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authorAdrian Kummerlaender2019-02-24 12:25:08 +0100
committerAdrian Kummerlaender2019-02-24 12:25:08 +0100
commit1ab5f3db018a3169ad6074fc2b75d44c3a45dd16 (patch)
treed3229fb41d119db2a19810d4f625e0e7d3421e24 /src/shader
parent389da8159978571e8156ff7692bc595d957e846e (diff)
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Smoothen mouse interaction
Diffstat (limited to 'src/shader')
-rw-r--r--src/shader/code/collide.glsl36
1 files changed, 31 insertions, 5 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 3f4e2c5..a73024e 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -9,8 +9,10 @@ layout (std430, binding=3) buffer bufferFluid { float fluidCells[]; };
/// external influence
-uniform int mouseState;
-uniform vec2 mousePos;
+uniform int prevMouseState;
+uniform vec2 prevMousePos;
+uniform int currMouseState;
+uniform vec2 currMousePos;
/// LBM constants
@@ -38,7 +40,23 @@ float sq(float x) {
}
float norm(vec2 v) {
- return sqrt(sq(v.x)+sq(v.y));
+ return sqrt(dot(v,v));
+}
+
+float distanceToLineSegment(vec2 a, vec2 b, vec2 p) {
+ const vec2 ab = b - a;
+
+ const vec2 pa = a - p;
+ if ( dot(ab, pa) > 0.0 ) {
+ return norm(pa);
+ }
+
+ const vec2 bp = p - b;
+ if ( dot(ab, bp) > 0.0 ) {
+ return norm(bp);
+ }
+
+ return norm(pa - ab * (dot(ab, pa) / dot(ab, ab)));
}
/// Array indexing
@@ -130,8 +148,16 @@ void disableWallInterior(uint x, uint y) {
/// Determine external influence
+bool isNearMouse(uint x, uint y, float eps) {
+ if ( prevMouseState == currMouseState ) {
+ return distanceToLineSegment(prevMousePos, currMousePos, vec2(x,y)) < eps;
+ } else {
+ return norm(vec2(x,y) - currMousePos) < eps;
+ }
+}
+
float getExternalPressureInflux(uint x, uint y) {
- if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 2 ) {
+ if ( currMouseState == 1 && isNearMouse(x, y, 3) ) {
return 1.5;
} else {
return 0.0;
@@ -139,7 +165,7 @@ float getExternalPressureInflux(uint x, uint y) {
}
bool isWallRequestedAt(uint x, uint y) {
- if ( mouseState == 2 && norm(vec2(x,y) - mousePos) < 2 ) {
+ if ( currMouseState == 2 && isNearMouse(x, y, 3) ) {
return true;
} else {
return false;