;
int currMouseState = 0;
float currLatticeMouseX;
float currLatticeMouseY;
auto tick_buffers = { lattice_a->getBuffer(), lattice_b->getBuffer(), fluid->getBuffer() };
auto tock_buffers = { lattice_b->getBuffer(), lattice_a->getBuffer(), fluid->getBuffer() };
window.render([&](bool window_size_changed) {
if ( pause_key.wasClicked() ) {
update_lattice = !update_lattice;
}
if ( window_size_changed ) {
world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);
MVP = getMVP(world_width, world_height);
}
if ( update_lattice ) {
if ( timer::millisecondsSince(last_frame) >= 1000/lups ) {
if ( tick ) {
collide_shader->workOn(tick_buffers);
stream_shader->workOn(tick_buffers);
interact_shader->workOn(tick_buffers);
tick = false;
} else {
collide_shader->workOn(tock_buffers);
stream_shader->workOn(tock_buffers);
interact_shader->workOn(tock_buffers);
tick = true;
}
/// Update mouse projection
{
const auto m = window.getMouse();
prevMouseState = currMouseState;
prevLatticeMouseX = currLatticeMouseX;
prevLatticeMouseY = currLatticeMouseY;
currMouseState = std::get<0>(m);
currLatticeMouseX = float(std::get<1>(m)) / window.getWidth() * world_width + nX/2;
currLatticeMouseY = float(std::get<2>(m)) / window.getHeight() * world_height + nY/2;
}
/// Handle mouse-based interaction
if ( currMouseState != 0 || prevMouseState != 0 ) {
auto guard = interact_shader->use();
interact_shader->setUniform("influxRequested", currMouseState == 1);
interact_shader->setUniform("wallRequested", currMouseState == 2);
interact_shader->setUniform("startOfLine", prevLatticeMouseX, prevLatticeMouseY);
interact_shader->setUniform("endOfLine", currLatticeMouseX, currLatticeMouseY);
interact_shader->dispatch(nX, nY);
}
/// Perform collide & stream steps
{
auto guard = collide_shader->use();
collide_shader->dispatch(nX, nY);
}
{
auto guard = stream_shader->use();
stream_shader->dispatch(nX, nY);
}
last_frame = timer::now();
}
}
{
auto guard = scene_shader->use();
scene_shader->setUniform("MVP", MVP);
scene_shader->setUniform("nX", nX);
scene_shader->setUniform("nY", nY);
glClear(GL_COLOR_BUFFER_BIT);
fluid->draw();
}
});
return 0;
}
int main(int argc, char* argv[]) {
GlfwGuard glfw;
if( !glfw.isGood() ) {
std::cerr << "Failed to initialize GLFW." << std::endl;
return -1;
}
return renderWindow();
}
|