diff options
author | Adrian Kummerlaender | 2019-02-22 21:49:07 +0100 |
---|---|---|
committer | Adrian Kummerlaender | 2019-02-22 21:49:07 +0100 |
commit | f0b536ac93b3a9a49dfff8a7637f09b153a3b955 (patch) | |
tree | dbddeb503d50276fcee06d889d8c8b1edfd36a02 /src/shader/code | |
parent | 1870b510acb351b5956402a21572835aa0d2dee0 (diff) | |
download | compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar.gz compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar.bz2 compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar.lz compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar.xz compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.tar.zst compustream-f0b536ac93b3a9a49dfff8a7637f09b153a3b955.zip |
Improvise interactive wall drawing
Internal wall cells need to be disabled to prevent delayed propagation
of the reflected populations.
This is just quickly thrown together - both the visual drawing and the backend's
material handling remain to be improved.
Diffstat (limited to 'src/shader/code')
-rw-r--r-- | src/shader/code/collide.glsl | 75 | ||||
-rw-r--r-- | src/shader/code/stream.glsl | 15 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 16 |
3 files changed, 74 insertions, 32 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index cb950cb..b58bec3 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -3,9 +3,10 @@ static const std::string COLLIDE_SHADER_CODE = R"( 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=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 @@ -76,6 +77,22 @@ void setFluid(uint x, uint y, vec2 v, float d) { fluidCells[idx + 2] = d; } +int getMaterial(uint x, uint y) { + return materialCells[nX*y + x]; +} + +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; +} + + /// Moments float density(uint x, uint y) { @@ -103,21 +120,19 @@ float equilibrium(float d, vec2 v, int i, int j) { /// Determine external influence float getExternalPressureInflux(uint x, uint y) { - if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 4 ) { + if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 2 ) { return 1.5; } else { return 0.0; } } -/// Domain description - -bool isEndOfWorld(uint x, uint y) { - return x == 0 || x == nX-1 || y == 0 || y == nY-1; -} - -bool isOuterWall(uint x, uint y) { - return x == 1 || x == nX-2 || y == 1 || y == nY-2; +bool getExternalWallRequest(uint x, uint y) { + if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 4 ) { + return true; + } else { + return false; + } } /// Actual collide kernel @@ -130,22 +145,38 @@ void main() { return; } - if ( isEndOfWorld(x,y) ) { - return; + if ( getExternalWallRequest(x,y) ) { + setMaterial(x,y,2); + disableFluid(x,y); } - if ( isOuterWall(x,y) ) { - return; + const int material = getMaterial(x,y); + + if ( material == 2 ) { + int wallNeighbors = 0; + 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 ) { + ++wallNeighbors; + } + } + } + if ( wallNeighbors == 9 ) { + setMaterial(x,y,0); + } } - const float d = max(getExternalPressureInflux(x,y), density(x,y)); - const vec2 v = velocity(x,y,d); + if ( material == 1 ) { // fluid + 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,d); - for ( int i = -1; i <= 1; ++i ) { - for ( int j = -1; j <= 1; ++j ) { - set(x,y,i,j, get(x,y,i,j) + omega * (equilibrium(d,v,i,j) - get(x,y,i,j))); + for ( int i = -1; i <= 1; ++i ) { + for ( int j = -1; j <= 1; ++j ) { + set(x,y,i,j, get(x,y,i,j) + omega * (equilibrium(d,v,i,j) - get(x,y,i,j))); + } } } } diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 345127d..a8aec1d 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -3,8 +3,9 @@ static const std::string STREAM_SHADER_CODE = R"( 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=1) buffer bufferCollide { float collideCells[]; }; +layout (std430, binding=2) buffer bufferStream { float streamCells[]; }; +layout (std430, binding=4) buffer bufferGeometry { int materialCells[]; }; /// LBM constants @@ -33,6 +34,10 @@ void set(uint x, uint y, int i, int j, float v) { streamCells[indexOfLatticeCell(x,y) + indexOfDirection(i,j)] = v; } +int getMaterial(uint x, uint y) { + return materialCells[nX*y + x]; +} + /// Domain description bool isEndOfWorld(uint x, uint y) { @@ -63,11 +68,13 @@ void main() { return; } - if ( isEndOfWorld(x,y) ) { + const int material = getMaterial(x,y); + + if ( material == 0 ) { return; } - if ( isOuterWall(x,y) ) { + if ( material == 2 ) { bounceBack(x,y); } diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 700a9b7..52d9403 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -10,7 +10,7 @@ out VS_OUT { uniform uint nX; uniform uint nY; -const float displayAmplifier = 5.0; +const float displayAmplifier = 50.0; float unit(float x) { return 1.0/(1.0+exp(-x)); @@ -42,10 +42,14 @@ void main() { 1. ); - vs_out.color = mix( - vec3(-0.5, 0.0, 1.0), - vec3( 1.0, 0.0, 0.0), - displayAmplifier * VertexPosition.z * norm(VertexPosition.xy) - ); + if ( VertexPosition.z < -1.0 ) { + vs_out.color = vec3(0.0, 0.0, 0.0); + } else { + vs_out.color = mix( + vec3(-0.5, 0.0, 1.0), + vec3( 1.0, 0.0, 0.0), + displayAmplifier * VertexPosition.z * norm(VertexPosition.xy) + ); + } } )"; |