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authorAdrian Kummerlaender2018-12-19 19:07:05 +0100
committerAdrian Kummerlaender2018-12-19 19:07:31 +0100
commit994f70f0dd8fff208fab050a8a58f7fdf7bcfb24 (patch)
treef4cce099a3eafbc52b7dd1b8b23366c1fd8d4df9 /src/shader/code
parent6f6073be5de8c8598c4af7f38c90c3f83b5bf1bf (diff)
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Tidy up external influence implementation
Diffstat (limited to 'src/shader/code')
-rw-r--r--src/shader/code/collide.glsl23
1 files changed, 15 insertions, 8 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 2626c70..75bfd35 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -7,9 +7,10 @@ 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 int mouseClicked;
-uniform int mouseX;
-uniform int mouseY;
+/// external influence
+
+uniform int mouseState;
+uniform vec2 mousePos;
/// LBM constants
@@ -97,6 +98,16 @@ vec2 velocity(uint x, uint y, float d) {
);
}
+/// Determine external influence
+
+float getExternalPressureInflux(uint x, uint y) {
+ if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 4 ) {
+ return 1.5;
+ } else {
+ return 0.0;
+ }
+}
+
/// Actual collide kernel
void main() {
@@ -107,11 +118,7 @@ void main() {
return;
}
- float d = density(x,y);
- if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) {
- d = 1.5;
- }
-
+ const float d = max(getExternalPressureInflux(x,y), density(x,y));
const vec2 v = velocity(x,y,d);
setFluid(x,y,v,d);