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| 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 | |
| parent | 1870b510acb351b5956402a21572835aa0d2dee0 (diff) | |
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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')
| -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) +		); +	}  }  )"; | 
