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author | Adrian Kummerlaender | 2018-12-18 17:04:18 +0100 |
---|---|---|
committer | Adrian Kummerlaender | 2018-12-18 17:04:18 +0100 |
commit | fed710754296111a51b1b99b40a3c5e5dc873895 (patch) | |
tree | 1354a3bca2de3f52dc28bccdd633cfbc71ee5ae8 /src/shader | |
parent | 556f6cea377f6e8620d05081946f8b469b8a1339 (diff) | |
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Purify collide shader
i.e. move fluid vertex placement to appropriate vertex shader.
Do not amplify or shift fluid moments in any way prior to
passing it to the display pipeline.
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 17 | ||||
-rw-r--r-- | src/shader/code/stream.glsl | 4 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 26 | ||||
-rw-r--r-- | src/shader/wrap/graphic_shader.cc | 6 | ||||
-rw-r--r-- | src/shader/wrap/graphic_shader.h | 1 |
5 files changed, 44 insertions, 10 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index cef2549..cbddfa9 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,8 +7,6 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; }; layout (std430, binding=2) buffer bufferStream{ float streamCells[]; }; layout (std430, binding=3) buffer bufferFluid{ float fluidCells[]; }; -const float displayAmplifier = 10.; - /// LBM constants uniform uint nX; @@ -26,8 +24,8 @@ const float omega = 1/tau; /// Vector utilities -float comp(int x, int y, vec2 v) { - return x*v.x + y*v.y; +float comp(int i, int j, vec2 v) { + return i*v.x + j*v.y; } float sq(float x) { @@ -68,9 +66,9 @@ void set(uint x, uint y, int i, int j, float v) { void setFluid(uint x, uint y, vec2 v, float d) { const uint idx = indexOfFluidVertex(x, y); - fluidCells[idx + 0] = float(x) - nX/2; - fluidCells[idx + 1] = float(y) - nY/2; - fluidCells[idx + 2] = displayAmplifier * norm(v); + fluidCells[idx + 0] = v.x; + fluidCells[idx + 1] = v.y; + fluidCells[idx + 2] = norm(v); } /// Moments @@ -101,6 +99,10 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; + if ( !(x < nX && y < nY) ) { + return; + } + const float d = density(x,y); const vec2 v = velocity(x,y,d); @@ -112,6 +114,5 @@ void main() { set(x,y,i,j, get(x,y,i,j) + omega * (eq - get(x,y,i,j))); } } - } )"; diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 982b207..9b77c85 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -29,6 +29,10 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; + if ( !(x < nX && y < nY) ) { + return; + } + if ( x != 0 && x != nX-1 && y != 0 && y != nY-1 ) { for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 516f2c6..e132e5f 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -7,6 +7,11 @@ out VS_OUT { vec3 color; } vs_out; +uniform uint nX; +uniform uint nY; + +const float displayAmplifier = 10.0; + float unit(float x) { return 1.0/(1.0+exp(-x)); } @@ -15,8 +20,25 @@ vec3 getColor(float x) { return x*vec3(1.0,0.0,0.0) + (1-x)*vec3(-0.5,0.0,1.0); } +vec2 fluidVertexAtIndex(uint i) { + const float y = floor(float(i) / float(nX)); + return vec2( + i - nX*y, + y + ); + +} + void main() { - gl_Position = vec4(VertexPosition.xy, 0., 1.); - vs_out.color = getColor(unit(VertexPosition.z)); + const vec2 idx = fluidVertexAtIndex(gl_VertexID); + + gl_Position = vec4( + idx.x - nX/2, + idx.y - nY/2, + 0., + 1. + ); + + vs_out.color = getColor(unit(displayAmplifier * VertexPosition.z)); } )"; diff --git a/src/shader/wrap/graphic_shader.cc b/src/shader/wrap/graphic_shader.cc index c891730..20fc222 100644 --- a/src/shader/wrap/graphic_shader.cc +++ b/src/shader/wrap/graphic_shader.cc @@ -42,6 +42,12 @@ GLuint GraphicShader::setUniform(const std::string& name, int value) const { return id; } +GLuint GraphicShader::setUniform(const std::string& name, GLuint value) const { + GLuint id = util::getUniform(_id, name); + glUniform1ui(id, value); + return id; +} + GLuint GraphicShader::setUniform(const std::string& name, const std::vector<GLuint>& v) const { GLuint id = util::getUniform(_id, name); glUniform1iv(id, v.size(), reinterpret_cast<const GLint*>(v.data())); diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h index dcae6db..83fca34 100644 --- a/src/shader/wrap/graphic_shader.h +++ b/src/shader/wrap/graphic_shader.h @@ -25,6 +25,7 @@ public: ~GraphicShader(); GLuint setUniform(const std::string& name, int value) const; + GLuint setUniform(const std::string& name, GLuint value) const; GLuint setUniform(const std::string& name, const std::vector<GLuint>& v) const; GLuint setUniform(const std::string& name, glm::mat4& M) const; }; |