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author | Adrian Kummerlaender | 2018-12-18 21:08:20 +0100 |
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committer | Adrian Kummerlaender | 2018-12-18 21:08:20 +0100 |
commit | 6f6073be5de8c8598c4af7f38c90c3f83b5bf1bf (patch) | |
tree | 4dabb7259102afe4ddca25293ed3cc77640f95f8 /src/shader | |
parent | d58c4cbeb95e25ea08994e4d39f657d078a33782 (diff) | |
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Hacky mouse-based fluid interaction
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 10 | ||||
-rw-r--r-- | src/shader/wrap/compute_shader.cc | 12 | ||||
-rw-r--r-- | src/shader/wrap/compute_shader.h | 3 |
3 files changed, 20 insertions, 5 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 78d3936..2626c70 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,6 +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; + /// LBM constants uniform uint nX; @@ -103,7 +107,11 @@ void main() { return; } - const float d = density(x,y); + float d = density(x,y); + if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) { + d = 1.5; + } + const vec2 v = velocity(x,y,d); setFluid(x,y,v,d); diff --git a/src/shader/wrap/compute_shader.cc b/src/shader/wrap/compute_shader.cc index 54f50f8..134db2d 100644 --- a/src/shader/wrap/compute_shader.cc +++ b/src/shader/wrap/compute_shader.cc @@ -34,18 +34,24 @@ bool ComputeShader::isGood() const { return _good; } -GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const { +GLuint ComputeShader::setUniform(const std::string& name, int value) const { GLuint id = util::getUniform(_id, name); - glUniform2f(id, x, y); + glUniform1i(id, value); return id; } -GLuint ComputeShader::setUniform(const std::string& name, unsigned int value) const { +GLuint ComputeShader::setUniform(const std::string& name, GLuint value) const { GLuint id = util::getUniform(_id, name); glUniform1ui(id, value); return id; } +GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const { + GLuint id = util::getUniform(_id, name); + glUniform2f(id, x, y); + return id; +} + void ComputeShader::workOn(const std::vector<GLuint>& buffers) const { glBindBuffersBase(GL_SHADER_STORAGE_BUFFER, 1, buffers.size(), buffers.data()); } diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h index f2ab182..d7ef729 100644 --- a/src/shader/wrap/compute_shader.h +++ b/src/shader/wrap/compute_shader.h @@ -26,8 +26,9 @@ public: bool isGood() const; + GLuint setUniform(const std::string& name, int value) const; + GLuint setUniform(const std::string& name, GLuint value) const; GLuint setUniform(const std::string& name, float x, float y) const; - GLuint setUniform(const std::string& name, unsigned int value) const; void workOn(const std::vector<GLuint>& buffers) const; |