diff options
Store material in fluid buffer and improve visualization
Replaces the density value which is actually not that useful for visualization.
Encoding integer values as floats by casting and comparing them using
exact floating point comparison is not very safe but works out for now.
Diffstat (limited to 'src/shader/code/collide.glsl')
-rw-r--r-- | src/shader/code/collide.glsl | 36 |
1 files changed, 14 insertions, 22 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 182f5bd..3f4e2c5 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -6,7 +6,6 @@ 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[]; }; -layout (std430, binding=4) buffer bufferGeometry { int materialCells[]; }; /// external influence @@ -70,29 +69,22 @@ void set(uint x, uint y, int i, int j, float v) { collideCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)] = v; } -void setFluid(uint x, uint y, vec2 v, float d) { +void setFluid(uint x, uint y, vec2 v) { const uint idx = indexOfFluidVertex(x, y); fluidCells[idx + 0] = v.x; fluidCells[idx + 1] = v.y; - fluidCells[idx + 2] = d; } int getMaterial(uint x, uint y) { - return materialCells[nX*y + x]; + const uint idx = indexOfFluidVertex(x, y); + return int(fluidCells[idx + 2]); } void setMaterial(uint x, uint y, int m) { - materialCells[nX*y + x] = m; -} - -void disableFluid(uint x, uint y) { const uint idx = indexOfFluidVertex(x, y); - fluidCells[idx + 0] = 0.0; - fluidCells[idx + 1] = 0.0; - fluidCells[idx + 2] = -2.0; + fluidCells[idx + 2] = m; } - /// Moments float density(uint x, uint y) { @@ -125,7 +117,7 @@ void disableWallInterior(uint x, uint y) { for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { const int material = getMaterial(x+i,y+j); - if ( material == 0 || material == 2 ) { + if ( material == 0 || material == 2 || material == 3 ) { ++wallNeighbors; } } @@ -139,7 +131,7 @@ void disableWallInterior(uint x, uint y) { /// Determine external influence float getExternalPressureInflux(uint x, uint y) { - if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 3 ) { + if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 2 ) { return 1.5; } else { return 0.0; @@ -147,7 +139,7 @@ float getExternalPressureInflux(uint x, uint y) { } bool isWallRequestedAt(uint x, uint y) { - if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 3 ) { + if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 2 ) { return true; } else { return false; @@ -164,14 +156,14 @@ void main() { return; } - if ( isWallRequestedAt(x,y) ) { - setMaterial(x,y,2); - disableFluid(x,y); - } - const int material = getMaterial(x,y); - if ( material == 2 ) { // wall + if ( isWallRequestedAt(x,y) && material == 1 ) { + setMaterial(x,y,3); + return; + } + + if ( material == 3 ) { // manually added wall disableWallInterior(x,y); } @@ -179,7 +171,7 @@ void main() { const float d = max(getExternalPressureInflux(x,y), density(x,y)); const vec2 v = velocity(x,y,d); - setFluid(x,y,v,d); + setFluid(x,y,v); for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { |