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author | Adrian Kummerlaender | 2018-12-17 21:01:53 +0100 |
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committer | Adrian Kummerlaender | 2018-12-17 21:01:53 +0100 |
commit | 556f6cea377f6e8620d05081946f8b469b8a1339 (patch) | |
tree | ce32382779d663224316b5f0ab67e270ba27ec77 /src/shader/code | |
parent | f465b26a8aeac95cf7e0186a86ab1262dc771fb4 (diff) | |
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Clean up stream and collide compute shaders
Diffstat (limited to 'src/shader/code')
-rw-r--r-- | src/shader/code/collide.glsl | 91 | ||||
-rw-r--r-- | src/shader/code/stream.glsl | 7 |
2 files changed, 60 insertions, 38 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index f960dcd..cef2549 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,13 +7,24 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; }; layout (std430, binding=2) buffer bufferStream{ float streamCells[]; }; layout (std430, binding=3) buffer bufferFluid{ float fluidCells[]; }; +const float displayAmplifier = 10.; + +/// LBM constants + uniform uint nX; uniform uint nY; -const uint q = 9; -const float omega = 0.6; +const uint q = 9; +const float weight[q] = float[]( + 1./36., 1./9., 1./36., + 1./9. , 4./9., 1./9. , + 1./36 , 1./9., 1./36. +); -const float displayAmplifier = 10.; +const float tau = 0.8; +const float omega = 1/tau; + +/// Vector utilities float comp(int x, int y, vec2 v) { return x*v.x + y*v.y; @@ -27,30 +38,54 @@ float norm(vec2 v) { return sqrt(sq(v.x)+sq(v.y)); } +/// Array indexing + +uint indexOfDirection(int i, int j) { + return 3*(j+1) + (i+1); +} + +uint indexOfLatticeCell(uint x, uint y) { + return q*nX*y + q*x; +} + +uint indexOfFluidVertex(uint x, uint y) { + return 3*nX*y + 3*x; +} + +/// Data access + +float w(int i, int j) { + return weight[indexOfDirection(i,j)]; +} + float get(uint x, uint y, int i, int j) { - return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; + return collideCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)]; } void set(uint x, uint y, int i, int j, float v) { - collideCells[q*nX*y + q*x + (i+1)*3 + j+1] = v; + collideCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)] = v; } void setFluid(uint x, uint y, vec2 v, float d) { - fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2;// + displayAmplifier*v.x; - fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2;// + displayAmplifier*v.y; - fluidCells[3*nX*y + 3*x + 2] = displayAmplifier * norm(v); + const uint idx = indexOfFluidVertex(x, y); + fluidCells[idx + 0] = float(x) - nX/2; + fluidCells[idx + 1] = float(y) - nY/2; + fluidCells[idx + 2] = displayAmplifier * norm(v); } +/// Moments + float density(uint x, uint y) { - 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]; + const uint idx = indexOfLatticeCell(x, y); + return collideCells[idx + 0] + + collideCells[idx + 1] + + collideCells[idx + 2] + + collideCells[idx + 3] + + collideCells[idx + 4] + + collideCells[idx + 5] + + collideCells[idx + 6] + + collideCells[idx + 7] + + collideCells[idx + 8]; } vec2 velocity(uint x, uint y, float d) { @@ -60,27 +95,7 @@ vec2 velocity(uint x, uint y, float d) { ); } -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.; - } - } -} +/// Actual collide kernel void main() { const uint x = gl_GlobalInvocationID.x; diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 147b49b..982b207 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -6,11 +6,15 @@ 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[]; }; +/// LBM constants + uniform uint nX; uniform uint nY; const uint q = 9; +/// Data access + float get(uint x, uint y, int i, int j) { return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; } @@ -19,6 +23,8 @@ void set(uint x, uint y, int i, int j, float v) { streamCells[q*nX*y + q*x + (i+1)*3 + j+1] = v; } +/// Actual stream kernel + void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; @@ -30,6 +36,7 @@ void main() { } } } else { + // rudimentary bounce back boundary handling 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 ) { |