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| author | Adrian Kummerlaender | 2018-12-16 13:58:20 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2018-12-16 13:58:20 +0100 | 
| commit | 2eb7f9925315989735b4fb746cbd7bda6c9bd5bb (patch) | |
| tree | 67e94d6898eac507a8a7c2c6cccf7f875f2979dc /src/shader | |
| parent | 44f5ac32a68a617f93704d44c4339f7db13b323e (diff) | |
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Parametrize lattice resolution
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/code/collide.glsl | 39 | ||||
| -rw-r--r-- | src/shader/code/stream.glsl | 22 | ||||
| -rw-r--r-- | src/shader/code/vertex.glsl | 2 | ||||
| -rw-r--r-- | src/shader/wrap/compute_shader.cc | 12 | ||||
| -rw-r--r-- | src/shader/wrap/compute_shader.h | 3 | 
5 files changed, 54 insertions, 24 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 67e762b..90af535 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -2,34 +2,43 @@ 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[]; }; +uniform uint nX; +uniform uint nY; + +const uint  q     = 9; +const float omega = 0.6; + +const float velocityDisplayScalar = 500.; +  float get(uint x, uint y, int i, int j) { -	return collideCells[9*128*y + 9*x + (i+1)*3 + j+1]; +	return collideCells[q*nX*y + q*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; +	collideCells[q*nX*y + q*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; +	fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2 + velocityDisplayScalar*v.x; +	fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2 + velocityDisplayScalar*v.y; +	fluidCells[3*nX*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]; +	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];  }  vec2 velocity(uint x, uint y, float d) { @@ -77,8 +86,6 @@ 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); diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 7dd5ba8..147b49b 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -2,29 +2,43 @@ 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[]; }; +uniform uint nX; +uniform uint nY; + +const uint q = 9; +  float get(uint x, uint y, int i, int j) { -	return collideCells[9*128*y + 9*x + (i+1)*3 + j+1]; +	return collideCells[q*nX*y + q*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; +	streamCells[q*nX*y + q*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 ) { +	if ( x != 0 && x != nX-1 && y != 0 && y != nY-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 { - +		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 ) { +					set(x+i,y+j,i,j, get(x,y,i,j)); +				} else { +					set(x,y,i*(-1),j*(-1), get(x,y,i,j)); +				} +			} +		}  	}  }  )"; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 4c307d8..0eccad4 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -3,6 +3,6 @@ uniform mat4 MVP;  void main() {  	gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); -	gl_FrontColor = vec4(1., 0., 0., 0.); +	gl_FrontColor = gl_Vertex.z * vec4(1., 0., 0., 0.);  }  )"; diff --git a/src/shader/wrap/compute_shader.cc b/src/shader/wrap/compute_shader.cc index c90c370..ab5d4c4 100644 --- a/src/shader/wrap/compute_shader.cc +++ b/src/shader/wrap/compute_shader.cc @@ -40,12 +40,20 @@ GLuint ComputeShader::setUniform(const std::string& name, float x, float y) cons  	return id;  } +GLuint ComputeShader::setUniform(const std::string& name, unsigned int value) const { +	GLuint id = util::getUniform(_id, name); +	glUniform1ui(id, value); +	return id; +} +  void ComputeShader::workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const {  	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferA);  	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bufferB);  	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bufferC);  } -void ComputeShader::dispatch() const { -	glDispatchCompute(128, 128, 1); +void ComputeShader::dispatch(GLuint nX, GLuint nY) const { +	setUniform("nX", nX); +	setUniform("nY", nY); +	glDispatchCompute(nX, nY, 1);  } diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h index 74c8270..816b925 100644 --- a/src/shader/wrap/compute_shader.h +++ b/src/shader/wrap/compute_shader.h @@ -26,7 +26,8 @@ public:  	bool isGood() const;  	GLuint setUniform(const std::string& name, float x, float y) const; +	GLuint setUniform(const std::string& name, unsigned int value) const;  	void workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const; -	void dispatch() const; +	void dispatch(GLuint nX, GLuint nY) const;  }; | 
