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author | Adrian Kummerlaender | 2018-12-15 23:09:32 +0100 |
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committer | Adrian Kummerlaender | 2018-12-15 23:09:32 +0100 |
commit | 44f5ac32a68a617f93704d44c4339f7db13b323e (patch) | |
tree | 6c191524aca1c7dbf3329026a59cfa3bc0109d2f /src/shader/code | |
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Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders
Improvised on top of computicles's scaffolding.
Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
Diffstat (limited to 'src/shader/code')
-rw-r--r-- | src/shader/code/collide.glsl | 95 | ||||
-rw-r--r-- | src/shader/code/fragment.glsl | 5 | ||||
-rw-r--r-- | src/shader/code/stream.glsl | 30 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 8 |
4 files changed, 138 insertions, 0 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl new file mode 100644 index 0000000..67e762b --- /dev/null +++ b/src/shader/code/collide.glsl @@ -0,0 +1,95 @@ +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[]; }; + +float get(uint x, uint y, int i, int j) { + return collideCells[9*128*y + 9*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; +} + +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; +} + +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]; +} + +vec2 velocity(uint x, uint y, float d) { + return 1./d * vec2( + get(x,y, 1, 0) - get(x,y,-1, 0) + get(x,y, 1, 1) - get(x,y,-1,-1) + get(x,y, 1,-1) - get(x,y,-1,1), + get(x,y, 0, 1) - get(x,y, 0,-1) + get(x,y, 1, 1) - get(x,y,-1,-1) - get(x,y, 1,-1) + get(x,y,-1,1) + ); +} + +float w(int i, int j) { + if ( i == -1 ) { + if ( j != 0 ) { + return 1./36.; + } else { + return 1./9.; + } + } else if ( i == 0 ) { + if ( j != 0 ) { + return 1./9.; + } else { + return 4./9.; + } + } else { + if ( j != 0 ) { + return 1./36.; + } else { + return 1./9.; + } + } +} + +float comp(int x, int y, vec2 v) { + return x*v.x + y*v.y; +} + +float sq(float x) { + return x*x; +} + +float norm(vec2 v) { + return sqrt(sq(v.x)+sq(v.y)); +} + +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); + + setFluid(x,y,v,d); + + for ( int i = -1; i <= 1; ++i ) { + for ( int j = -1; j <= 1; ++j ) { + const float eq = w(i,j) * d * (1 + 3*comp(i,j,v) + 4.5*sq(comp(i,j,v)) - 1.5*sq(norm(v))); + set(x,y,i,j, get(x,y,i,j) + omega * (eq - get(x,y,i,j))); + } + } + +} +)"; diff --git a/src/shader/code/fragment.glsl b/src/shader/code/fragment.glsl new file mode 100644 index 0000000..37e18bd --- /dev/null +++ b/src/shader/code/fragment.glsl @@ -0,0 +1,5 @@ +static const std::string FRAGMENT_SHADER_CODE = R"( +void main() { + gl_FragColor = gl_Color; +} +)"; diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl new file mode 100644 index 0000000..7dd5ba8 --- /dev/null +++ b/src/shader/code/stream.glsl @@ -0,0 +1,30 @@ +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[]; }; + +float get(uint x, uint y, int i, int j) { + return collideCells[9*128*y + 9*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; +} + +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 ) { + 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 { + + } +} +)"; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl new file mode 100644 index 0000000..4c307d8 --- /dev/null +++ b/src/shader/code/vertex.glsl @@ -0,0 +1,8 @@ +static const std::string VERTEX_SHADER_CODE = R"( +uniform mat4 MVP; + +void main() { + gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); + gl_FrontColor = vec4(1., 0., 0., 0.); +} +)"; |