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authorAdrian Kummerlaender2019-02-22 21:49:07 +0100
committerAdrian Kummerlaender2019-02-22 21:49:07 +0100
commitf0b536ac93b3a9a49dfff8a7637f09b153a3b955 (patch)
treedbddeb503d50276fcee06d889d8c8b1edfd36a02 /src/shader
parent1870b510acb351b5956402a21572835aa0d2dee0 (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.glsl75
-rw-r--r--src/shader/code/stream.glsl15
-rw-r--r--src/shader/code/vertex.glsl16
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)
+ );
+ }
}
)";