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author | Adrian Kummerlaender | 2019-11-08 23:02:47 +0100 |
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committer | Adrian Kummerlaender | 2019-11-08 23:02:47 +0100 |
commit | d864699c5ddd744ee7376c0d752b6bbb771429a2 (patch) | |
tree | 9dd8973b17a0617ce595c2b92ec1d0faa8388083 /src/shader | |
parent | 35e2c7a949dedf3221887ffdc14dddb4c5e84f4c (diff) | |
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Update lattice multiple times per frame
Controlled by `--lupf` _Lattice updates per frame_
MLUPS are now calculated and displayed.
While performance is still bad compared to a optimized GPU implementation (such
as [1] or [2]) this improves the situation.
[1]: https://tree.kummerlaender.eu/projects/symlbm_playground/
[2]: https://code.kummerlaender.eu/boltzgen/about/
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 14 | ||||
-rw-r--r-- | src/shader/code/extra.glsl | 2 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 2 |
3 files changed, 9 insertions, 9 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 0f9b2bd..ef1ba93 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -1,7 +1,7 @@ static const std::string COLLIDE_SHADER_CODE = R"( #version 430 -layout (local_size_x = 1, local_size_y = 1) in; +layout (local_size_x = 32, local_size_y = 1) in; layout (std430, binding=1) buffer bufferCollide { float collideCells[]; }; layout (std430, binding=2) buffer bufferStream { float streamCells[]; }; @@ -32,7 +32,7 @@ const float latticeCharVelocity = 0.005; /// Unit conversion -const float resolution = max(nX,nY); +const float resolution = min(nX,nY); const float convLength = physCharLength / resolution; const float convTime = latticeCharVelocity / physCharVelocity * physCharLength / resolution; const float convVelocity = convLength / convTime; @@ -110,7 +110,7 @@ int getMaterial(uint x, uint y) { float density(uint x, uint y) { const uint idx = indexOfLatticeCell(x, y); - float d = 0.; + float d = 0.f; for ( int i = 0; i < q; ++i ) { d += collideCells[idx + i]; } @@ -118,7 +118,7 @@ float density(uint x, uint y) { } vec2 velocity(uint x, uint y, float d) { - return 1./d * vec2( + return 1.f/d * vec2( get(x,y, 1, 0) - get(x,y,-1, 0) + get(x,y, 1, 1) - get(x,y,-1,-1) + get(x,y, 1,-1) - get(x,y,-1,1), get(x,y, 0, 1) - get(x,y, 0,-1) + get(x,y, 1, 1) - get(x,y,-1,-1) - get(x,y, 1,-1) + get(x,y,-1,1) ); @@ -127,7 +127,7 @@ vec2 velocity(uint x, uint y, float d) { /// Equilibrium distribution float equilibrium(float d, vec2 v, int i, int j) { - return w(i,j) * d * (1 + 3*comp(i,j,v) + 4.5*sq(comp(i,j,v)) - 1.5*sq(norm(v))); + return w(i,j) * d * (1.f + 3.f*comp(i,j,v) + 4.5f*sq(comp(i,j,v)) - 1.5f*sq(norm(v))); } /// Material number meaning (geometry is only changed by the interaction shader) @@ -179,10 +179,10 @@ void main() { if ( isBulkFluidCell(material) ) { if ( isInflowCell(material) ) { - v = vec2(min(float(iT)/5000.0*latticeCharVelocity, latticeCharVelocity), 0.0); + v = vec2(min(float(iT)/100.f*latticeCharVelocity, latticeCharVelocity), 0.f); } if ( isOutflowCell(material) ) { - d = 1.0; + d = 1.f; } if ( show_quality ) { diff --git a/src/shader/code/extra.glsl b/src/shader/code/extra.glsl index b8483ae..4b149fb 100644 --- a/src/shader/code/extra.glsl +++ b/src/shader/code/extra.glsl @@ -9,7 +9,7 @@ layout (std430, binding=4) buffer bufferExtra { float extraCells[]; }; uniform uint nX; uniform uint nY; -const float convLength = 1.0 / float(max(nX,nY)); +const float convLength = 1.0 / float(min(nX,nY)); /// Array indexing diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 6ad54cf..10abf0c 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -58,7 +58,7 @@ float restrictedCurl(float curl) { if ( abs(curl) < 1.0 ) { return 0.5; } else { - return 0.5 + 0.5*min(1.0, curl / (50*palette_factor)); + return 0.5 + 0.5*min(1.0, curl / sq(palette_factor)); } } |